I'll give this some thought and see what I come up with.

On a side note you are definitely correct that games are primarily for fun.  
The other thing to consider is that any time a game is multiplayer you are 
accepting responsibilities that wouldn't exist in a single player game.  This 
even translates into real life.  If playing a game of chess against yourself 
for practice, you might just walk away and come back an hour later.  When 
playing with another person you have a responsibility to them which keeps you 
from doing that same thing.  While the responsibilities are different depending 
on the game, I do believe every game becomes driven by more than simply "fun" 
once other people are involved.  This wasn't meant to dismiss your ideas 
Johnny, I still plan to give this some thought to see if I can come up with a 
solution that fits with my design but also makes people happy. 

> Speaking purely from a gamer point of
> view, I think that the point of a game is, well, for fun,
> and thus, when real life suddenly demands your attention, it
> should be reasonable to be able to pause that "fun" while
> you run like mad to the washroom...just for
> example...without, as someone pointed out, losing a week, or
> even month, worth of careful playing and saving up items.
> Otherwise, without such option, many of us probably wouldn't
> play swamp at all unless we know we are sure to have a few
> hours of uninterupted play-time at least, which in my
> case/life style, is pretty much impossible.
> Granted you can go to the safe zone and idle there, but if
> I'm on the other side of town, I don't have the time to run
> to safe zone without missing say, that important phone call
> from a client.
> If pause is too abuseable, then at least give an instant
> recall to safe zone option, say make it cost 200 rep or
> something, so when something urgent comes up, we at least
> have that way out fast.


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