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 Forum index » Meta » General META Discussion
You Traitor!
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krystyn
I Never Tire of My Own Voice


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Re: You Traitor!
Players using supposedly OOG comments from UF IG to "rat out" other players.

ariock wrote:

But to be honest, I'm tired of players using info from UF to further their own names IG.

I went and looked back at those old ilovebees threads, and you had accused weephun of the same thing back then - of using information he gained from the community for his own personal gain.

Following further links from those threads to other related ilovebees posts, 2004-you linked to a post you made, apologizing to weephun, specifically mentioning the personal gain accusation. You recanted on it, after investigating further and spending time with the concepts we were all dealing with - Puppetmaster story direction, game design, rides being on rails, etc.

I've always very much liked Elan Lee's assertion that part of what makes good ARGs so very good is that they tend to give the players the opportunity or at least feeling of being a hero of their every day life. Whether you are finding stolen cars, searching the dream world, uncovering corporate medical conspiracies, putting nightmares together in order to defeat an artificial intelligence, or enhottenating axons, there is a sense of purpose that can feel much greater than the usual hit-snooze-brew-coffee-snarl-at-traffic-push-paper-punch-timeclock crap that usually happens on your average weekday, right?

So when stuff like this happens, it very very often shakes out to be some sort of glitch or rough spot with the game design itself, not with the players' behavior. After all, 'We As Players' is a pretty vague entity, yeah? Can't define it, can't necessarily predict it, can't really do anything to make the entity do anything it doesn't want to do, because the entity is made up of individuals, and people have their own reasons for playing games.

Codifying individuals' behavior towards the game is not necessarily something that can be standardized for every ARG. Just as people generally don't wear protective headgear whilst playing chess (or don blindfolds during Pictionary, or try to pin the tail on the donkey using tennis rackets), it seems that it's more useful for the game itself to give consistent, reassuring calls to action/rulesets, and that the player base feel just as free to play with those calls to action in interesting and fun ways.

Anyway, you've probably moved on from this point, Ariock, but the specific comment I quoted didn't see a lot of follow-up, and I felt compelled to note it with a bit o' wordiness. Edamame!
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PostPosted: Mon Feb 25, 2008 3:30 am
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jlr1001
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But Aren't there Two Curtains?

I understand everyone's thoughts on codifying appropriate player behavior beyond what is common sense--e.g. If you meet an IG character at a live event, don't drop kick him or her because (you know) s/he's probably an actor...

But when a line is crossed that starts to cause some confusion and hinders the game, and the PMs seem to be a willing party in the "problem"... is it appropriate for the players themselves to request that the PMs refrain from using UF as an in-game resource? Could we politely remind/educate them that using what's discussed here, in-game, is against our protocol?

Also, it occurs to me that if a PM is aware of the UF isn't in-game policy, then he or she shouldn't use any information derived from here even if it's a player who gives them the goods.

To use a commonly accepted concept, the players have a curtain of their own and it is UF, any other OOG forum or website, or any other meeting/discussing space the players have designated. If, for these games to truely work, the PMs need some form of curtain, so do the players... Otherwise the idea of the openly collaborative hive can't possibly work.

Of course we know PMs lurk here, and they should use information from here in a limited, and correct way. If a gross number of their players are bumping their heads against a puzzle, and the source of the confusion is a misinterpretation of a clue... The PM should use this information to subtly correct the problem wtih the "clue" and then let the players continue. There shouldn't be any open mention of UF in this process.

Or, if the players suggest a new game element in their speculations, the PMs could very well adopt it as part of the game. But this is fundamentally different than what we're talking about here.




-jlr1001

PostPosted: Mon Feb 25, 2008 8:25 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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Location: Is not Chicago

Re: But Aren't there Two Curtains?

jlr1001 wrote:
Otherwise the idea of the openly collaborative hive can't possibly work.

That's a pretty strong assertion!

jlr1001 wrote:
Of course we know PMs lurk here, and they should use information from here in a limited, and correct way. snip... There shouldn't be any open mention of UF in this process.

There's really no way to legislate such behavior, though, right?

Also, what is "correct"?


I think if a game has gone so far as to make its player base feel unsafe and uncared-for, then it is up to the players to disengage how they feel best. However, I admit that it's easier for me to point to stuff post-mortem, using specific examples. Generalizing is easy, but also fraught with exceptions.



45912!

PostPosted: Mon Feb 25, 2008 12:07 pm
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SpaceBass
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Discussions and participation on Unfiction help to describe game universes. They are not a product merely of audience collaboration but also of the collaboration between the audience sphere and the architect sphere. I do not believe these roles are equivalent and disagree that the puppetmasters' need for a curtain equates to a similar player need.

The philosophy that Unfiction is out of game cannot be extended beyond our borders. We are unable to fully control such abuses even here, where we have as complete control as possible. We have no hope or desire to control what people do outside of this sphere, whether they be players or puppetmasters.

There's no denying that Unfiction as a perceived entity can have an effect on or influence a campaign, by the actions of its members and by their co-authorship of the campaign universe's descriptions. But again, this only works if the architects know about those elements and have access to them. I cannot conceive of a situation in which it would be better to hide information or keep secrets from the architects during gameplay; this could only make things more difficult for them and likely cause more problems.

When someone asks you out for a spin on the ballroom floor, do you say, "Yes, but you may only go through the motions. No touching!" Paired dancing is a partnership in action and many cues are passed between partners through subtle touch. Why would you purposefully cut off one of the few lines of metacommunication you have with your partner?

I hope puppetmasters use any information they can discover on Unfiction to make their campaigns better but I also hope they use it in a way that makes sense in their universe and keeps it consistent for the entire gameplaying sphere. I don't think that merely mentioning Unfiction or any other playerspace by name necessarily constitutes a breach of the curtain because who is to say that the site does not exist in the alternate reality as well, perhaps just without all of the meta threads that exist here in our universe?
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PostPosted: Mon Feb 25, 2008 12:14 pm
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jlr1001
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krystyn wrote:
That's a pretty strong assertion!


I don't think so at all. We've seen specific examples to the contrary, one here, and the other in the game that started this series of rants.

One of the tenets of this art form is that no one player necessarily holds the key to a puzzle or story element, but that the collective intelligence is more than capable of parsing and deciphering nearly any abstraction or obfuscation.

If a player is suddenly afraid to bring anything to the "collective" because that information is now in-game but revealing it in (what should be) an OOG context is suddenly verbotten (especially if the fear is that an in-game character will now see this supposedly OOG communication), can' that be construed as a fundamental breakdown of the collective intelligence model?

SpaceBass wrote:
I cannot conceive of a situation in which it would be better to hide information or keep secrets from the architects during gameplay


This is a much stronger interpretation of the "players' curtain" than I intended.

All I mean is that if we're expected to be able to freely discuss these games, debate what's going on in them, and work puzzle and other story element solves then we need to do so without fear of in-game recrimination.

It's almost as though the only element of play considered "valid" is when we're directly interfacing with the game. Where as what we're doing here should amount to "sandbox playing" where we get to suss out various ideas and theories without these nascent actions having an absolute affect on the game.

Again, if the PMs see us hopelessly going in the wrong direction, then they should respond in some "valid" in-game way. If we suggest something that has a budding "cool" factor, and if adopting it can work with their overall plans, there's no reason why they couldn't incorporate our contribution into the game's fabric...

But if a playing contacts a character with information that was revealed in confidence between the players, then the (experienced?) PM should disregard or discourage it as a violation of player trust, as konamouse mentioned earlier.

(I feel like I'm beating a dead horse, but I'd rather address these concerns head on, rather than just say, "well if the players feel cheated they can just stop playing.")



-jlr1001

PostPosted: Mon Feb 25, 2008 1:03 pm
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ariock
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Re: You Traitor!
Players using supposedly OOG comments from UF IG to "rat out" other players.

Yea! krystyn!

krystyn wrote:
ariock wrote:

But to be honest, I'm tired of players using info from UF to further their own names IG.

I went and looked back at those old ilovebees threads, and you had accused weephun of the same thing back then - of using information he gained from the community for his own personal gain.
Following further links from those threads to other related ilovebees posts, 2004-you linked to a post you made, apologizing to weephun, specifically mentioning the personal gain accusation. You recanted on it, after investigating further and spending time with the concepts we were all dealing with - Puppetmaster story direction, game design, rides being on rails, etc.


Just for clarifications sake, my comments here and those comments regarding weephun aren't actually the same thing. Those comments about weephun were regarding his withholding of information from the rest of the players, and my perception that he did that for his own personal gain. And the only real reason I retracted what I'd said was that there was some small indication that he'd been instructed to withhold information by the OP (Shad0, on the other hand, was never instructed to withhold anything by Melissa). I think we've gleaned in the ensuing years the truth of that situation (OMG, he just gave up Anne Frank!).

That is actually different from the wholesale ratting out that happened later on in the game. zudini ratted out hmrpita. Some player ratted out another player who had used a photoshopped pic for their crew photo. Some OTHER player wholesale copied a post by Madcow from UF and sent it to the OP. Madcow actually threatened to stop posting at that point because his OOG words had been used IG.

krystyn wrote:
I've always very much liked Elan Lee's assertion that part of what makes good ARGs so very good is that they tend to give the players the opportunity or at least feeling of being a hero of their every day life. Whether you are finding stolen cars, searching the dream world, uncovering corporate medical conspiracies, putting nightmares together in order to defeat an artificial intelligence, or enhottenating axons, there is a sense of purpose that can feel much greater than the usual hit-snooze-brew-coffee-snarl-at-traffic-push-paper-punch-timeclock crap that usually happens on your average weekday, right?

So when stuff like this happens, it very very often shakes out to be some sort of glitch or rough spot with the game design itself, not with the players' behavior. After all, 'We As Players' is a pretty vague entity, yeah? Can't define it, can't necessarily predict it, can't really do anything to make the entity do anything it doesn't want to do, because the entity is made up of individuals, and people have their own reasons for playing games.

Codifying individuals' behavior towards the game is not necessarily something that can be standardized for every ARG. Just as people generally don't wear protective headgear whilst playing chess (or don blindfolds during Pictionary, or try to pin the tail on the donkey using tennis rackets), it seems that it's more useful for the game itself to give consistent, reassuring calls to action/rulesets, and that the player base feel just as free to play with those calls to action in interesting and fun ways.

Anyway, you've probably moved on from this point, Ariock, but the specific comment I quoted didn't see a lot of follow-up, and I felt compelled to note it with a bit o' wordiness. Edamame!


Also, a player using information they get from UF against an IG character is also hugely different from using it against another player. Rough patches that are the caused by the game are different from rough patches caused by other players.

So, I'd say I'm still tired of that.
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PostPosted: Mon Feb 25, 2008 1:19 pm
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ariock
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jlr1001 wrote:
If a player is suddenly afraid to bring anything to the "collective" because that information is now in-game but revealing it in (what should be) an OOG context is suddenly verbotten (especially if the fear is that an in-game character will now see this supposedly OOG communication), can' that be construed as a fundamental breakdown of the collective intelligence model?
...snip...
But if a playing contacts a character with information that was revealed in confidence between the players, then the (experienced?) PM should disregard or discourage it as a violation of player trust, as konamouse mentioned earlier.

I didn't mention anything in my post about PMs directly taking information from UF. I'm curious to know how you know they did that.

I'm fairly sure that that is already against the rules...but now that I actually look for it, I can't find it. Maybe it isn't. Just no posting as an IG character...
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PostPosted: Mon Feb 25, 2008 1:34 pm
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jlr1001
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ariock wrote:
I didn't mention anything in my post about PMs directly taking information from UF. I'm curious to know how you know they did that.


Just look at the two posts I referenced above what you quoted. In those cases the players were afraid to post something OOG because of fear that it would be seen by the PMs and be used (in a negative fashion) in-game.

This fear alone, despite whether or not this situation has already happened, is a problem.



-jlr1001

PostPosted: Mon Feb 25, 2008 1:44 pm
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thebruce
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Joined: 16 Aug 2004
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jlr1001 wrote:
But if a playing contacts a character with information that was revealed in confidence between the players, then the (experienced?) PM should disregard or discourage it (emphasis mine) as a violation of player trust, as konamouse mentioned earlier.

Except in those words, it appears you're putting the onus on the puppetmaster to discern what is and isn't "valid" player input. That's most definitely something that cannot be enforced (and I personally wouldn't encourage it in every case). If the PMs do know and have some sense of it, then they can act accordingly if they wish, but the PMs shouldn't be faulted if they use information a player passed them, without knowing if its source if IG or OOG. That's beyond their control. There's no certain way to tell how a player got said information in the first place.

We cannot draw some arbitrary line in the information-passing aspect of game playing, between the players and the PMs. All PMs have as input is player->character (which can be used IG), and PM observation (for guidance in a meta sense - misuse of this input can lead to upsetting the community, but restriction of its use can't be enforced).
PMs can't form a reliable distinction of whether input for player->character is IG or OOG. If what they know from observing the community can be applied to the player->character input, that's different, and that's their decision to make.

To put it another way, the only thing the PMs can control are: how they use information they directly observe from OOG sources (such as UF), and how they react to any input provided by players to characters. The former may influence the latter, but there's no possible restriction that can be made by the community on the PMs, let alone enacting rules. The PMs, ultimately, can only choose their actions based on how they feel the community (not just unfiction) will react, and whether it's acceptable to their CF or not.

Heck, some PMs may choose to ruffle feathers in the unfiction community - it's happened before - but it just means, usually, the upset players will either go elsewhere, or stop playing.

The puppetmasters control how they react, and the community controls how they react - that's the only control that truly exists, by the nature of the beast. Unfiction is like an eddy in the current; the river will still flow.
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PostPosted: Mon Feb 25, 2008 1:53 pm
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ScarpeGrosse
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OMG, okay, that's it!

NO ONE CAN READ ANYTHING ANYMORE!

*places large fuzzy sleep masks over everyone's eyes so no one can see what anyone else is saying*

Now, no peeking Razz
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PostPosted: Mon Feb 25, 2008 2:10 pm
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imbriModerator
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While it might be nice to have a rule that PMs can't use information on unfiction (being generally rule adverse, I'm not sure it'd be so nice), there would be absolutely no way that we could enforce it. We can say that you can't post in your a section devoted to your game or that you can't have duplicate accounts - that's enforceable because we can remove their posting privileges. Having a rule just to have one would be silly.

In most cases, it's quite stupid for PMs to use information that they find on unfiction (or any other player-only gathering point) because of what that does to the player community. The mistrust and paranoia that it breeds will likely have a negative impact on not only the player experience but also the game. If PMs do want to use such info in a game, they need to be quite selective and make it something that the players would take lightly or place it in a context that would not create that mistrust and paranoia among the players (it might be useful to create it between the players and a game entity). While I'm sure that there are other positive examples that I'm forgetting, there are two from Lockjaw that come instantly to mind...

1) The Mephista Browser. This was an browser created by one of the PMs (Andy) that had some AI something or other in it. Players downloaded it earlier in the game and, while they had some idea of what it was, the true intent was revealed at the end of the game when the players found a place where the browser was dumping all of this information and including things that the players would find while surfing the internet (including bits and pieces from irc chat logs and the y! group where players congregated). At that point, they no longer needed to be concerned that what they were saying could be used against them.

2) The Bathroom Wall. This was really a little bit of a gossip page created by an employee of an ingame company and included a lot of injokes created by the players and pms throughout the run of the game. It, too, was discovered late in the game, after we had shown the players just how much we respected them and wouldn't abuse their trust, and only included humourous bits designed to make them feel a part of the universe in a fun and casual way.

We understood the risk that each of these might bring and, I think, we were prepared to deal with any negative ramifications that they may have caused and attempted to head that off as best as possible (by letting the players discover the cache of info at the very end of the game, for example). It's a very careful balance but when there is a shared trust and respect, and more importantly, a confidence that the PMs won't abuse that trust and respect, you are able to tip the scales a little more than you would otherwise. However, every time you tip those scales, you make it easier for the players to fall off.

So, it can be done, but it has to be done very carefully and only once the community is cohesive enough to deal with it and has the confidence that PMs will deal with the ramifications of it in a way that will not harm the game play and their enjoyment of it.

PostPosted: Mon Feb 25, 2008 2:21 pm
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rose
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I've been away and I'm wondering what sparked this thread now? It can't all be about what happened years ago with i love bees. Can anyone summarize what happened?

My feeling is that people should share what they want to share with the understanding that anyone else may use it as they choose. If you don't want to share anything, you don't have to do so. There is no consequence for not sharing - if the game or promotion depends on information you have being shared - the designers will figure out another way to get the information out to the rest of the players.

Personally, I have an incredibly strong bias in favor of sharing everything that I can with everyone else. Even so, looking back, if I had been in Weephun's shoes and was asked to keep something quiet for a bit, I think I would have done what the PMs asked me to do. So, I think everyone should do what they feel comfortable with under the particular circumstance.

I guess my bias is also that we are all in this together - players, lurkers, sharers and non-sharers - so that the concept that something could be "used against me" doesn't fit into my philosophy. I also don't have the concept that I use something in a game to benefit me only; I'm sure I've never even thought about a game that way - but, again, that is my philosophy of the community.
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PostPosted: Tue Feb 26, 2008 8:54 pm
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jlr1001
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Well, some (actually most) of this stems from the currently running Enitech - Gardner Project game. This game is the presumptive official ARG for the Sarah Conner Chronicles, so it's all about Terminator...

The notion of being selective in how information was being shared between players first came about after one of the characters, in an in-game video, thanked Unfiction by name (as well as Something Awful) as being places where people were helping them figure out what was going on (in their in-game reality).

Some time later, players were awarded for participation--and by that I mean emailing information directly to characters--with private user access to an in-game resource. TheBruce, IIRC, was the first person to get a username and password to the system. He received it as a token of trust between him and particular characters in the game... however, since UF was mentioned by another of the characters (and thus brought into the game's reality) he hesitated posting his access information on the forums because that could be a seen (by the characters) as a violation of their trust in him...

That's where the whole idea of posting information on this out-of-game resource being used against you in-game stemmed from.

As for the second issue, whether the PMs should use information that was meant for an OOG context if a player openly gives it to them, came to a head after we started communicating with Skynet and resistance members who had time traveled from the future...

I can't quite remember why, but some of the players began "playing with" Skynet by posing as Terminators. They were giving it false reports about one of the characters who was supposedly dead, but we knew otherwise. So they kept reporting, as Terminators, that the character had been killed. Also, Skynet had mentioned some obscure protocol in one of its emails, so they were also trying to get it to reveal more information it it and other targets it had in mind.

After a while Skynet seemed to become "pissed" and communication with it became spotty. It, correctly assumed that some of its Terminator units were "corrupt". Well, in an attempt to help move the game forward, one of the players sent Skynet the UF usernames of people he "knew" to be corrupt Terminators. Unfortunately he included usernames of people who weren't involved in any way in this part of the story...

Skynet took his information and sent out a message that these particular units/people were now targets for termination. Obviously this was a vexing turn of events...

I think that sums up what caused this current discussion. If I missed something I'm sure someone will let me know.

(Sorry for the dog-long post--yes, I just made up "dog-long"...).



-jlr1001

PostPosted: Tue Feb 26, 2008 9:25 pm
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thebruce
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Actually, this I believe to be incorrect (and does slightly alter the situation at hand)

jlr1001 wrote:
one of the players sent Skynet the UF usernames of people he "knew" to be corrupt Terminators. Unfortunately he included usernames of people who weren't involved in any way in this part of the story...

the exact wording of the message in question is this:
Quote:
CURRENT TEMPORAL-NATIVE TARGETS IDENTIFIED AS: (list of names)..etc

There was no indication that they were named as having infiltrated skynet. When I read that, I didn't feel I was misrepresented, nor having any masked identity blown. This, to me, was skynet being informed of names of people who were known to be working with the resistance (and not even that specifically - just priority human targets).

To clarify, it wasn't the ratting out of active attempts by players to converse with Skynet under cover - though that may have been a side-effect, were they using those same aliases. So it's not information that was only revealed in UF. It was an informing of names within the community (information which can't be traced back solely to privately posted UF information). That is, ignoring UF, that list of names could easily have been formed from outside sources.

Just thought that had to be clarified, as the situation was described in that way a few times. Not a major point, but not unrelated.
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PostPosted: Tue Feb 26, 2008 10:02 pm
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Rekidk
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I was originally going to say that the PMs had made a poor game-design choice by deciding to acknowledge that information; however, I think that I, as a player, would find it pretty cool to be brought into the game in that way.

That said, I absolutely love the idea of UnFiction as an OOG resource. In other words, I like the idea of the characters (or the game's universe) being unable to read it. Someone once made the analogy of an ARG being a crime scene, with UnFiction as a sort of office for the investigators (the players). If we let the suspects (the characters) in the office, it would mess up the investigation. Aside from that, though, it just works. There needs to be a somewhere to discuss the not-a-game as what is actually is: a game.

The issue here is this: the players exist both IG and OOG. Should their OOG personas be required to be separate from their IG personas? Isn't it sort of true, in an IG way, that the characters might understand that there is a place where the players are collaborating?

Regardless, it's impossible to set up any sort of rules to govern this, so debating it is almost a moot point.
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PostPosted: Tue Feb 26, 2008 10:05 pm
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