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 Forum index » Meta » General META Discussion
Address disclosure and sharing
Moderators: imbri, ndemeter
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Author Message
Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

Address disclosure and sharing

I have, on more than one occasion, been approached by would-be puppetmasters interested in starting their trailhead the same way I do mine: through the mail.

Right now I admit I have a decent list (70 registrants from LGL, 100+ from Darklight), but those of you that entered your address did so expecting that only *I* would be using it for game purposes.

But I've seen people speak of receiving stuff in the mail without having any idea where their address was acquired, suggesting that there is some sort of "behind the scenes" sharing of collected data between PMs. Ths to me sounds unorthodox; I feel I should not release private information like a person's physical address without (1) knowing full well who it's going to, and (2) authorization from the owner to do so.

Is it simply a matter of including in my site's form "you authorize me to give out your contact information to complete strangers?" Not only do I have a hard time doing that on a personal level, but a statement like that might cause *less* people to put their address in out of fear.

So how do you all feel about it?
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PostPosted: Tue Apr 15, 2008 8:18 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

NOS HARING!

Lots of folks are blissfully unaware of how easy it is to find their contact information.

People are just a lot more predictable, than they'd like to think.
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PostPosted: Tue Apr 15, 2008 8:37 pm
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notgordian
Unfictologist


Joined: 23 Nov 2006
Posts: 1383
Location: Philly

I would assume there are two ways people get "surprise" packages of this sort in a non-creepy manner.

1) Website registration information: a lot of users have their websites linked in their UF profile. I'd assume running a whois on a few of those domains would yield addresses for interested parties. Checking the UF Facebook group could also probably net a few addresses, if people have their preferences open enough. (So, what Rogi said)

2) Players gave information to a bunch of PMs, so they don't know exactly which one sent the mail.

Generally, people have very good reasons to be concerned with their private information being shared without their permission. I sincerely hope PMs entrusted with that information for a limited use restrict themselves appropriately.

PostPosted: Tue Apr 15, 2008 8:42 pm
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

While I know that my contact information is fairly easily obtained, I also know that I would have a hard time giving it directly out to games if I knew that it could be shared with other groups. I'm usually pretty picky about what games I give information out to, and I don't think I would be too happy knowing that someone was using my contact information willy nilly because it just happened to be on some list. When I get anything now, I know it's because of something I'd done in the past - either playing a specific PM's game previously, or because someone knows who I am and specifically sought me out. Add in the fact that my real contact information is different than the information I give out in games, I can usually tell the general direction of where I got stuff from (and thus maybe why I'm getting anything in the first place).
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PostPosted: Tue Apr 15, 2008 9:25 pm
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

I'm right there with you nighthawk... nobody else needs to know the information that's been shared with us with the assumption that we will keep it to ourselves. It goes back to the Player/PM trust issue.
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PostPosted: Tue Apr 15, 2008 10:46 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

notgordian wrote:
1) Website registration information: a lot of users have their websites linked in their UF profile. I'd assume running a whois on a few of those domains would yield addresses for interested parties.


This was how I compiled the list of addresses for the Eldritch Errors Book One mailings. One word of warning in using this method - the methodology was chosen for a reason however the players never made that leap and, instead, assumed meta level reasons for why some received a package and others did not which led to some confusion and hurt feelings. So while it was successful in that word spread and only a few packages didn't make it to their intended recipients because they had moved without updating their website registration, it was not successful in an "in-game" or "thematic" sense and started the game off with a very "meta" tone which might not be desirable. Additionally, depending on the package contents, it could freak out some people and not in a good way -- especially those at physical addresses long since abandoned by the website owner.

PostPosted: Wed Apr 16, 2008 12:16 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

imbri wrote:
notgordian wrote:
1) Website registration information: a lot of users have their websites linked in their UF profile. I'd assume running a whois on a few of those domains would yield addresses for interested parties.


This was how I compiled the list of addresses for the Eldritch Errors Book One mailings. One word of warning in using this method - the methodology was chosen for a reason however the players never made that leap and, instead, assumed meta level reasons for why some received a package and others did not which led to some confusion and hurt feelings. So while it was successful in that word spread and only a few packages didn't make it to their intended recipients because they had moved without updating their website registration, it was not successful in an "in-game" or "thematic" sense and started the game off with a very "meta" tone which might not be desirable. Additionally, depending on the package contents, it could freak out some people and not in a good way -- especially those at physical addresses long since abandoned by the website owner.


I'm surprised to hear the "Book One" part. I thought you joined after Book One.

Given the list of recipients for the original packages, I'm thinking most of their addresses were already known and didn't require checking website registrations.
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PostPosted: Wed Apr 16, 2008 1:02 pm
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wackychimp
Greenhorn

Joined: 16 Apr 2008
Posts: 3

While this kind of "surprise trailhead" may add to the whole TINAG experience, I agree that sharing of such info is not cool.

Yes it's publicly available, but maybe I don't want to play games that I don't initiate.

Just my $0.02.

PostPosted: Wed Apr 16, 2008 2:50 pm
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Gbutton
Boot

Joined: 01 Apr 2008
Posts: 26

Well is there any viable way to create an address pool for puppetmasters? Where anyone could register their address, e-mail, possibly phone numbers; for use by puppetmasters on later games.

The biggest problem I see with this is the risk of it falling into the wrong hands, aka spammers.

Maybe some sort of PM registration process, in which you have to give proof of you intentions and your game, would quell the tide of spam. Or maybe more spammers would start to make games.

PostPosted: Thu Apr 17, 2008 1:36 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

I've done some research into this as a secondary aspect of setting up a package escrow service for games (Being a trusted PM-to-Player and Player-to-Player package and mail forwarding entity.).

Basically, my idea is to create a registry where players can define what modes of communication they are comfortable with and how they would like to share those bits with PMs (Or not). I started creating a database of all the possible communication methods and it got really big, really fast when you consider all the possible "primary"/"secondary"/"tertiary" options and preferences, including Usernames/Communities, etc.).

For trialheads, I was thinking that a PM could provide a list of usernames from a certain community or other list of identities included somewhere in the database and be provided with (initially) a report of how many of those are "reachable", by method. It might even include the members IDs if the option to share that was set by the member. Or, they could just opt to have the service perform their trailhead activities. Phishing for information would not be condoned. Like trying to find someone's username on one forum when you know it on another.

I kinda got stuck when trying to come up with some way to keep the service from being used as a way to conduct illegal commerce or as a tool of malice. I could never be absolutely sure what a sender's intent is for an item. The member agreement is all that would serve as a protection, there. How would a situation where a recipient got something that disturbed them be handled?

And there are also a lot of legal concerns where international commerce is concerned. I'm not too worried about taxation issues, but tariffs, drugs, etc. are a lot more problematic.

Security is another issue that I had concerns over. I'd do my best to protect private information, but the risks are always there for shenanigans. Account sign-up and management would have to be really well-protected and some folks would probably prefer to not even have their information be part of any "online" repository.

As for trust. I have only my reputation to go on. So, it might take a while to grow the service. And with my propensity to alienate PMs. that could be an issue. Wink
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PostPosted: Thu Apr 17, 2008 2:52 pm
Last edited by Rogi Ocnorb on Thu Apr 17, 2008 2:54 pm; edited 1 time in total
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

simple answer is that there is no secure + viable way to have an address pool for PMs. If you maintained it, you would be required to trust people you've never talked to to be new PMs. It's not feasible, find ways to build it up - besides there's not always a need to send physical items to players to launch a game, there are ways to build an address gathering system into a game for sending physical items during the game - the PM just has to be imaginative.
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PostPosted: Thu Apr 17, 2008 2:53 pm
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faeryqueen21
Unfictologist


Joined: 25 Sep 2007
Posts: 1348
Location: Pasadena, CA

^ Or you could also plant packages at locations close to players and give them clues to find it. Make them come to the package instead.
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PostPosted: Sun Apr 20, 2008 9:54 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

faeryqueen21 wrote:
^ Or you could also plant packages at locations close to players and give them clues to find it. Make them come to the package instead.


That's not as simple as it sounds. For small groups, geography becomes a limitation.

For example, I'm in Miami. I know of only two other people that I've seen on UF that are in the area, and their involvement has been somewhat sporadic; I have no guarantee that if I do a Miami drop one of them will go get it. Also, to be honest, if there were a Miami drop everybody will probably come to me because everyone knows I'm in Miami; I can't very well pick up a drop for my own game, can I?

So how do I do drops in other locations? I have to rely on third party scouts, people who I somehow trust will not only put the drop in a location, but research the location enough to determine the risk involved. Either way, it becomes a disassociation from the PM's grasp, something he has no direct control over. And a bad drop could end an ARG before it starts, especially if the drop is potentially crucial for gameplay.

That also brings in the factor of trusting someone to do something for your ARG, thus risking breaking the "fourth wall" by open disclosure of your plans to an outsider.

Everything in a game should be under direct control of the PM; setting up drops in locations where the PMs do not have presence involves too many variables.
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PostPosted: Mon Apr 21, 2008 10:17 am
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Having a team in various places is valuable if you want deaddrops.
I like what 42 did (contact bakeries and bowling alleys) but that would cost a lot of money Laughing

You start with your known contacts from previous games. As you develop your ARG PM skills, more players come to you and in various guises you collect addresses.

Collective Detective (now defunk) tried to create a PM resource with contact information - and advertised that this would be available to aspiring PMs.

The other alternative is the Contact thread in uF. But most people wisely don't include their snail mail address. That is dangerous.
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PostPosted: Mon Apr 21, 2008 11:31 am
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faeryqueen21
Unfictologist


Joined: 25 Sep 2007
Posts: 1348
Location: Pasadena, CA

Yes, sorry, I did mean that packages left in various location would be for PM teams. We're not all as crazy and skilled as you Nighthawk. How you did LGL by yourself if beyond me. You're amazing. And yeah. the various locations of ARGers is definitely a problem as well.
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PostPosted: Mon Apr 21, 2008 6:00 pm
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