Brendan Lally wrote: > On 8/16/05, tchize < tchize at myrealbox.com > wrote: > Even better would be if the food value were a role against Int, and if > recalling a sign with a low food value corrupted the message > (arbitrarily transposed some words, or mispelt some things) - the > recall then, would be the memory of the /character/, and not the > player. The problem with that is then the players will just copy/paste the contents of important signs into text editors or whatever. Unless there was a hook to actually require the character have read and remember the sign, all it really does is add more bother to the player. And that's something I'd want to avoid at some level. My real beef about the signs wasn't long term memory. There are several maps that have a sign early on in the map which contain info related to finishing the map(s). Being able to find that information without having to visit the sign again is nice, and the current implementation doesn't have that. With the multiple text windows, sign messages don't get lost that often (but this depends on frequency of people chatting). So all I really wanted was some way to have that info there - putting a copy in the text window works fine or me.