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 Forum index » Meta » General META Discussion
You Traitor!
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ariock
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Joined: 11 Aug 2004
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Location: SF East Bay

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

History:

Back during ILB, hmrpita had a single signficant interaction with the PMs. She and I posted about it on UF to inform other players. that knowledge was used by other players to tell an IG character what she'd done. Her later interactions with that IG character were made more difficult by that. I don't know how frequently this kind of thing happens, but it's come up at least once in a recent game.

I'm saying that the lesson that appears to come from this is that contrary to the general belief that sharing is of paramount importance in this community, it may not be in your best interests IG to do so. Let's say I don't want my OOG chatter and attempts to keep other players informed to be used by another player to advance their own part in the story at the possible detriment of my own. My only recourse is to stop sharing information I've gotten.

So for example, I didn't really have to share the code I received. I could have used that to advance my own part in the story as much as I could. I didn't, though. (and not just because I'm not really playing).

I can't really fault the PMs for exploiting a turncoat. It's drama. And it lets them play with something apart from their own storyline. I'm starting to think that maybe UF isn't the best place to post about our own personal interactions with the game (whatever game it might be).

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

So my questions are:
1. Do you think it is reasonable to use posts on UF to send information to the IG characters?
1a. If so, would you mind if another player used something that you'd posted and made your future interaction IG more difficult?
1b. If not, should there be specific rules about the use of info from UF, in the same way that PMs are required not to post on UF in order to prod their own games along?
2. Could/should there be SubForums for games that begin to fracture due to some players wanting to be turncoats? That way players on one side would get an area and the other side would get a different area. Is that even feasible?
2a. Should there be a rule that a player who intends to turn traitor should have to request a split so that perhaps players could stop posting information in the general forum that might be used against them?

Anyway. just curious what other people here think. To be honest, I wasn't even playing this more recent game except as a favor to a friend. And to find my name as well as several other players listed as informers reminded me of some of the worst parts of ILB.
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PostPosted: Sat Feb 23, 2008 5:05 pm
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jlr1001
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Joined: 06 Jun 2006
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Quote:
I didn't really have to share the code I received. I could have used that to advance my own part in the story as much as I could.


This is similar to the language you use in this post...

And, to be honest, it rubs me a little raw.

While we all experience these stories differently, depending on our own aesthetic tastes, level of engagement in the game, and a myriad other factors, I've never thought of this as my story verus your story, or my part of this story verus your part...

When you frame it that way, the collaborative nature of what we're trying to do is undermined. There can be no hive mind, so to speak, if we think of mine and yours... which is why the whole concept one player ratting another out feels like an afront to the game itself...

Of course, it all depends on what the PMs have in mind, or what they do once such a situation arises... but condoning such action, or intending it to happen from the start, feels like a poor design choice... (assuming the PMs' aim is to grow the largest possible audience, have that audience stay through the course of the game, and ultimately satisfy that audience's expectations).



-jlr1001

PostPosted: Sat Feb 23, 2008 8:25 pm
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ariock
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jlr1001 wrote:
This is similar to the language you use in this post...


I SAID I was going to take it to the meta forum. Wink But whichever game it currently is though, the issue can and probably will come up again.

There will always be the thrill of being the person who finds the clue or gets the solve or is recognized officially in the game. And everyone wants to feel that thrill. Should people be informing on other players based on their contributions to UF to get that thrill?

I actually don't so much have a problem with myself being listed as helping the resistance. I posted a response on an IG blog, so as far as that goes, I consider myself fair game. Also, I don't necessarily think that having sides is a bad thing. But it shouldn't come at the expense of openness on UF. Or maybe it should. Maybe everyone else waits to post on UF and a few of us are just foolish idealists.
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PostPosted: Sat Feb 23, 2008 8:45 pm
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thebruce
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I totally agree =)

Another ILB situation was, of course, the rat-bastard weephun. In essence, he did exactly what the player did in the situation giving rise to this meta-rant, only about an IG character, rather than other players. He told an IG character (the antagonist in this instance) the whereabouts of another IG character (a favourite and hero) in secret - the PMs decided to run with it and unexpectedly had the hero effectively killed. No one knew until it happened and weephun was outted. He went through hellfire from other players who couldn't believe what he'd done, let alone keeping it secret from the community.

This kind of thing happens - and as I fully believe, the PMs then decide what to do with information and events such as that. As players, we want to foster community, but how we foster community isn't really of concern to the PMs. The PMs can decide whether their decision of how to react to a player or player's information would be a positive one for their playerbase or not; it's a decision they have to weigh.

Now when it comes to OOG info being used by a player IG, it's harder for the PMs IF they have no idea where the info came from - for all they know some players may have decided to use the info, or a player may have decided to betray his friends. A PM shouldn't have to go searching to find out whether info they've been given was posted IG or in some self-defined OOG location which is considered by players to be OOG. The PMs can only make decisions on a case by case basis based on what they know, and how they think the players will react.

So my first instinct in cases like this is not to blame the PMs for using info by a player, whether it was IG or OOG, or a community decision or a turncoat. All we can do is trust the PMs - if they decide to use a controversial situation IG, it has no become a part of the game - try to enjoy it and run with it, knowing the PMs have weighed the plusses and minuses.

For the points (and this is of course just MHO):
1. Do you think it is reasonable to use posts on UF to send information to the IG characters?

To -send info to a character IG-, no. To discuss 'secret' info one might send to a character by another means, yes

1a. If so, would you mind if another player used something that you'd posted and made your future interaction IG more difficult?

I might be miffed at the player, but if the PMs decide to use it ingame, there's nothing I can do, and I hope/trust that the PM has seen a good twist to the plot.

1b. If not, should there be specific rules about the use of info from UF, in the same way that PMs are required not to post on UF in order to prod their own games along?

I think if there were rules, the only thing that UF could do is punish a board member for using OOG info in an IG way. And we've seen repeatedly that as a community we want to avoid 'policing'. I don't know if there is an easy solution. The forums are readable by anyone. A player may take info posted in the forums and submit it anonymously to a character so they're traced back to their UF profile. who knows... I don't think there's an easy solution to this unless UF takes a more proactive role in how players play the game (which is pretty much not going to happen).

2. Could/should there be SubForums for games that begin to fracture due to some players wanting to be turncoats? That way players on one side would get an area and the other side would get a different area. Is that even feasible?

I think if a player has decided to use OOG info IG, they won't care if it's on one forum or another, and having sections restricted to 'approved' members is another thing that certainly won't happen here. I think this has been discussed in other games as well, and the solution was effectively that players formed their own off-UF discussion areas if 'teams' were involved.

2a. Should there be a rule that a player who intends to turn traitor should have to request a split so that perhaps players could stop posting information in the general forum that might be used against them?

If anything like this happens, again, I think it's up to the players themselves to enforce - not UF, not the moderators. Effectively that means basically going somewhere non-UF. I hate the idea of it, but there's nothing we can do to control how players play the game. Hopefully, PMs would see what's happening in the community, and do what they can to encourage teamwork and whatnot, but not every PM is the same. I think UF will encourage PMs and ARGs that have that ideal in mind, and others will naturally go elsewhere (another reason there was Immersion Unlimited, and Perplexorum - different ideals and thoughts of how a community should work, or at least allowing a place for those with variant ideas to go without constant meta-debate like at UF Wink)

It's a touchy issue, but I don't think there's anything we can do. It's about how the players choose to play, and how the PMs choose to react to how the players play. Neither of which can beenforced per se, by UF, outside of the TOS which is more focused on fostering community than splitting it.
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PostPosted: Sat Feb 23, 2008 10:34 pm
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ariock
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Thanks for the comments, thebruce.
thebruce wrote:
If anything like this happens, again, I think it's up to the players themselves to enforce - not UF, not the moderators. Effectively that means basically going somewhere non-UF. I hate the idea of it, but there's nothing we can do to control how players play the game.
...
It's a touchy issue, but I don't think there's anything we can do. It's about how the players choose to play, and how the PMs choose to react to how the players play. Neither of which can beenforced per se, by UF, outside of the TOS which is more focused on fostering community than splitting it.


Well, there are rules for PMs and policing of them that goes on in the forum. There are TOS. A term like: "Unfiction is OOG. UF is about sharing of IG happenings. Players who post here are agreeing not to use information about other players against them IG, and in return no other player may do likewise. If you feel the need to play "bad guy" do it using IG materials or with the permission of other Players."

I agree that policing isn't really feasible, or possible, I would imagine. But, technically, there's not even really a guideline. I looked at the information for new players and for PMs and the TOS and found nothing. I can't even really say "Hey, you weren't supposed to do that!" because there is no "supposed to." Right now all there is is a retro-active "golden rule." "So, you don't mind if we all rat YOU out now, do you?"
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PostPosted: Sat Feb 23, 2008 11:03 pm
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konamouse
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A similar instance happened in Sammeeeees (the original). We had a couple of folks pretending to be on the side of Mr Alan Johnson. The rest of us were on the side of Peeps. And we had a player who actually thought he was the true hero in the game (and didn't trust Patricia). So she took discussion information shared here in uF and "ratted out" one of our double agents to Mr Alan Johnson. Copied information from uF in emails to him.

The PM had been watching the board (but never the chat) and figured out an IG method to nicely divert the communication from the rogue player away from Mr Alan Johnson. When the rest of us found out, we reminded the player that information posted on uF was not IG and could not be used IG in the manner it was used. And this never happened again. There was some good META that followed my rant. And we all sailed on happily afterwards (even if she still didn't trust Patricia, even in the sequel).
Kudos to all involved!
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PostPosted: Sun Feb 24, 2008 12:27 pm
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jlr1001
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I guess a take-away, in the absence of a players' manual for each game, is that there will always be some cycle of player education and re-education that we'd have to go through...

It's easy to imagine that a really creative PM could develop a game that challenges how even the most experienced player interacts with it, such that that experienced player would have to re-learn how to play the game...



-jlr1001

PostPosted: Sun Feb 24, 2008 12:57 pm
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SpaceBass
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Hmm, déjà vu. Wink This discussion is about an important issue but I think the questions are misphrased. I hope that I get the impetus behind the framing of these questions but I really feel that the focus on Unfiction (while flattering to the effectiveness of this particular community in influencing the direction of specific campaigns), as well as on individual players or playing style, is slightly misdirected. The fact is that all of those elements are irrelevant to the possibility of this sort of event occurring.

To illustrate this point, let's examine our options as players to attempt to prevent our in-game information from being used "against" us. Ariock suggests codifying a playing guideline into the forum's Terms of Service but this solution assumes that Unfiction is the only place players play and that all users will abide by the ToS. What is to stop uF users from breaking the rules, or unregistered guests from not caring about them? How about the player who innocently reposts in-game information elsewhere, which is subsequently used by a third party in a fashion adverse to our desire?

The next step is to attempt to prevent dissemination of sensitive information beyond trusted parties. This generally results in a rapid decline in the number of participants with which an individual can expect to cooperate, depending on how many people he or she can truly trust. Such groups can be fun to watch if they devolve into the paranoia and peer-accusation to which they are prone.

The extreme step is to always keep all in-game information about oneself to oneself, with nothing left public, as that is the only truly foolproof way of denying its possible misuse. Except that there is always another party who knows besides the player: the puppetmaster.

No segregation of in-game information can prevent the puppetmasters from making the choice to use it, if one has chosen to interact with the campaign. The only further alternative is to cease interacting. These options seem to me to fundamentally defeat the entire purpose of the genre, which is based on making such connections rather than severing them.

Similarly, no amount of player exhortation could require the puppetmasters to do a certain thing. While a player interaction could provide timing, impetus, or even inspiration, these things must be chosen to be seized upon by the PMs. And nothing stops the PMs from choosing to do some such thing in the absence of any player input at all.

Without presuming to know what Ariock is thinking, I suspect his reaction to these types of events arises more due to a feeling of betrayal by the game itself, in conflict with his stated desire to give the puppetmasters the benefit of the doubt in their intent, while they have meanwhile attempted to thrust him into a more constricted in-game role without an obvious invitation or his consent. Perhaps this was implicit in the initial invitation to participate in this particular campaign's universe but such assumptions are likely ill met in these specific instances by those who would prefer to exert their own will rather than to blindly follow that of others. Nobody wants to feel used.

Does recognizing this allow us a different perspective on the problem? If we accept that secrecy cannot prevent these incidents, can we at least influence them in another fashion? Of course! ARGing is all about embracing the unexpected and making it work for you!

The sole audience of Unfiction is not just players, lurkers, and inquisitive folk. We hope (and know in most cases) that the puppetmasters behind these productions are using this resource as a source of information about gameplay progress. Unfiction is not the only place to play but it generally keeps up when it isn't leading the way in campaigns. Thus, it is not just of paramount import to share with other players but also with the puppetmasters themselves; perhaps more so, since we have much less opportunity for communication with them than with our fellows.

It thus behooves us to be as forthcoming and visible as possible in our presentation of gathered knowledge and reactions thereto, if we wish to influence the puppetmasters in a more meta-sense with respect to their game design and implementation. Imagine how useless this very thread would be if it were locked away on some private darknet bulletin board; the puppetmasters would never be able to see any benefit from it, from even knowing of it. This question was at the root of a fundamental design decision behind both these forums and the recent introduction of despoiler wikis.

By focusing on this sort of incident as a design decision by the puppetmasters, we can also begin to more carefully question its purpose. By attempting to insert players in game, are the PMs not taking a risk that those individuals might not "play along?" It seems to me that it should be pretty easy for a player to get him or herself written back out of a game in short order, if so desired. The puppetmasters have only one other alternative with a recalcitrant or deliberately obstructive player who has been acknowledged by them as in-game: to break the game itself.

Is this really an invitation to those players who were named to take part in a deeper role within the campaign universe? Or is it a deliberate slight against the players on the part of the puppetmasters? An attempt to control when, where, and how some of the players might play?

xnbomb wrote:
The thing about chaotic systems is they require faith and tolerance to be appreciated; faith that the system will end up where it is 'supposed' to go, and tolerance for the fact that it is unlikely to take the path you would find most preferable or convenient.

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PostPosted: Sun Feb 24, 2008 6:28 pm
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konamouse
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I sense a good topic for ARGNetcast discussion in this thread.......
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PostPosted: Sun Feb 24, 2008 6:51 pm
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ariock
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SpaceBass wrote:
Hmm, déjà vu. Wink


Wow. That was a walk down memory lane. It is gratifying to look back and see how right I was. Very Happy (rails, my ass Wink ) I've mellowed a lot since then. Laughing

Seriously, I don't have a problem with people playing the bad guy. I don't have a problem with a player using OOG stuff IG (As long as they think turnabout is fair play).

I realize UF isn't the center of the ARG/CF Universe. That players from other boards might use the information here against us.

I suppose what it really comes down to here is codifying the very things that konamouse says the Sameeeees did when they ran into this situation. They pointed out that OOG communication shouldn't be used IG. There's not really a rule about it, but there are rules for using search or using the term "trout."

That's really all I think is needed here. Or reasonable, I suppose. The rest, about parallel fora, was more of a "wouldn't it be cool if.."

SpaceBass wrote:
Without presuming to know what Ariock is thinking, I suspect his reaction to these types of events arises more due to a feeling of betrayal by the game itself, in conflict with his stated desire to give the puppetmasters the benefit of the doubt in their intent, while they have meanwhile attempted to thrust him into a more constricted in-game role without an obvious invitation or his consent. Perhaps this was implicit in the initial invitation to participate in this particular campaign's universe but such assumptions are likely ill met in these specific instances by those who would prefer to exert their own will rather than to blindly follow that of others. Nobody wants to feel used.


Honestly, the IG messages I got telling me to self-terminate happened well before I'd heard about the information being sent by a player to SkyNet. And at the time, I'd assumed it was because I'd posted using the same name on the Enitech blog. I responded to the message in what I thought was a fairly creative way, but I've never received an IG response to that.

After finding out about it, I could see that one or two of the other players were upset. I'd received a few PMs from other players to talk about options away from UF. The fracturing had begun before I was really even aware of it.

I made one response, telling another player that as far as I knew, using OOG communication from UF wasn't disallowed in any way. Maybe that was incorrect. Maybe it's more of a guideline. I am glad to hear that at least the Sameeeees agree that it's a bad idea.


SpaceBass wrote:
By focusing on this sort of incident as a design decision by the puppetmasters, we can also begin to more carefully question its purpose. By attempting to insert players in game, are the PMs not taking a risk that those individuals might not "play along?" It seems to me that it should be pretty easy for a player to get him or herself written back out of a game in short order, if so desired. The puppetmasters have only one other alternative with a recalcitrant or deliberately obstructive player who has been acknowledged by them as in-game: to break the game itself.

Is this really an invitation to those players who were named to take part in a deeper role within the campaign universe? Or is it a deliberate slight against the players on the part of the puppetmasters? An attempt to control when, where, and how some of the players might play?

xnbomb wrote:
The thing about chaotic systems is they require faith and tolerance to be appreciated; faith that the system will end up where it is 'supposed' to go, and tolerance for the fact that it is unlikely to take the path you would find most preferable or convenient.


I don't know what the design of this game is. But I'm well aware that design can often go in the toilet (or at least on a back burner) if the PMs think they've had something "cool" happen via player interaction. And that is fine if it is organic and appropriate to the conceits of the game.

I like that quote by xnbomb. And I agree with it. I don't think that it is quite the same thing when the impetus for my path in-game becoming more complicated is the use by another player of information that I posted on UF.

My bottom line: I recognize that it's not enforcible any more than rules on trout or search are. But those are actual rules. I think having this be an actual rule would remove some of the guesswork as to whether or not it is even something we could say shouldn't have been done. And that's obviously just a suggestion.

Thank you for the response, SpaceBass. And thanks to everyone who has responded to this.
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PostPosted: Sun Feb 24, 2008 7:59 pm
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celina63
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Personally, it's been one of my pet peeves about EniTech from day one that they did not choose to use their own forum, or even the blog comments, as the means of player communication with the Game... that they instead chose to look at interactions on the UF forum (or, earlier in the game, SomethingAwful forums) and pick and choose what they wanted to use.

Alot of this could have been avoided if the PMs *ONLY* considered information that was given to them via email or the blog comments as "in game", rather than reading the forums and using information posted there. Granted, they didn't use *everything* posted there or things would have been pretty confusing - but the fact that the Unfiction Forums, or information contained *withing* the forums, were used in-game, caused great confusion - and something I'm looking forward to questioning them about, should there be a post-game PM Chat.

Granted, I don't think if EniTech had stuck to this "rule" or guideline, that the present situation could have been avoided, since the player *did* inform the in-game characters via email. In this situation, the onus was STRICTLY on the PMs, and since they choose to use this information in-game, they are the ones to "blame" (if blame should even be assigned to this).

Lastly, being one of the Terminated - I don't feel so bad about it. I haven't noticed any lack of personal game interaction (yet), and it's my opinion the PMs used this mechanism as a means of keeping down the number of people emailing and confusing "Skynet" Very Happy

As always, IMO.
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PostPosted: Sun Feb 24, 2008 9:48 pm
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thebruce
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well, again, to be fair, all that happened was they mentioned Unfiction and Somethingawful. I haven't seen any information explicitly used in-game from unfiction (at least that was not transferred to them by a player outside unfiction). IIRC, it was only a mention, encouraging the various communities they knew about in their discussions and in helping enitech. There was no OOG use of information IG by Enitech, or the PMs, that I can recall. Maybe I missed something, but let's not blow this way out of proportion on the PMs' side.
Since then there's been no reference to unfiction at all.
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PostPosted: Sun Feb 24, 2008 10:02 pm
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Rogi Ocnorb
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While the idea of a rule/guideline/best practices statement/whatever regarding player's sharing of unfiction-specific fellow player information and or activities sounds like a good idea, we know how ineffective it'd be due to new player and PM learning curves and the overwhelming desire to "jump in".

I mean... Who knows? Jane might come up with a game that replicates the Nazi buildup during the pre-war period that rewards players for turning in others based on nothing nothing more than their suspicions about another party, regardless of how those suspicions were fomented.

These situations are unfortunate... But. can really only be regarded as learning opportunities and examples for future campaigns.
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PostPosted: Mon Feb 25, 2008 12:42 am
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celina63
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thebruce wrote:
well, again, to be fair, all that happened was they mentioned Unfiction and Somethingawful.


Just IMO... the mere mention of Unfiction meant that, in game, they were reading the forums. If not, then how could they know that "the folks at Unfiction and SomethingAwful" were working on their stuff? To me, it just lead to alot of confusion as to what we *could* discuss there, since IN GAME they had admitted to reading forums that shouldn't exist in their universe. Again IMO, it just muddied the waters and made things confusing.
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PostPosted: Mon Feb 25, 2008 1:18 am
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natas
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I am currently experiencing a difficult situation in a game I am playing (which I won't mention for obvious reasons). I believe the PM is wanting me to inform on other players, but wasn't sure if I should keep this to myself or post e-mail contact on the forums, which I believe are strictly OOG. Wanting to keep the community we have built so far as close knit as possible, I chose the latter.

Now my dilemma lies in the fact that I hope the PM doesn't out me once again for posting his emails in the game thread. Did I make the right decision in informing the rest of the players as to the intentions of the PM, or should I have kept the info to myself. Any feedback is very welcome.

PostPosted: Mon Feb 25, 2008 1:19 am
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