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Geocaching the Game
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<blockquote data-quote="Janx" data-source="post: 5127382" data-attributes="member: 8835"><p>well, PM me if you have any questions. I'm under the same handle on geocaching.com.</p><p></p><p>I'm going to clarify the situation on this idea:</p><p>"Use already existing geocaches as "open dead-drops." But if what you say is true, and so far I don't know how it operates because I just created my account last night, then I'll have to use this carefully or sparingly."</p><p></p><p>This means, you goto cache GC123456 and deposit an item on Saturday, 1pm.</p><p></p><p>then you give your players clues to find the cache and they go hunting for it on Sunday, at 2pm.</p><p></p><p>In the 25 hours between that, other cachers may have hunted for cache GC123456 and tan your item intended for your game (as part of the take something, leave something etiquette). No wrong doing has taken place, it's simply a risk of placing something intended for a specific person in a published cache.</p><p></p><p>Now a cool side-effect of this, is that if it did occur (and your item was marked), the game would then involve external participants, as the players must now negotiate with other GC players, for their in-game item.</p><p></p><p>One idea I've had baking in my back-brain for awhile is a modern rpg, with larp elements. use fake-web pages for the players to hack (it's easy to make something that just runs in IE even), use geocaching elements for dead drops and such. Tailing and surveillance of somebody (a player who is participating, do NOT do this on random people). </p><p></p><p>The roadblock in post 9/11 is not looking suspicious and making trouble.</p><p></p><p></p><p>I recommend following gc.com guidelines for actual hiding of caches, they are good rules to follow for any kind of "thing to be hidden for a game". Also, check out the puzzle caches, people have made a lot of hard ones, that ought to be examples of what you're talking about for your kids.</p><p></p><p>another new idea I had today (after responding to this initial thread), was modernizing the GeoHack idea. The original idea was people would leave a GeoHack card for a monster and treasure in a cache. You'd get there, see the card, and with simple rules, resolve the fight so you could take the treasure.</p><p></p><p>Ignoring the cheating aspect (can't stop it, don't bother fretting about it), the problem with the GH idea was caches get wet, not everybody plays, and somebody might take the card for the encounter.</p><p></p><p>Enter the internet. Punch in the GeoHack code on the cache container on your phone, and resolve the fight online. The web site takes care of the randomizer, and the cache doesn't even have to truly be a container.</p></blockquote><p></p>
[QUOTE="Janx, post: 5127382, member: 8835"] well, PM me if you have any questions. I'm under the same handle on geocaching.com. I'm going to clarify the situation on this idea: "Use already existing geocaches as "open dead-drops." But if what you say is true, and so far I don't know how it operates because I just created my account last night, then I'll have to use this carefully or sparingly." This means, you goto cache GC123456 and deposit an item on Saturday, 1pm. then you give your players clues to find the cache and they go hunting for it on Sunday, at 2pm. In the 25 hours between that, other cachers may have hunted for cache GC123456 and tan your item intended for your game (as part of the take something, leave something etiquette). No wrong doing has taken place, it's simply a risk of placing something intended for a specific person in a published cache. Now a cool side-effect of this, is that if it did occur (and your item was marked), the game would then involve external participants, as the players must now negotiate with other GC players, for their in-game item. One idea I've had baking in my back-brain for awhile is a modern rpg, with larp elements. use fake-web pages for the players to hack (it's easy to make something that just runs in IE even), use geocaching elements for dead drops and such. Tailing and surveillance of somebody (a player who is participating, do NOT do this on random people). The roadblock in post 9/11 is not looking suspicious and making trouble. I recommend following gc.com guidelines for actual hiding of caches, they are good rules to follow for any kind of "thing to be hidden for a game". Also, check out the puzzle caches, people have made a lot of hard ones, that ought to be examples of what you're talking about for your kids. another new idea I had today (after responding to this initial thread), was modernizing the GeoHack idea. The original idea was people would leave a GeoHack card for a monster and treasure in a cache. You'd get there, see the card, and with simple rules, resolve the fight so you could take the treasure. Ignoring the cheating aspect (can't stop it, don't bother fretting about it), the problem with the GH idea was caches get wet, not everybody plays, and somebody might take the card for the encounter. Enter the internet. Punch in the GeoHack code on the cache container on your phone, and resolve the fight online. The web site takes care of the randomizer, and the cache doesn't even have to truly be a container. [/QUOTE]
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