Treatise on Being a Thieving Bastard
1. Familiar to most of you, but still broken by sneaky types more
than any other group except gith hunters, I present this basic rule:
Do not treat NPC's as mindless automatons that carry gear.
While you are online IC, treat the world IC. This is not a suggestion,
but a requirement. Let's start with an example.
OOC, a shopkeeper is a character without a player - a dull set of
data that some bleary-eyed builder from several years ago wrote up
in a few minutes and maybe didn't bother to clothe. IC, a shopkeeper
is a living soul, breathing the same air you are, trying to scrape a
profit and very likely watching you out of the corner of her eye even
if busy with someone else. Expect her to react to you as a PC would.
Expect any NPC to do so. With any NPC, as with PC's, you
should therefore not:
Try to steal repeatedly from the same one after
a failure.
Try to steal from any in the near vicinity of
someone who has just shouted, "Thief! Thief!"
Try to sneak repeatedly past the same guard
after a failure.
The reason why these three should not be practiced is the same:
the NPC's are alerted to your presence and will not be made
victims of distraction for a while. If you absolutely must
have the shiny new obsidian knife on that half-giant's belt,
leave and look for him later. Give him time to doze off again.
Also:
Anyone, be it PC or NPC, deserves some reaction
on your part if they start screaming thief. It
doesn't matter if it means sneaking off quick
and making tracks from your victim, or hanging
round and trying to deflect suspicion - just do
something other than standing there or walking
two rooms away and resting/trying it on someone
else.
Unless a house is described as abandoned, it is
to be treated as if it were occupied. The
residents might be sitting in the next room.
If the house is empty, they might be returning
at any moment.
NPC's are not limited to those that you, the
player, can see. Virtual populations
exist all over the world. Throngs of commoners,
shady dealers lurking on street corners, the
bustling patrons of a tavern - wherever you go,
include these virtual NPC's in your roleplay.
Reliable indications of virtually busy areas can
be found in room names, descriptions, and the
occasional dose of common sense.
Include NPC's, virtual or real, in friendly or
neutral interactions. This piece of advice, like
the last one, has applications far beyond this
document, but thieves will find it useful to
perform such actions as, for example, bribing an
NPC to forget they saw something naughty you did.
(And, if you don't, don't be surprised when word
of it gets out.)
Do not, for whatever reason, target only
PC's or NPC's to steal from. Apparent wealth
can be a factor. Not whether it's a player.
2. Be inconspicuous.
Sounds great. Sure, I'll be inconspicuous. What does that
mean?
To be inconspicuous, in thief jarg, means to avoid drawing
attention to yourself that would interfere with your work.
Whoa, hold on. Did you notice the second half of that
sentence? Let's take some special notice of "that would
interfere with your work" before we talk about the rest.
Item one. When you're not working, you don't have to worry
about people noticing you. Cool, huh? Here's a hint: don't
sneak/hide/sneak/hide when you're just heading to a bar for
a drink. Either you're stalking someone, or you're not.
Either you're avoiding someone, or you're not. If you're not
doing either of these things, odds are real good that you have
no reason to sneak. So don't. There is no point in risking
looking suspicious unless you stand to gain loot (or lose it).
Two. No one works all the time. Even in Mudland. No
matter how much of a busy bee you think your character is,
there are going to be times when you relax and let your heels
down. So do it, all the way.
Three. Not all attention interferes with your work. It is
possible for a victim to be perfectly aware of your presence
and never suspect you of mischief. Consider trying roleplayed
ways to avoid suspicion, instead of hardcoded ways to avoid
attention.
Four. If you resort to hiding by the skill, define to
yourself - straight out - what you are using as cover. Watch
your surroundings to determine this. If you are in a tavern,
are you lingering in a dark corner with an averted face, or
did you slip behind a high stack of kegs? If in an alley, did
you duck inside the broken window of an abandoned building,
or did you have time to vanish beneath a sewer grate? As
always, knowing what your character is doing will allow you
to roleplay it properly, and - yes - to be discovered if it
becomes appropriate. Consider also what emoting is suitable,
or unsuitable, while others can't see you.
Ok, enough about that. Setting the thief work ethic aside,
here's a few possibilities for avoiding attention that should
be common sense IC. Not mandatory, but common sense
nonetheless.
Learn the laws of your native city. Your character may be
naive about bending them, but natural-born rogues tend to
pay attention to what is legal and what is not - at least,
the parts that apply to them.
Invent a legal persona for yourself. If you are a woefully
avaricious pick-pocket smuggling spice into Allanak, try
showing the world a fastidious dandy who reminds everyone to
pay their taxes. Get inventive.
Conversely, you can act the norm. I don't mean get boring,
but it's a fair bet that if everyone else is suddenly
scraping and bowing, you might want to also. If you go this
route, follow trends. Even set them.
Hoods are a norm outside because of harsh weather conditions.
They are not, however, the norm in public establishments, and
are regarded as highly suspicious. Therefore, avoid wearing
hoods in shops, taverns, and so on - unless you want people
to think you're a damn hoodlum, and to watch you carefully.
We've already established that distracted victims are good
victims. Encourage distraction.
Alright. Now that you've established your character's slick,
seamless modus operandi, and have spent hours languishing in
delicious reverie about your up-and-coming Hanse, it's time to
turn the tables on yourself. Make mistakes.
Try to be that fastidious dandy, but risk giving yourself away
with shaky hands resulting from the spice habit, or eyes that
never leave others' beltlines in search of that elusive,
jingling pouch. Alternatively, try so intently to go unnoticed
that you manage, by the humor and creativity of your own
errors, to draw every eye in a twenty foot radius. Choose quirks
that will allow others to draw their own conclusions. Do not
restrict yourself to roleplaying the success of your skills;
roleplay your mistakes.
3. Go beyond the code.
The final point in this business of thieving is: it's more
than seeing 'steal' in your skills list.
Stealing can be considered the act of acquiring something for
nothing, or for very little. It has more forms than 'steal
sword man'. It can also mean selling junk as gold, or selling
that which is not lost when given, such as knowledge or
entertainment. (Yes, patrons pay bards or sages for their
practice or learning - but if you have no talent and know
nothing, you've just gotten something for free, haven't you?)
Roleplayed scams are, in my opinion, some of the most
entertaining time to be had online. If you rely solely on
the code for theft, then you rob not only yourself but your
intended victims (and sometimes, passive observers) of this
entertainment. One more thing to bear in mind: scams that
do not rely on code for success might not rely on code for
punishment. If you would turn down the opportunity to
roleplay your way out of being caught, you simply have no
business playing a thief.
For those of you without my bias for this elven art, there
are other forms of theft - raiding, mugging, extortion,
obsequious tailcoating, and even begging - that are quite
roleplayable. (Yes, raiding and mugging are roleplayable.
If your victims refuse to play along, you have the coded
skills to supplement your efforts.)
Remember that, unless a kleptomaniac, your character is
stealing to gain more than s/he earns. Follow that definition
and keep it IC, and you'll be surprised what goes.
Submitted by Nen.
© 2000 Armageddon MUD. All rights reserved.
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