Comment Re:Also WoW keeps it sane (Score 1) 480
UO did have a sort of law in the way it handled player notoriety.
Every player starts the game with a neutral noteriety score of 0. You lose noteriety points by killing other players, looting, and stealing loot from the corpse of a monster you did not kill. Lose enough points, and eventually your character becomes evil. Evil characters stood out by having their names appear in red. If you were evil enough, town guards would kill you instantly and on sight.
Players who choose to take the good side were actually encouraged to kill evil players. By killing evil players, you gained noteriety points.
Each side of the noteriety scale had it's benefits. On the good side, you could earn the title Great Lord. As a great lord, you were entitled to special equipment and an overall sense of respect from other players.On the evil side, you could become a Dread Lord. As a dread lord, you had a cool title and automatically inflicted fear into other players. Time and time again, I'd encounter a random Dread Lord in the wilderness and the adrenaline surge I felt was intense.
This mostly player governed legal system worked. It worked because there were definite repercussions to death. You die, you lose your loot. Sure, as a PK you tend to accumulate more loot than the average good guy, but you had more at stake. Because you could not access towns, you could not rely on secure banks to hold your things. Your only real option was to purchase a house. The house required a key, which you could lose if killed. If you lose your key, you better pray whoever looted it does not find your house or you are fucked.