I can think of one reason.

If the player, at creation, has to enter an email address, you can email
them the forgotten password from the mud's website.

(Or something)

If a player forgets I simply tell them I will reset it.

> -----Original Message-----
> From: brian moore [mailto:[EMAIL PROTECTED]
> Sent: Monday, February 10, 2003 12:49 PM
> To: [email protected]
> Subject: Re: Crypt
> 
> 
> On Sun, Feb 09, 2003 at 10:57:20PM -0600, Michael Barton wrote:
> > Personally, I wouldn't actually save them in plain text... 
> but maybe roast
> > them in a way that the passwords are retrievable without 
> being immediately
> > recognized by someone who gets a glimpse of one (base64 
> encoding comes to
> > mind).
> 
> I would look at the underlying reasons and readdress the problem.
> 
> Why would you WANT to know a player's password?  
> 
> Is it:
>    a) So that you can tell a player, "no, your password is 
> 'foo', that's
>       why you couldn't log in?"  Then add a command to let immortals
>       reset passwords (with all the level checking of course: you
>       wouldn't want someone else to reset yours... but you'd need that
>       anyway).
>    b) So that you can log in as the player and 'fix' them up (ie, give
>       them equipment and such): then create a 'load player' command so
>       that immortals can load them, force them to hold eq, then force
>       them to quit.
> 
> Or some other purpose?
> 
> 'Knowing the player's password' is not likely to be the best 
> solution to
> whatever problem is being addressed.
> 
> -- 
>                           | Scratch out the pin holes, open 
> up the sores
> brian moore <[EMAIL PROTECTED]> | Don't look out the window,
>                           | White hatred's at the door.
>                           |   -- the residents
> 
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