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  1. I know I haven't been here long but, I have been looking around the server for quite awhile and have noticed ALOT of signs- specifcally, signs on chests. So? Why does this matter? Now, I know it takes alot for one to apply to be able to steal things but does petty robbery mean much if you lose your materials with no way of ever getting them back? This goes doubly in areas that would be guarded such as forts, castles, or towns. The Problem The whole point behind theft and villany in general is to create RP for those around them on the server by providing conflict. Leaving a sign that some things are missing from the chest is not creating much RP if any at all. Simply, the 'bandit' is just taking your materials because he needs them for his own. The 'bandit' does not care about your character or creating a story, he/she just wants stuff (which is true in the real world but not here). So, you just lost your stuff. Now what? Oh yes, nothing at all. You have no way of retrieving it or following it. The whole story is, you lost your stuff. That seems a bit against the point of villany on this server. So? How do we solve this problem? The Bandit's Trail Rule What is it? Basically, a thief must chat, ensuring someone is around, so that there is a chance of witness. How does this work mechanically? By checking in Local Out of Character, a thief can make sure there is someone in a 32 block radius that has a chance to bear wittness to his crime. That way, there is both a chance of him getting caught. The thief should (but is not required to) leave a clue of some sort with a sign, giving the victim some chance of finding him/her. For example: ' Joey leaves a sign after stealing from a house outside detailing that a boot is caught in mud and that someone clearly made a hurry out ' Now someone can look for someone with only one matching boot on or ask a local cobbler who bought boots recently. Clearly, someone can follow the trail and do some RP with this, or if no clue is left, someone could have at least heard or saw something suspicious. For bigger jobs, you could take it a step further and make a forum post so that someone may follow up easier. Bigger loot = Bigger chance of getting caught = more RP What if it is a roadside shack with no one around? Classic rules still apply, just leave a sign, or you could leave a clue, like mentioned above. Chances are no one would see this anyway. Also, this encourages people who live isolated to migrate into towns. More people condensed = more RP Don't GM's already check for theft from chests? They check for locked chests only, unlocked chests were always fair game. Plus, this adds a little more automation to the system so they do not have to check every single petty theft. FEEDBACK WOULD BE APPRECIATED :D TL;DR Keep people from stealing with little to no RP by forcing them to check for people in the area and, if they wish, to leave a clue.
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