That could potentially work. I will say, that among the tools I wish the server had, a proper shackle and chain system would be one of them. If someone wants to try to resist the shackle and chain, there can be opposing checks with a heavy malus against the chained/shackled trying to overpower the captor. I remember way back when, Arelith used this system with DM NPCs would mobilize PCs when fettered, but that was... Well over a decade ago when I remember that.
If they choose to enter @resist at any point, periodic roles can be made, with the yellowtext popping up over the head of the Captor/Jailer/etc saying, "John Johnson is attempting to resist his bindings!" and upon a basic success, he is no longer auto-walked by the controlling PC. If he achieves so far, above, or on a particularly high DC, he can either break the bonds (depending on the quality. Ropes. Steel shackles. Adamantine shackles. Etc) or, if we want to be *really* fun about it, we can make him pull the Captor/Jailor unless either he's incapacitated/killed, or the captor/jailer types something like @release to break the script and let John Johnson go, but with the shackle item on his wrists until it's removed.
It can be left in such a way that there's a vfx representing a chain either on him, or around him in some fashion, and another command can be used by nearby players to grab the chain, or multiple can to keep them held in place, allowing things like Dragon Disciples, hulking Caliban, or otherwise to have a bit of fun with resisting their arrest, and it's mechanically enforced to the "T," keeping player conflict/disagreements/RP issues to a minimum. It also keeps the entire process extremely timely, especially for time-sensitive seizures.