[MUD-Dev] Player controller justice systems

Timothy Dang tdang at U.Arizona.EDU
Tue Apr 11 07:24:17 CEST 2000


On Mon, 10 Apr 2000, Erik Jarvi wrote:

> My main stumbling block about the article that I am writing is trying to separate
> the legal/justice system with the economy.  In my mind they are inseparable.
> We try to have as many "things" player run, like the guilds and cults.
> Guilds are like classes and cults are akin to clans.

You aren't alone. There's a school of economics called "Law and Economics"
which concentrates on these thigs, both seeing what economics tells us
about how laws are likely to work, and how laws create the environment in
which the economy takes place.

One popular way of thinking about economics is in terms of property
rights. Are property rights well-defined, and if so, what are they? That's
the area of law (sometimes implicit in common law or culture), but without
it, economics breaks down to who's strong enough to get what they want.

A huge number of types of conflicts (which need to be settled via law) can
readily be seen as people claiming conflicting property rights ("You stole
my kill!"), so economics largely determines the need for law.

I'd recommend (but I'm clearly biased) not trying to disentangle the two.
This might then be too much to write, so maybe do it in small chunks.

------------------------------
Timothy O'Neill Dang / Cretog8
520-321-4015
One monkey don't stop no show.




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