Example: A player sends the following message: "Oh, hello
Grean. Glad I bumped into you; I've been meaning to ask you
something. You know that new fellow, the one that came up from Burzyn
the other day? Well, we all know he's up here for squire's training,
though he's just a tiny lad. I heard Matty, that's right, the
chambermaid, yeah, I heard Matty say that the baron saw the boy in his
rooms last night, and went through two pitches of beer together! Now,
what I want to know is why we've got him? I mean, his family's not kin
with the Pierstels, is he? Or is he? Oh, and while I'm here, Doald
wants to see you with regards that new dagger you've
commissioned. Something to do with the wierd handle you want."
In response, the player of Grean sends back information on the new
squire, and also acknowledges the message from Doald. The original
player then resumes talking about the new squire; a disjointed
conversation, but quite understandable.
Unless it is necessary or highly desirable to have a conversation occur at a particular place and/or time, it is best to leave such details vague. This allows me to decide the details based on information about all the characters, and keep everything reasonable.
Meal times are an exception to this; because these are formally marked by messages from me, it causes no problems to respond and carry out a conversation during that meal.
Obviously this is a judgement call. Here are two guidelines to use: if the interaction is important to the character's plans, then it should be dealt with via messages; similarly, if an interaction would fall outside a dull day-to-day routine, it should be dealt with via messages.
A related idea is that of messengers. In order to be anonymous when talking to another character, it is entirely reasonable to ask another character to tell a third person a message, without passing on the identity of the first person. No doubt, of course, some people are better than others at this. The required element of trust serves to stress the point that it is a good idea to make friends, to help others, etc. These things happen in real life, and can happen in Without a Doubt also, to the benefit of the game.
jamie@kauri.vuw.ac.nz