Author Topic: Curfew - Locking the gates  (Read 6210 times)

Unana / Rapsutin

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Curfew - Locking the gates
« on: August 11, 2008, 08:03:49 PM »
Not sure if this is the right place for this but anyways..

It could be just me and one of my stupid ideas but if the city is trying to keep people from the streets at night, locking the gates might help a little.
Atleast then folks would have to use sewers to sneak in if they had business in the city.

Of course, if this cant be done or is too complicated, nevermind. Theres more pressing matters to take care of.


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Re: Curfew - Locking the gates
« Reply #1 on: August 11, 2008, 08:10:32 PM »
I'd think someone would have to physically lock it and unlock it at the appropriate times but it can obviously be locked.
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Re: Curfew - Locking the gates
« Reply #2 on: August 11, 2008, 09:07:38 PM »
Some time ago, Negnar, Helaman and myself requested that guards be able to lock the gates. Also said it would make people use the sewers if they really wanted to break curfew. We were told no.

Thread is this, for those who can access it:

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« Last Edit: August 11, 2008, 09:09:37 PM by Delphinidae »


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Rex

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Re: Curfew - Locking the gates
« Reply #3 on: August 11, 2008, 09:17:19 PM »
Stand watch on the walls, put a crossbow bolt into anyone you see out after Curfew.  Problem solved.

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Re: Curfew - Locking the gates
« Reply #4 on: August 11, 2008, 10:30:54 PM »
It might be asking too much, but did anyone in the Guard think of the consquences of keeping people off the city streets at night? 

Nighttime is prime rat hunting.  My char must've killed 30 dire rats the other night that were roaming the streets.  If people stopped killing those rats, soon you'll have so many rats they'll take up residence in Noica's pants.   :lol:

But, if the Guards insist .....................  ;)

 
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Re: Curfew - Locking the gates
« Reply #5 on: August 11, 2008, 11:03:13 PM »
the curfew has many different aspects. For the guard, it's a giant boon. If the gates are locked though, I'd prefer it be pickable. If for no other reason than its possible to go over the gate, or even fly over the gate, if one really wants. Simply put, the big gate is not all that much of a security blanket in Barovia.

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Re: Curfew - Locking the gates
« Reply #6 on: August 12, 2008, 12:08:12 AM »
My ideal?

At 6pm, the gates swing shut (after the guards walk past them) the gates are locked with a faction lock- ie a specific key AND CAN ONLY BE UNLOCKED FROM BEHIND THE GATE... ie itsbarred and the bar is securred with padlocks and chains... guard outside at night must wait on another guard on the otherside to open it... and thats a risk because you never know what will get in.

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Delphinidae

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Re: Curfew - Locking the gates
« Reply #7 on: August 12, 2008, 12:17:44 AM »
I'd prefer if it were automated or pickable. There aren't guards 24/7 to lock/unlock the gates.


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archonzero

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Re: Curfew - Locking the gates
« Reply #8 on: August 12, 2008, 01:53:26 AM »
  Actually yes do lock the gates.  Makes more sense IMO, most cities and towns even in Faerun or other less superstitious lands close and bar city gates at night, requiring a guards presence to let them in and enforce a curfew.  The famous Waterdeep had a curfew in effect usually requiring entrance of travellers to seek the nearest inn/hostel to stay at unless they were citizens or important folk, then they would usually be escorted to the location they were to head for. 

  As for Vallaki though in question, let the Barovians of Vallaki scream as they fall victim to growing hordes of wererats that fester in the city at night.  Za'Raa would feel it serves them right for slapping a Neuri hunter with a n after hours fine for doing her part to keep the vermin filth down.  :D

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Re: Curfew - Locking the gates
« Reply #9 on: August 12, 2008, 01:56:11 AM »
while wer'e on the subject of city lock downs how about certain pcs heading elsewhere? like murnu seriously doesnt that guy EVER sleep?! i mean if the city has a curefew and some outlander comes in or even local sides a guard only makes sense i'd think of murnu and that vardo guard to report it

same with the two mage shop keeps, also on that point WHY is there needed two mage shop keeps in valiki wasnt one enough? correct me if  i'm wrong on this

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Re: Curfew - Locking the gates
« Reply #10 on: August 12, 2008, 05:41:10 AM »
Vallaki is a big city!

1 shop = monopoly

2 shops = diffrent quality, stuff....more town like...more fun! :D

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Re: Curfew - Locking the gates
« Reply #11 on: August 12, 2008, 05:54:38 AM »
theres pnly one mage shop in vallaki that sells scrolls and so on for mages. houlgrave is not a mageshop.

as for locking the gates for the night time, im all up for it. but sadly i think that there are players that would feel it takes away from their freedom when they cant enter the city as they want *shrugs*

curfew is exactly what it means. when theres curfew you shouldnt be able to go into the city, atleast not easy. whats the point of announing one if it doesnt have any impact on anything ?
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Re: Curfew - Locking the gates
« Reply #12 on: August 12, 2008, 09:58:23 AM »
I don't see a real problem with freedom of movement with locked gates, as you can still take the "secret" and smelly entrance

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Re: Curfew - Locking the gates
« Reply #13 on: August 12, 2008, 12:38:05 PM »
I presume it can't be made pickable because mischievous chimps with the unlock skill would be able to re-lock the gate at any time of day. A Guard Faction key sounds good as long as the gates are only locked by someone who is willing to commit to being around to unlock them in the morning. I'd personally be in favour of it as it would make trips through the sewers more interesting (i.e. sewer dwellers could be confident of more regular traffic by nightfall).


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Re: Curfew - Locking the gates
« Reply #14 on: August 12, 2008, 01:40:04 PM »
Key only locks annoy me.  Possible to set up for both Key and Picking though Right?  Go to pick the lock though and the on duty guards get spot checks and POW, Bolt in the face.

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Re: Curfew - Locking the gates
« Reply #15 on: August 12, 2008, 03:56:39 PM »
The key to the curfew is an active guard presence. When you're a guard and you see someone in the city at night, you don't have to search for a reason to single them out and use your power over them. They are in the wrong. They've been caught. They're yours. In many cases, they are also the bold ones up to no good, so it's a good way of running into troublemakers. My guard encountered quite a few hostiles that turned into battles.

A key locked gate simply replaces roleplaying. It takes the emphasis from guards doing their job and says "hey gate, do this all for me you're even better at it. Hell, you're physically impossible to bypass do to game mechanics!"

That's always a bad direction to go in, in my opinion.

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Re: Curfew - Locking the gates
« Reply #16 on: August 12, 2008, 04:07:11 PM »
considering there are NO guard on any other gate whoop de do guards at west gate np! go to docks or nobles or east or south east or use sewers your not ignoring npcs either as there aint any there

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Re: Curfew - Locking the gates
« Reply #17 on: August 12, 2008, 04:20:24 PM »
The key to the curfew is an active guard presence. When you're a guard and you see someone in the city at night, you don't have to search for a reason to single them out and use your power over them. They are in the wrong. They've been caught. They're yours. In many cases, they are also the bold ones up to no good, so it's a good way of running into troublemakers. My guard encountered quite a few hostiles that turned into battles.

A key locked gate simply replaces roleplaying. It takes the emphasis from guards doing their job and says "hey gate, do this all for me you're even better at it. Hell, you're physically impossible to bypass do to game mechanics!"

That's always a bad direction to go in, in my opinion.

Agreed.

considering there are NO guard on any other gate whoop de do guards at west gate np! go to docks or nobles or east or south east or use sewers your not ignoring npcs either as there aint any there

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Re: Curfew - Locking the gates
« Reply #18 on: August 12, 2008, 05:57:54 PM »
There's a reason there's only a single guard out at night and why a curfew is a silly thing. Guards are afraid of the night and the dark as much as other peasants, so you won't see them at night. A few PC guards may be bolder than their peers or be outlanders, but that's a minority, not the norm.

And setting-wise, it's much more gothic for the night to be wild and dangerous; at day the town may seem stable and lawful, but at night there are dark things lurking around, things that guards can do nothing about.

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Re: Curfew - Locking the gates
« Reply #19 on: August 12, 2008, 06:08:13 PM »
There's a reason there's only a single guard out at night and why a curfew is a silly thing. Guards are afraid of the night and the dark as much as other peasants, so you won't see them at night. A few PC guards may be bolder than their peers or be outlanders, but that's a minority, not the norm.

And setting-wise, it's much more gothic for the night to be wild and dangerous; at day the town may seem stable and lawful, but at night there are dark things lurking around, things that guards can do nothing about.

I'm finding myself agreeing with EO far too much lately as to setting and who should be afraid of what.   :shock:

There are no guards roaming the streets of Vallaki at night because they're scared ******** of the night and the night creatures.  But, any guard who wants to face the wererats, greater wererats, and dire rats on their lonesome, go ahead. 

Be the first chewed up body picked up in the morning.   :mrgreen:
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Re: Curfew - Locking the gates
« Reply #20 on: August 12, 2008, 06:57:23 PM »
The curfew isn't made for Barovians. Those stay indoors. It's made for the outlanders mostly who walk around at night inside the city. Let's not forget two just recently became responsible for the death of at least five people in the Broken Bell for going outside and bringing a greater wererat indoors.


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Rex

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Re: Curfew - Locking the gates
« Reply #21 on: August 12, 2008, 06:59:08 PM »
Right, and our Night Watch?  Kind of Curious about that angle myself.  Whole heartedly agree with the Natives hiding inside though.  Common Knowledge that or not?  natives not going outside Guards not standing night Patrol that sort of thing.


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Re: Curfew - Locking the gates
« Reply #22 on: August 12, 2008, 07:14:03 PM »
The curfew isn't made for Barovians. Those stay indoors. It's made for the outlanders mostly who walk around at night inside the city. Let's not forget two just recently became responsible for the death of at least five people in the Broken Bell for going outside and bringing a greater wererat indoors.

How do you enforce a curfew when those who are supposed to enforce it won't go outside to check? ;)

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Re: Curfew - Locking the gates
« Reply #23 on: August 12, 2008, 07:19:28 PM »
The curfew isn't made for Barovians. Those stay indoors. It's made for the outlanders mostly who walk around at night inside the city. Let's not forget two just recently became responsible for the death of at least five people in the Broken Bell for going outside and bringing a greater wererat indoors.

So if the Barovians are staying indoors, what do they care if some outlander risks their life? And since the brave Barovians are inside, how would they know who's roaming the streets and what they're doing? 

This curfew makes no sense.   

What's next:  The Guards are worried outlanders may be putting themselves in harm's way?   :lol:

***damn ......... EO beat me to it!!!!   

While I was previewing, he posted.   :x
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Re: Curfew - Locking the gates
« Reply #24 on: August 12, 2008, 07:24:04 PM »
Who says we don't? PC Guard and Militia have. We've even had NPC guards have to go out at night to deal with a witch threat.


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