 THE MONTH IN BRIEF 
        The main feature of October was the
        continued absence of the Duke puzzle, much to the despair
        of just about everyone. 
        The daily maintenance was cancelled
        at weekends, making it possible for the insomniac
        obsessives amongst you to play from just after 8.00am
        eastern on Friday morning right through to Monday
        morning. 
        Hazed dropped a bombshell by
        complaining in the news about deathtrap planets which
        deliberately set out to kill players, and then announcing
        that henceforth deathtrap planets would be banned. This
        sparked outraged complaints from many players, including
        those who were the owners of such planets, and those who
        did not own DD worlds, had no intention of ever having DD
        worlds, but wanted the right to have them if they chose.
        Despite the furore, Fed minus the deathtrap planets did
        not turn into a boring, safe place. Some of the things
        Hazed wrote to justify her decision are reprinted below. 
        We announced that we were working
        on a new front-end for Fed, FedTerm32, for Windows 95/98.
        Players were excited by the plans, but worried that this
        development would add to the time taken to fix the Duke
        puzzle. We reassured them that there were two completely
        separate development teams involved and the work of one
        had no effect on the speed of the other. 
        We learned of the very sad death of
        Kazi, Baroness of Maya in the Duchy of Lothlorien. 
        Halloween saw the usual spooky fun
        in Fed, including a puzzle planet called Bewitch, and a
        hunt for halloween pumpkins on the web site. 
        Ziggystardust was awarded the
        highest accolade for planet design: the Walrus of Merit,
        for his excellent planet Timeline. This was only the
        third such award since the move to the Web so it is a
        very high achievement. 
        Speaking of planets: Hazed offered
        some prizes to those who solved the three separate
        puzzles on her planet Scratchwood - see below for details
        of who won. 
          
        SPY-PROOF
        ROOMS? SURELY NOT! 
        If you do read Zargot's Meet and
        Greet transcript you will note that he talks about the
        GEnie version of Fed having had a spy-proof room. Since
        the matter of spybeams became very controversial for a
        short time just after we moved to the web, let me give
        you the full story on the experiment with spy-proof
        rooms. 
        There used to be a spy-proof room
        on Castillo, in a bar which stood where Fedruckers is
        now. At that time the bar was owned by someone called
        Samantha, and its main decorative feature was a stuffed
        horse's head on the wall, claimed to be that of the
        original Pegasus. The head certainly had a malevolent
        stare that reminded us all of the winged horse known as
        the meanest son-of-a-bitch in the Galaxy! 
        Samantha's bar became the site for
        the first experiment in spy-proof rooms. As a result, the
        bar became the most popular place in the Galaxy, even
        out-stripping Chez Diesel, much to Diesel's annoyance. 
        Then a very rich PO decided he
        wanted a spy-proof room on his planet. Our Illustrious
        Leader decided that there should only ever be one
        spy-proof room at a time, but she saw no reason why the
        franchise shouldn't be sold to the highest bidder. So the
        spy-proof equipment was ripped out of Samantha's Bar,
        which immediately lost its popularity, much to Diesel's
        delight. 
        The successful bidder was Occy,
        Overlord of Surf. He paid over a large fortune and the
        spy-proof room was duly installed on his planet. It
        immediately became the most popular room in the Galaxy. 
        The way the spy-proof room worked
        was, it prevented anybody from turning a spybeam onto
        anybody who was already in the room. However, if you were
        spying somebody and they walked into the spy-proof room,
        the beam would not cut out; you'd still see what they
        were doing. The solution to this was to walk into the
        room and then log off and back on again. However, not
        everyone knew they had to do this, and even those that
        did sometimes forgot, so occasionally you'd be able to
        spy on people who were convinced they were speaking in
        complete secrecy, which somehow made the voyeurism even
        more exciting (even if they were really talking about
        something very boring). 
        All this had a great effect on
        Surf's economy. Occy had a record number of tourists and
        in those days the tourist minutes were converted directly
        into groats. But although he was happy, the experiment
        had a very bad effect on the atmosphere of the game. 
        Because it was possible to do
        things without being spied on, everybody suddenly decided
        they wanted to do everything without being spied
        on. Nobody had comm conversations any more. Nobody even
        talked out loud. Instead they would huddle in the bar and
        speak to each other using TBs. People were so paranoid
        about being spied they would even go to the bar to look
        at their planet digests. Some people never left the bar
        at all, ever, doing everything remotely. But although the
        bar itself was crowded, it was full of solitary people. 
        The game suddenly got very quiet,
        and very, very boring. 
        So it was decided that there would
        be no more spy-proof rooms, and when Fed moved to AOL we
        did not allow any in the new version. And the Galaxy
        started humming with conversation again! 
          
        SCRATCHWOOD
        PUZZLE SOLVED 
        Congratulations to Blaze who was
        the first to solve the Scratchwood puzzle - less than 24
        hours after the details of the prize were announced in
        the news! Quick work. She received the prize of 10 free
        hours. 
        Not long after her success, Opus
        and Willytherabbit also solved it so I gave them a
        consolation prize of 5 free hours each. 
        Opus won the prize for listing all
        of the locked and hidden locations on Scratchwood, many
        of which involve climbing up unlikely things. No, I am
        not going to list them all, or even tell you which was
        the unlikely perch that most people managed to miss - you
        will just have to find them all yourself. 
        Blaze won the minor prize for
        listing all the businesses that Honest John is involved
        in. He's got his sticky fingers in: 
        
            Repair Pit (H J Repair) 
            Honest John's Used Ships 
            Honest John's Insurance Office 
            Honeste Jonne's Olde Gifte Shoppe 
            Honest John's Amusement Arcade 
            Dr. H. John's First Aid Facility 
            Diesel's Pantry (prop. H. John, Esq.) 
            Motel Honesta 
         
        The prizes are now closed, but that
        doesn't mean you should avoid the planet. On the
        contrary; have fun exploring it and see how many secret
        locations you can find. 
          
        EXPLODING
        THE MYTH 
        I've discovered another urban
        legend in Fed. You know, the story about something that
        happened, that isn't true, but people swear really did
        happen - not to them personally, but to someone they
        know, or a friend of a friend. No matter how much proof I
        provide that things don't work that way, still the
        stubborn little story won't go away; in fact, the more I
        deny it, the more people come to believe that I am
        covering something up and that they know the real
        truth... 
        Anyway, this week's urban legend
        involves the TDX. Anyone who has explored Sol will have
        found this volatile explosive, and may also have
        discovered how dangerous it is when handled carelessly. 
        For those that haven't come across
        it yet, I shall explain its properties. Think yourself
        lucky that you don't have to find this out the hard way. 
        If you drop the TDX, it explodes.
        With a big bang. A big deadly bang. And you go to the
        hospital (or the morgue if you have neglected your
        insurance). 
        When I talk about learning the hard
        way, I know. Let me digress a little by telling you a
        story from the very early days of Federation. Back in
        days when there were only two ways to make money: doing
        jobs, or giving objects to mobiles. I was Captain Pugwash
        at the time, and one of my friends was Zugger. He wanted
        to make money fast for some reason that I forget so he
        asked me to collect him as many of the objects as I could
        and leave them on the Earth landing pad for him so he
        could get them later and sell them to mobiles. 
        So I scurried around and picked up
        everything I could carry: the kalindra, the coat, the
        novel, the pearls, the manifesto, and so on, and I took
        them to Earth and dropped them on the landing pad. Then I
        went back for another armful: the biscuit, the sandwich,
        the jam rolypoly, the sargeur and the vandier from deep
        in the Martian Ruins. And I took them to Earth and
        dropped them on the landing pad. Then a third
        inventory-load: the scope, the beaker, the TDX, the
        klystron. I took those to Earth and one by one I dropped
        them on the landing pad. 
        Yes, you're probably ahead of me
        here. I dropped the TDX and I went bang. I did feel a
        fool! 
        Anyway, back to the main story. The
        rumor is that at one point, if you dropped the TDX in a
        room it would kill everyone else in the room with you. 
        Now, dropping the TDX has long been
        a way to kill other people, but you have to trick them
        into dropping it themselves. If you read the Compunet
        Newses in the Federation Archives you will lots of
        examples of assassination of obnoxious players, and the
        favored method was the TDX. More sophisticated assassins
        (such as my good self, she says modestly) convinced
        people that it was safe to drop the TDX on a soft surface
        such as a carpeted floor. 
        But at no time has the TDX ever
        killed anybody except the person who dropped it. Oh, the
        idea has been suggested many times, and even considered
        semi-seriously by Our Illustrious Leader. Trouble is, it
        has too much scope for snerts to cause complete havoc.
        So, although it's a nice idea that one can dream about,
        it's never been implemented. 
        But still, some people out there
        are convinced it used to be; that someone they know told
        them it happened to them... 
        Ah, the power of the urban legend! 
          
        DEATHTRAP
        PLANETS: WHAT EXACTLY IS BEING BANNED? 
        Just to make sure that we are all
        talking on the same wave-length I will go into detail
        about exactly what I mean when I talk about deathtrap
        planets. 
        A deathtrap planet is that which
        has been deliberately designed to kill players dead-dead,
        by using a variety of tricks which either don't give the
        player a chance to realize they have died and get
        reinsured before they die for a second time, or that
        stack the odds too greatly against visitors who take
        reasonable precautions. 
        Just because a planet has death
        locations on it, does not make it a deathtrap planet. I
        am not banning dangerous planets, or trying to keep Fed
        safe and risk-free. I like the fact that players can
        design planets that are dangerous, and I think it's right
        that people who do silly things should suffer for it. 
        You could choose if you want to put
        death flags on 110 out of your 120 locations and the
        planet would not necessarily be a deathtrap, so long as
        it did not try to trick players into dying dead-dead. 
          
        IT'S A
        DULL, DULL WORLD 
        Some people think that my new
        policy will make Fed boring. No danger equals no
        interest. But it is quite possible to design an exciting,
        challenging, even dangerous world with lots of death
        locations, without it being a deathtrap. There is no
        either/or situation, where a planet EITHER slaughters
        everyone DD who sets foot on it, OR is completely safe
        and utterly boring. Only those with no imagination think
        that the only way to make a planet interesting is by
        making it a deathtrap. 
          
        WHY BAN
        THEM? 
        Federation was never intended to be
        a game where players could kill other players dead-dead.
        Unlike other games, competition between players is meant
        to be economic, not violent. Ship fighting was
        deliberately designed so it was pretty hard to kill
        anybody dead once, let alone dead-dead. Yes, the
        possibility exists for players to lose their character if
        they make mistakes but we felt they had to be
        particularly foolish or careless to do so. 
        When we gave players the ability to
        write their own planets we allowed a huge amount of
        flexibility in what they could do on their worlds - far
        more than most games allow players. We allowed POs to
        have death locations in order to make exploring their
        planets a challenge. Frankly, it never occurred to us
        that any player would deliberately want to DD other
        players wholesale, and we were quite shocked when the
        first deathtrap planet appeared. 
        We view the existence of deathtrap
        planets as players exploiting loopholes in the game to do
        something we never wanted them to do, and never foresaw
        they would want to do. While the problem was an
        occasional one, we did nothing, but since we moved to the
        Internet and started to charge for Fed, more players have
        been putting in deathtrap planets, and more people have
        been dying on them and leaving the game for good. 
        Removing deathtrap planets is about
        making sure players only lose all their hard work if they
        do something dumb, not because they happen to visit the
        wrong planet. 
          
        FROM
        THE POSTBAG: THE INCIDENT 
        Dear Hazed, 
        This is probably none of my
        business, but I'm very inquisitive, and I'd like to know
        all about "The Incident." Barb, FireImp,
        KaiPanther suggested that I write you because you were
        not forbidden to speak about it... If you don't want to
        talk about it. Just a say no, and You'll never hear from
        me again. 
        
            A Curious Player 
         
         
        Dear Curious, 
        Oh dear. The Incident is not
        something I like to talk about. Even after all these
        years, I still get a sick feeling in my stomach when I
        think about what happened. 
        It's not so much The Incident
        itself; it's the effect it had on all those poor innocent
        people, who were swept up by the events, pulled along by
        the current of horror, then washed up on the beaches of
        despair and discarded like used pantyhose. 
        When I think of their suffering, I
        weep. 
        And since it involved some of my
        closest friends and colleagues; they were of course at
        the centre of The Incident; some would say it was their
        actions that caused it; and they too have tried to blot
        the terrible memories out... 
        No, it's still too painful. The
        scars are still too deep; the wounds too raw; the scabs
        still itching. I cannot speak of it. 
        I am afraid your questions must go
        unanswered. 
        
            Hazed 
         
          
        FROM
        THE POSTBAG: INSTANT FACTORIES 
        This plea was received in amongst
        the fan mail, death threats, writs and so on that makes
        up the average Fed Chronicle postbag: 
        
            "Could you PLEASE post it
            in the news that with the new factory system you
            don't need to log out to start the fac, you just need
            to set the wages and wait for the first 25 cycles to
            pass." 
         
        Well, we always like to grant our
        readers requests, if at all possible; we are well known
        for going out of our way to cater to the wishes of our
        public, and we see it as our public duty to cater to the
        every whim of our fans. 
        So, without further ado, we take
        great pleasure in informing you that with the new factory
        system, you don't need to log out to start the fac, you
        just need to set the wages and wait for the first 25
        cycles to pass. 
          
        FROM
        THE POSTBAG: RENEGADE MARTIAN 
        We were very surprised to receive
        the following letter here at the Federation Chronicle
        office: 
        
            Duke Puzzle Problems Solved 
            by Abraham Squire of Alliance 
            Dear Hazed, 
            It has recently come to my
            attention that you are being misinformed by those who
            call themselves experts or data programmers. It seems
            my not being in Horsell, as was originally intended,
            by you and your staff has created some sort of
            problem for advancement. I would have contacted you
            sooner if I had known. It seems that for some unknown
            reason the time displacement beam is still partially
            working. I have just finished reading your notice in
            the official news publication, stating it would be
            some time before the Duke puzzle was reinstated. I
            have no intention of returning to Horsell even though
            the Martians still want to invade. I have been
            visiting your part of data space, ours is limited,
            and I do so enjoy being out and about so to speak.
            So, please inform Cryptosporidium that I cannot and
            will not return no matter what you or he might offer
            me. In no way am I trying to offend you or your
            staff. So, unless you can come up with some other way
            for players to promote then I for one believe that
            without my presence in Horsell promotions to Duke or
            Duchess are a thing of the past. 
            We Martians are not as vile as
            you humaniods think. We can morph into all types of
            beings. I personally have been a Dragon, Toddler,
            Teenage adolescent (which was very hard on my old and
            weary heart) and a rodent of the smelly variety. The
            one very welcome side affect that has occurred is I
            am now immortal. The beam totally stopped the aging
            process.  
            Thanks again for all you have
            done for me, 
            
                Abraham 
                (Martian that used to reside in Horsell)  
                now Squire of Alliance. 
             
         
        I felt bound to reply to this
        disturbing letter in person: 
        
            Dear Abraham, 
            I am delighted to learn that
            not all Martians are unpleasant. However, I have it
            on very good authority that your pacifist nature is
            unusual for that species. I assure you that the
            Martians are, as we speak, preparing yet again to
            launch their attack on our past in order to eradicate
            the future in which they have died out. 
            I am afraid the defection of
            one of their numbers makes little difference to their
            efforts, and therefore we will soon see new Dukes and
            Duchesses being rewarded for their bravery in foiling
            the dastardly alien plots. 
            Meanwhile, I hope your fellow
            Martians do not decide to turn their fury upon you
            for having betrayed their cause! 
            
                Regards, 
                Hazed 
             
         
          
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