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innovative methods of keeping people in line
Posted: Thu Sep 29, 2011 9:46 pm
by kaloryfer
lol, i just had an idea about describing our town goverments
the town one of my chars lives in has two jails
* one jail is normal jail
* second jail is the hole
if you break laws etc you get thrown into jail no1
but if you break them again or rules finds out that there is no possibility of reeducation you get thrown into jail no2
and noone leaves jail no2, things only get in, noone gets out
and its good
Re: innovative methods of keeping people in line
Posted: Thu Sep 29, 2011 10:01 pm
by EchoMan
It's a pity that most players can't play an inmate very good. That character has "lost the game" to most players, and they have no reason at all to role play their survival.
Re: innovative methods of keeping people in line
Posted: Thu Sep 29, 2011 10:18 pm
by Chris
Handling the truly anti-social types roughly is no problem. Much trickier is punishing those who are basically decent citizens but have broken the laws. From what I have seen, it's best to open the door, ask them to walk in, and not lock them in. Their acceptance and participation are a good sign that they will try to do better afterwards, which is usually the main concern.
Re: innovative methods of keeping people in line
Posted: Fri Sep 30, 2011 2:24 am
by Fingersmith
EchoMan wrote:It's a pity that most players can't play an inmate very good. That character has "lost the game" to most players, and they have no reason at all to role play their survival.
Thing is that Cantr jales are more like isolation wards than like real jales.
Even in rl if you put someone to isolation you usually brake him and he looses any interest to survive.
If you could have in Cantr societies more like jail rooms putting all law breaking characters together inside the same room then there could be a lot of role playing between them trying not only to survive but to see who among inmates get to be in charge , exploiting others, illicit trade with jail guards, planning jail brakes etc .

Re: innovative methods of keeping people in line
Posted: Fri Sep 30, 2011 2:41 am
by Rebma
Fingersmith wrote:EchoMan wrote:It's a pity that most players can't play an inmate very good. That character has "lost the game" to most players, and they have no reason at all to role play their survival.
Thing is that Cantr jales are more like isolation wards than like real jales.
Even in rl if you put someone to isolation you usually brake him and he looses any interest to survive.
If you could have in Cantr societies more like jail rooms putting all law breaking characters together inside the same room then there could be a lot of role playing between them trying not only to survive but to see who among inmates get to be in charge , exploiting others, illicit trade with jail guards, planning jail brakes etc .

It's funny because reading this thread, that was my thought: There are never enough prisoners in one jail together. I think a region with like ten towns needs one jail or something, so all the crimmies get to end up together. Fun!
Re: innovative methods of keeping people in line
Posted: Fri Sep 30, 2011 5:14 am
by Wolfsong
I've seriously considered the whole prison town idea before.
Re: innovative methods of keeping people in line
Posted: Fri Nov 04, 2011 2:55 am
by masterekat
I wanna play a prisoner really bad. No one will catch my character though.

Re: innovative methods of keeping people in line
Posted: Fri Nov 04, 2011 4:43 am
by Mitch79
masterekat wrote:I wanna play a prisoner really bad. No one will catch my character though.

You just haven't been around mine...
Re: innovative methods of keeping people in line
Posted: Fri Nov 04, 2011 4:44 am
by Slyder_Glyder_Ryder_etc
Re: innovative methods of keeping people in line
Posted: Fri Nov 04, 2011 8:15 am
by Majix
Or maybe the prison could be a special building that would be like you are in a vehicle, you can still talk with others on the outside. (like the steel cage but not so hard to build)
But that function had to be able to switch on and off if it's a prisoner that can't behave. Or it should be open for talk certain times. Like if the prisoner was outside in an excersice yard.
Re: innovative methods of keeping people in line
Posted: Fri Nov 04, 2011 11:50 am
by curious
I think if more people could play a prisoner well, there would be fewer needless deaths.
I know I have messed this role up myself, and looking back, my char just became relatively resigned and lethargic. I think now, they could have been more grovelling and apologetic... even scared.
I also believe hat this 'is' role-play, and if I were a prisoner again, that I would play it with game mechanics as an adjunct to the role, rather than the 'limits'.
Say for instance. I were captured, and a couple of chars forcibly took my weapons and crowbar from me (easily conceivable)..? Role play would dictate that I should, as opposed to game mechanics where people just don't. Likewise, if I were placed in what was described as an open exercise area outside of a building (maybe indicated on a note describing the area) and it was deemed lockable, thenrole-play would demand that I stay in it, when game mechanics clearly allow me to walk down a road.
Re: innovative methods of keeping people in line
Posted: Fri Nov 04, 2011 12:03 pm
by EchoMan
Majix wrote:Or maybe the prison could be a special building that would be like you are in a vehicle, you can still talk with others on the outside. (like the steel cage but not so hard to build)
I made a "Wooden cage" suggestion from this. Good catch.