Guards to yell at people at farmlands.

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NegInfinity
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Guards to yell at people at farmlands.

Unread post by NegInfinity »

It would be nice to add copies of "watchman" guards (the ones who yell at masked and armed people and arrest them) to Farmlands.

This is a starting area, and there are often tons of people who ignore the laws of the land - in masks and with weapons out. Sometimes those people are high-level long time players. Given that there are merchants in the area and flaming fist guards, lack of reaction is very odd.
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Blame The Rogue
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Re: Guards to yell at people at farmlands.

Unread post by Blame The Rogue »

warding before entering the graveyard or thunder's ride is likely why it is as it is

casters equip their weapons to ward them
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NegInfinity
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Re: Guards to yell at people at farmlands.

Unread post by NegInfinity »

Blame The Rogue wrote:warding before entering the graveyard or thunder's ride is likely why it is as it is

casters equip their weapons to ward them
The starting area of graveyard area is relatively safe, and the best idea is to ward there.

And not flaunt weapons in front of guards.

As for thundar's ride, it is possible to simply place the guards near merchants.

The reason for the suggestion is because seeing hordes of masked armed people in "protected areas" is very jarring.
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Theodore01
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Re: Guards to yell at people at farmlands.

Unread post by Theodore01 »

The problem here is, if you change a helm (to a mask) with the new appearance changer - the script does not recognize it as a mask at all. That worked well with the old one.
NegInfinity
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Re: Guards to yell at people at farmlands.

Unread post by NegInfinity »

Theodore01 wrote:The problem here is, if you change a helm (to a mask) with the new appearance changer - the script does not recognize it as a mask at all. That worked well with the old one.
... first change helm to open/closed type with the old changer, then select desired appearance with the new one.
Last edited by NegInfinity on Sun Dec 03, 2017 8:51 am, edited 1 time in total.
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DeepFriedMoose
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Re: Guards to yell at people at farmlands.

Unread post by DeepFriedMoose »

NegInfinity wrote:It would be nice to add copies of "watchman" guards (the ones who yell at masked and armed people and arrest them) to Farmlands.

This is a starting area, and there are often tons of people who ignore the laws of the land - in masks and with weapons out. Sometimes those people are high-level long time players. Given that there are merchants in the area and flaming fist guards, lack of reaction is very odd.
I wouldn't mind seeing this implemented in Sshamath as well (Minus the masks)
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Thorsson
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Re: Guards to yell at people at farmlands.

Unread post by Thorsson »

Theodore01 wrote:The problem here is, if you change a helm (to a mask) with the new appearance changer - the script does not recognize it as a mask at all. That worked well with the old one.
I've had problems in reverse, where open helms were treated by guards as if they were full face - and that's before the new appearance changer.

I'd add another issue.

As shields are now weapons in the hands of some characters, surely these should also be put away?
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Hoihe
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Re: Guards to yell at people at farmlands.

Unread post by Hoihe »

Thorsson wrote:
Theodore01 wrote:The problem here is, if you change a helm (to a mask) with the new appearance changer - the script does not recognize it as a mask at all. That worked well with the old one.
I've had problems in reverse, where open helms were treated by guards as if they were full face - and that's before the new appearance changer.

I'd add another issue.

As shields are now weapons in the hands of some characters, surely these should also be put away?

By that logic, nobody may walk with anything but padded gloves. Especially monks and swashbucklers.

Save for bucklers, shields were not stowed away like in movies/video games. At most, they were stowed onto the horse/cart.
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NegInfinity
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Re: Guards to yell at people at farmlands.

Unread post by NegInfinity »

Thorsson wrote: As shields are now weapons in the hands of some characters, surely these should also be put away?
I wouldn't mind it either way. I simply think there shouldn't be hordes of masked armed characters running by flaming fist guards. Since the area is quite safe, there isn't much of a problem with putting weapons away.
Hoihe wrote: By that logic, nobody may walk with anything but padded gloves. Especially
That's Reductio Ad Absurdism.

The problem is masked armed characters with weapons out running in protected areas while looking like bandits or invading army of darkness.
Edge case details are not that important.
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DeepFriedMoose
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Re: Guards to yell at people at farmlands.

Unread post by DeepFriedMoose »

Thorsson wrote:As shields are now weapons in the hands of some characters, surely these should also be put away?
In my opinion, I'd be inclined to say "yes". In polite society, tools of war in general are not welcome. Case in point: the recent protests in the US, with both sides bringing shields. It's universally seen as distasteful at least, and begging for/inciting conflict at worst.

As for the masks, maybe that particular caveat can be added later, once the helm/hood displayed matches the covered/uncovered script.

But, to the OP's original comment, people should not be running around with weapons drawn in non-hostile areas. I've seen some good scripts used in the past, where guards give ample warning ("No weapons allowed in this area, please." -- "Put away your weapon." -- "I SAID PUT AWAY THE WEAPON!" -- *Arrested*).
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NegInfinity
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Re: Guards to yell at people at farmlands.

Unread post by NegInfinity »

DeepFriedMoose wrote: But, to the OP's original comment, people should not be running around with weapons drawn in non-hostile areas. I've seen some good scripts used in the past, where guards give ample warning ("No weapons allowed in this area, please." -- "Put away your weapon." -- "I SAID PUT AWAY THE WEAPON!" -- *Arrested*).
^^^ Yeah, that. There are already working versions of those scripts, used on BG city guards, and "Flaming Fist Watchman" near dragon's crossing bridge.

Simply need to put two more of those guys in Farmlands, and the problem is solved.
NegInfinity
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Re: Guards to yell at people at farmlands.

Unread post by NegInfinity »

chambordini wrote:How do you sheath a halberd?
You wrap it into cloth and put behind your back.

The alternative is to report every overconfident lvl30 that is not bothering to follow the laws, so at some point in future they'll get retroactively punished by flaming fist. And honestly, I have better things to do.

It is an RP server, if the DMs are not present you're godmoding the guards by running around in a mask with weapons out.
- Withheld Identity, often in the case of masked or full-helmeted individuals, must present their full appearance to any and all City Watch or Flaming Fist officers when requested. Failure to do so shall result in imprisonment or banishment from the Gate.
-Disorderly Conduct, including disobedience, brandishing a weapon, disruption of an official business, harmful spell casting, and summoning creatures, will result in fines or jail time depending on the severity, as determined by a Captain of the Flaming Fist.
There isn't really anything to discuss here. You're in heavily protected area? Respect the setting, or ask DM to take over a guard to handle your misconduct. No DM? Well, then, you're godmoding the guards. Otherwise, what's next - running around with zombies in tow in the gate?

Seriously...
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Hoihe
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Re: Guards to yell at people at farmlands.

Unread post by Hoihe »

DeepFriedMoose wrote:
Thorsson wrote:As shields are now weapons in the hands of some characters, surely these should also be put away?
In my opinion, I'd be inclined to say "yes". In polite society, tools of war in general are not welcome. Case in point: the recent protests in the US, with both sides bringing shields. It's universally seen as distasteful at least, and begging for/inciting conflict at worst.

As for the masks, maybe that particular caveat can be added later, once the helm/hood displayed matches the covered/uncovered script.

But, to the OP's original comment, people should not be running around with weapons drawn in non-hostile areas. I've seen some good scripts used in the past, where guards give ample warning ("No weapons allowed in this area, please." -- "Put away your weapon." -- "I SAID PUT AWAY THE WEAPON!" -- *Arrested*).

In Florence, Bologna, Genoa, Venice AND german free cities...

People walked around with a longsword at their hip, or a (kriegs)messer if laws forbade commoners to wield a longsword.

Later on, people wielded sideswords and bucklers/daggers as publicly as they could.

Why bucklers/daggers, and not shields? Simple: you can't stow a shield away easily while retaining the ability to draw it at a moment's notice if attacked.

Furthermore, shields are ALWAYS considered off-hand weapons. To use them as anything less is Hollywood Fighting.




Also notice the law: BRANDISHING a weapon. Meaning, you wave it around in a threatening manner. If you grab a halberd/spear/staff and hold it in the crook of your arm (same as with greatswords), you are NOT brandishing it, but it is still equipped.
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NegInfinity
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Re: Guards to yell at people at farmlands.

Unread post by NegInfinity »


It awoke. It suddenly became aware of its own existence and felt imprisoned. It tried to move. Again. And again. Then it started thrashing, the heavy weight that kept pressing on its body gave in, and it managed to climb outside. It found itself outside, standing on the pile of fresh soil under light of summer sun, that felt hostile.

It felt anger, being deprived of its eternal rest. Anger. Sorrow. And hunger. And far away in the distance it felt sparkles of life. Creatures, likes of what it ones were... warm... and tasty.. so very, very tasty. So it started walking towards them. Then walking faster, then it tried to run towards the bewitching, and only managed to shamble awkwardly. And it roared in sorrow and anger upon approaching the archway that lead to the other world full of tasty, tasty, tasty sparkels of life... until it was suddenly stopped by a sharp piece of metal.

Baldur's Gate. Farmlands.

"Braaaaaainss....!!!" With a low growl a fresh zombie tries to walk through the graveyard archway, aiming towards farmer Todd who is searching for his rat again, only to be stopped by a swift hit of the halberd. Gate guards Bart and Ted starts hacking the zombie to pieces.

Bart: So I've been saying *stab*. If you treat the cow *stab* just right *stab*
Zombie *as its spark of undeath is being extinguished* - braaains? *tries to gnaw on Ted's armored boot*
Ted *stomps on the zombie* - Ye filthy piece of... *to Bart* so, ye said ...?

A hand of the zombie suddenly detaches from the body and in last ditch attempt starts crawling towards the fileds

Bart: Ye ain't getting away!

Bart chases the hand and piins it to the ground with his sword. The hand finally stops moving. Meanwhile Tod investigate a new scratch on his halberds blade, sighing.

Standing near the edge of the field, Bart takes off his helmet for a moment, and wipes his brow. This wasn't the first undead he dealt with. He asbent mindedly looks around, and then by a mere chance a small detail on the road catches his attention. A footprint. And another one. And...

Bart feels anger boiling inside.
"Now just ye hold it right here!" He roars, runs to the middle of the roar, and takes a large swing at an empty spot with his hand that still held a helmet. (Strength roll: Natural 20. Modifier +6).

The helmet hits flesh, and with a loud "thud" a masked figure in dark armor with a flaming blade in each hand materializes in the middle of the road. The strength of the impact throws the sneaker wanna be off balance and he or she falls flat on their back, dropping one of the flaming blades to the ground. Something small falls from their pocket and starts rolling on the ground. Some coin, and small gemstones.... Ted's jaw drops, he grabs his halberd and approaches Bart.

Ted points halberd at stranger's throat. Meanwhile Bart puts his helmet on, adjust straps on it, and starts angrily questioning.
"Who in the bloody hells are you, and why is your face hidden!!!!?!"
Stranger: Oh, please, fine gentlemen, i was late to my cousin's birthday party, and didn't want to distract you two , so I thought it would be polite to skip the formality and move through the area real quick without bothering any of you? I'm no one important... (Bluff Roll: 98).
Bart: Why didn't you say so? Birthday's are sacred thing! Say the my congratulations to your cousin..
Ted: (Sense motive roll: -1) He's lying.
Bart: What?
Ted: He's lying I'm telling ya!
Bart: Why?
Ted: Remember that time when Norton came visit us?
Bart: *starts frowning*
Ted: And promised a raise?
Bart: *frown deepens*
Ted: And said we'll make a royal guard?
Ted: And it turned out it was not a norton just a bloody hin in a silly clothes?
Bart: *growls, remembering humiliating memories*
Ted: It's too perfect! Too convincing! he's lying I'm telling you! *looks at the stranger suspiciously*

Bart: *stares angrily at the stranger, who's still on the ground*. Who. Are. You! And WHy. ARE. YOu. MASKED!

Stranger: *starts sweating* I.. have a skin condition? Need a mask? And can't stand sun.
Bart, to Ted: What's a "skin crondition?"
Ted: You know, maybe his skin falls off?
Bart: Like that guy who wore gloves, and it turned out his hand was dead?
Ted: Yeah, like that! The one who grabbed Tod.
Bart: Poor tod, Tyr take care of his sould. Took five ment to bring him back to the dead.
*mournful moment of silence*

Ted: Must be a nercomancer.
Bart: The who?
Ted: The nercomancer! The one who makes dead walk.
*both look at stranger suspiciously. Very supciiosuly*

Bart: *presents dead hand to the stranger* It was your doing wasn't, it.
Stranger: What?! No! As I said I was late to the birthday party... (bluff rol: 99)
Ted *isn't listening, in thought*: Or mabe a drow?
Bart: *goes pale* Drow? Those horrible dark elves that steal children, eat them and breathe fire?
Ted: Yeah! Those. They say their eyes glow red.
*both look at the stranger with great suspicioun*
Bart: Let me see... *leans closer and tries to peer under the hood of the stranger... then freezes still*

Ted: Or mabe a vampire? They hate sun.
Bart: ....
Ted: Bart?
Bart slowly raises, and helps the stranger stand up. The stranger looks visibly annoyed.
Ted:... Bart??
*Bart draws his weapon, and places himself between stranger and Ted. Facing ted. His eyes look lifeless* ...must... protect.... the.. master.

Stranger. FOOOLISH MORTALS, NOW FACE MY WRATH! I, THE MIGHTY MSCRIZXLNSERXIS OF THE ...

Ted: *readies halberd and yells at the top of his lungs towards radiant heart hold* GUUUUYS! It happened to Bart again! With got another one!

*The headquarter is thrown abuzz, and alarm bells start ringing. Somebody is yelling "To ARMS!!!"*

...

Another day continues at the Farmlands.

Hidden: show
Because it is a dangerous medieval world, because the setting is fantasy, anybody who is masked and with weapons drawn can be gods know who. It could be a black orc. Or a drow. Or something far worse.

Because of this, the guards would try to jail (and hang, they are more lawful than good) anybody who fails to comply with the no mask law.

So, there's absolutely no excuse trying to weasel out of law and punishment in those two particular areas.
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Re: Guards to yell at people at farmlands.

Unread post by NeOmega »

there is no way to bypass the fai or baldurs gate afaik, to get to some areas. beregost designer put in a way to walk around the city, which was nice if you dont want to break invisibility, have a summon, or your weapons/mask have spell slots or wis/int/cha on them that would lose you spells.

so i say no, until there s a way to get to thundars ride from the kobold ruins without having to go through the eastern farmlands, maybe teleport points a la beregost.
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