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TriadCity Message of the Day
2008-10-01
Suppose you find yourself on the wanted list? What should you do?
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Stash your gear. Give your worn EQ and inventory to somebody
you trust, or put it in your player house. Remember that
moving is dangerous, as is standing still! The cops will be
coming to you. Think about logging out until there's a friend
ready to grab your stuff before the cops grab you.
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Decide where to be arrested. You might prefer to face PUNishment
in NW if your crime is a first or second offense. On the other
hand, if you're a repeat offender, you may want to avoid prison
time by being arrested in NE and paying the fine and the bribes
to get free soon. Or, if criminal activity isn't absolutely
central to your livelihood and exp growth, you might decide to
get popped in the South and face the neuro-surgury. Your strategy
will depend on your character and its goals. Remember that you
might not have much choice! If you're deep in NE, it might not
be super likely that you'll be able to reach Sanctuary Island
before the long arm of the law reaches you.
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Decide whether to clear your bank account. This really only matters
if you expect to be arrested in NE. The Judges there will fine you
more heavily, the more of your wealth they can locate. If you
transfer some or all of your bank balance to a trusted friend, your
fine will be smaller. But - don't forget! - you could potentially
receive the death penalty, as those of limited means frequently do
in NorthEast.
What if it's too late? Particularly, what happens if you've gone before
a "hangin' judge" and been sentenced to death in NE?
Log out! Stay logged out until a friend is ready to come to rescue you,
that is, buy their way into Death Row, and then search for you cell-by-cell.
Have questions? Use the bulletin boards, which are a good place for noting
lore about how to make subtle strategy choices. Remember that right now
there's not yet any accumulated, shared experience of the details of the
Justice System. There'll be experience with time.
Still yet MORE notes will follow as Justice NorthEast nears completion.
Back to the current MOTD index.
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"Burroughs's zone, or interzone, is a vast, ramshackle structure in which all the world's architectural styles are are fused and all its races and cultures mingle .... Sometimes it is located in Latin America or North Africa, sometimes (as in The Ticket That Exploded, 1962) on another planet, sometimes (as in Cities of the Red Night,, 1981) in a lost civilization of the distant past. By contrast, Alasdair Gray's zone (in Lanark, 1981), a space of paradox modeled on the Wonderland and Looking-glass worlds of the Alice books, has been displaced to the ambiguous no man's land between cities .... Pynchon's zone is paradignmatic for the heterotopian space of postmodernist writing .... Here ... a large number of fragmentary possible worlds coexist in an impossible space which is associated with occupied Germany, but which is in fact located nowhere but in the written text itself." --Brian McHale, Postmodernist Fiction (info)
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