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Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Sat Dec 05, 2009 11:51 pm
by Corathian
Just a suggestion based on a few observations... Guards or patrols of guards should be set up on the roads near civilized areas. That either drive back the "monster races" or try to kill them as per cannon.

It seems that everytime someone playing a monster race (half-drow, tieflings, orcs) gets "bored" they sit outside the gates of Waterdeep and wait for people to come out so they can attack them or otherwise capture them. While the game allows this, in an FR roleplaying aspect, guards are not going to sit idly by while there is a potential enemy camped right outside the gates waiting to hassle passersby.

At the moment, all the guards do is throw them out of the city if they try to come in and yell that xyz was thrown out. While it may seem harsh, I believe that it should come with the part of playing one of these races that they are actively punished for this. I think if the guards actually started killing some of them other than just giving them a slap on the wrist and dumping them from the city, they would think twice about it. Especially those that get some wizard to cast invis on them and then roam around the city.

Re: Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Sun Dec 06, 2009 8:25 am
by Gwain
The context of outside of a city is relatively loose. The distance of one hex or area outside of a place like Waterdeep or Berdusk may be measured in kilometers and or miles across depending on preference. Though I do agree that if a creature like an orc or half drow is close enough to a gate or entry to be a threat they should be told to go or be removed by code. However, killing is probably too harsh, there needs to be an equal chance for both sides to either get away or fight outside a city, though the guards could automatically kill, such would mean that any instance of accidents or purposeful wandering could result in death. That would not be fair to those that make honest mistakes.

Those that take the opposite stand, orcs and half drow, really should not loiter at the gates frequently. I could see guards forcing them to leave, or at least wounding them slightly with arrow fire periodically.

Re: Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Sun Dec 06, 2009 9:43 pm
by Corathian
I wasn't suggesting that guards instantly kill them, but perhaps aggro them on sight, or even archers like you suggested. In any case, something to deter those playing these races from doing this.

Maybe arrow fire when they are one hex away, but they get aggro'd if they try to enter the city.

Re: Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Mon Dec 07, 2009 12:23 am
by Bregga
I dont think I like this Idea. Certain cities are exit points for some characters starting at a different location. This could end up killing alot of low level characters.

Re: Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Mon Dec 07, 2009 4:32 am
by Gwain
Based on the information here, I would suggest that existing player organizations like the Watch deal with these issues on a case by cast basis. There are ic ways to avoid walking through Waterdeep for example if you are exiting the undermount or disembarking a boat. I do agree that it is lazy for banned races to lean against a gate to a place where they are not welcome if they do it constantly. I can live with it once in a while.

Re: Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Mon Dec 07, 2009 2:00 pm
by Duranamir
Speaking as someone who has played some of the "banned" races most specifically a half-drow. I would not support any major changes to the coded way that Waterdeep in particular handles them. And certainly not an extension of code based sovereignty beyond the walls.

There are valid RP reasons for being near to Waterdeep as one of the banned races, and I support Gwains statement that this should be dealt with by players rather than code.

I have in my characters past spent a long time sitting outside Waterdeep, this was not to attack or otherwise harm other players. It was because there was someone inside the city who the character really needed to talk to. I was pulled up on this and RP'd the situation this resulted in one case in combat but if you do sit around outside of Waterdeep as a banned race then you should expect this. And i have been present in one case when Khleben Blackstaff (run by an IMM) turned up and quite clearly dealt with an "issue" at the gates.

So in summary, No code changes, just RP properly.

Duranamir.

Re: Guards/Patrols for Waterdeep and other "goodly" cities.

Posted: Tue Dec 08, 2009 3:08 am
by Zorinar
How about a possible solution of coding the guards to yell
"(player adjective) has been spotted near the (north south east) Gate. Caution is advised when leaving the city!"

This would alert the watch and the other characters in the city. The "good" characters like the paladins in the city would be free to take some player action if they decided. The watch can at least have a looksee as to what is going on as well. This keeps it IC, keeps some minor pressure on banned races but allows for a variety of solutions without always leading to combat or death.

Z