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Forum Name Gameplay
Topic subjectTribunal Law: entering guilds
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=12195
12195, Tribunal Law: entering guilds
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
I'd suggested in the post heralding Falun's death that guild guards should limit Tribunal access to instances of a criminal hiding within them. This became an issue when an immortal commanded a number of Fortress members to attack the evil Tribunal, who promptly retreated within the Paladin guild.
12199, RE: Tribunal Law: entering guilds
Posted by Dalteric on Wed 31-Dec-69 07:00 PM
The way Tribunal Rules read, they can only enter on Tribunal business. Is Tribunal business buying soup from the soup kitchen? Probably no way to argue that it is. Is it interviewing an applicant? Maybe, that could be relevant--afterall you should judge them. Is Tribunal business retreating into a guild they won't attack? Maybe, but I would personally lean towards not. Is it Tribunal business to investigate a crime report/judge a witnes or potential criminal/rush to the scene of a crime? Certainly.

The question really becomes one of RP and playing the character. If someone is willing to risk breaking the rules, that is their choice--and any complaints can be sent to me at dalteric@carrionfields.com, I will do what I can to check up on it. This restriction seems to be along the lines of just a useless rule, like making deathblow and resist not work if there is a magic flag in the inventory of a rager--there may be a perfectly valid rp reason why they're carrying a particular item. Adding any sort of artificial restriction would seem to be unnecessary and really take out some of the individuality/originality and freedom of playing a game.
12200, I was involved in the incident in question (txt)
Posted by Larcat on Wed 31-Dec-69 07:00 PM
Actually happened twice. Once when Innis sent the Glade forties after Falun, and once when Faltarn and I made a try on our own. Both times I prayed something IC about Falun loving soup so much. It was aggravating to say the least.

Maybe the best way to handle this would be loser titles.
12201, Paladin "Safe Rooms"
Posted by tapster on Wed 31-Dec-69 07:00 PM
In a game thats always tried to go away from the old diku "safe rooms"....Tribunals hiding behind paladin guildguards is pretty lame.

A Safe Room encased in walls that protect against true roleplayers.
12205, I can come up with no shortage of valid reasons
Posted by Pro on Wed 31-Dec-69 07:00 PM
For any Trib to hide in side of any guild reguardless of rank.

#1 being and understanding that since Tribunals protect the Guildguards, when the time comes, they'll protect the Tribunal.

I realize Ethos has no place in MOB's but it's not a quantum leap to assume guild guards are bound by some form of Law/order/duty/contract/geas.

If you don't want to deal with Tribunals... Don't become wanted, don't take them on in cities.

It's as much a choice as a Tribunal avoiding the woods, or an Drow avoiding Darsylon, or a Paladin avoiding Udgaard.

It's time the guildguards paid for their lunch!

I'm shocked to hear that this is concidered poor form, Let him hide in there for eternity, if he is, it seems to me like a valid roleplaying of a seige.
12196, RE: Tribunal Law: entering guilds
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
I agree with you in principle, but they also need to be able to get in to investigate a crime, which sometimes means checking out a corpse and sometimes means more than that.
12197, RE: Tribunal Law: entering guilds
Posted by Terwin05 on Wed 31-Dec-69 07:00 PM
Maybe I'm off on this one, but I could have sworn with my last (abortive) Tribunal character it was written somewhere in the Spire that guilds were only to be entered on official Tribunal business.

That would place the burden of enforcement of questionable guild-entries on the Tribby Imms.

12198, Options for guild access for Tribunals
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
Thinking about your post, I see your point Nepenthe. I could think of different ways to handle it from a hardcode perspective, each with different drawbacks.

1. Deny Tribunals entrance to all guilds other than their own.
This would interfere with important job functions. We can discard this one immediately.

2. Deny Tribunals with a combat timer entrance to all guilds.
This would have a negative impact on their job function.

3. Allow all characters to enter any guild with a Tribunal in it.
I don't see this as a viable option.

4. Good/evil guildguards might balk at the entrance of an oppositionally-aligned Tribunal.
Job interference. Discard.

5. If an oppositionally-aligned Tribunal were therein, the guildguards might allow any who struck said Tribunal to enter.
This has some possibilities.

6. If an oppositionally-aligned Tribunal were within the guild, class restrictions for entrance apply, but combat timers are ignored.
This might work.

7. If there is a criminal, corpse, or stolen property within a guild, the Tribunal has access. If neither, the Tribunal is denied.
This might be a possibility, but spec_funs would have to be tailored to access a hash-table listing guilds and their VNUMs. It would also require a timed flag on items, which I think would be a great addition for Tribunal investigators and belongs in a suggestion of its own.



I like idea 7 best, for it would limit access to guilds unless there is a valid reason for entering a guild, but I recognize it is labor intensive.
12202, Tribunal Business.
Posted by Odrirg on Wed 31-Dec-69 07:00 PM
I can see a number of reasons a Tribunal would need to enter a guild on direct Spire business that do not have to do directly with investigating a specific crime or chasing a criminal.

Dwarf Scribe warrior lvl 20 tells hero invoker tribby "Being chased by scions and outlanders, I'm nearly dead, they may try to seal the kill in my guild."

I can see the tribunal entering the guild with guards, to discourage the immanent (sp?) breaking of the laws. I see that as being directly on Spire business.


Also.

A magistrate should know his city. What each room is. (room name, extis, etc.), so that he can get to the scene of a crime fast.

How does he learn the layout of his city? By going to each room.

While on duty, and learning a city, I can see a Magistrate exploring other guilds, to get to know the layout and what the room names are, so that he can quickly react in a moment if a crime occurs.


These are just two examples of reasons for a Tribunal being within a guild, that would be made impossible by most of the hard-coded solutions I've seen suggested over the years.
12203, Cumulative timers
Posted by Wilhath on Wed 31-Dec-69 07:00 PM
For each tick you're in a guild that's not yours you lose a) a point of morale and b) increase the chance that the guildmasters/bartenders will kick your ass out. This way Magistrates are still permitted entrance into the guild but loitering there has consequences. The guildmaster/bartender booting you might be much the same as being rescued at inner cabal guardians. At some point they turn aggro on you, which as a Magistrate, would probably lead to even more severe consequences such as removal. This timer would work such that if you linger in a guild that's not yours for more than 6 ticks the mobs therein turn aggro and they stay aggro until you've spent a sufficient amount of time in your own damn guild.
12209, An even easier fix, now that I think of it
Posted by Wilhath on Wed 31-Dec-69 07:00 PM
Convert the Lyceum timer system for use by Magistrates in their cities. They have to "vouche" for themselves at the guildguard, which could have some kind of delay (1-3 rounds) and then after a certain amount of time they would be escorted back out of the guild. They could "vouche" for themselves again immediately, with the delay, but since they would be escorted out eventually the guild stops being a safe place to sit forever. If an evil is hiding in the paladin's guild all the goods who are hunting him have to do is stand outside and wait for the evil to be escorted back out.