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'Kill On Sight' Guide
#1
Seeing as this issue has come up recently, I've decided to write a guide to remedy the 'wait I can be killed here' thing.

Note. This is just how I have NPCs react when I'm controlling them as a GM. I do not know how other GMs will handle it. Do not treat this 'guide' as the gospel to entering hostile territories.

Righto. I'm going to list a number of places that faction NPCs will kill-on-sight members of the opposing faction in. Here we go.

Alliance Controlled
Elwynn Forest
Westfall
Duskwood
Redridge Mountains
Dun Morogh
Loch Modan
Azuremyst Isle
Bloodmyst Isle
Teldrassil
Darkshore
Mount Hyjal

Horde Controlled
Eversong Woods
Ghostlands
Tirisfal Glades
Isle of Quel'Danas (Save Neutral Zones)
Durotar
Mulgore



Predicted FAQ

What if my character is caught in one of these areas? Do I immediately die?
Spoiler:
No. If you are spotted by a guard, you will be asked to stow your weapons and accept escort out of the woods so long as you're not flying faction colors/part of a warband. If you do not comply, then they call for reinforcements, and the character is in danger of dying. They will not take prisoners at this point unless the individual explicitly surrenders

Wait a minute. What about Ashenvale? Wouldn't the elves kill anyone who enters?
Spoiler:
As much as the elves would love to see arrows sticking out of every orc who enters their sacred home's throat, they lack the manpower to kill everyone. As such, they reserve their full strength for any actual conflicts with Horde forces, instead of risking losing Sentinels on random travelers. And so long as these adventurers are respectful to the blessed woods, they do not need to be killed or escorted out. That being said, they have a firm grip on Darkshore and Mount Hyjal, and will gladly shoot someone there.

What if I go near a town/settlement/fort/etc that isn't in a listed region?
Spoiler:
You will not be allowed in. And if you linger around the settlement, they will give you one warning to depart. If you do not depart, they will attack.

What are the severity of punishments?
Spoiler:
Look at it this way. If you surrender, you're not a threat. If you don't surrender, you have to be put down. Whether you're knocked unconscious or killed is your OOC decision until you give them reason to kill your character. They're not going to let you live if you kill a guard, burn a building, or otherwise harm the faction.

How should players react to seeing someone of the opposing faction in one of these areas?
Spoiler:
Issue a character warning if you want to do something about it. Or tell a GM if this opposing-faction character is clearly visible by the guards.

But 'X' is my character's snuggle muffin and she will vouch for h-
Spoiler:
Then you will both die. Consorting with the enemy, you filth? Not on my watch.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
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#2
I approve of these guidelines.
[Image: 293D4BE4-7170-4C2A-B8BF-7EA572513EBD.jpg]
Spoiler:
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#3
I suppose I'll tack on my own footnote here, since this is a notable part of the post

Xigo Wrote:Note. This is just how I have NPCs react when I'm controlling them as a GM. I do not know how other GMs will handle it.

I personally treat any character near guards of the opposing faction as in an obvious Character Warning situation, and will not have them take prisoners nor escort out. If you wish to live you will have the option to run, but I won't entertain one guy evading a whole squad of guards for half an hour or so. If you're to run, do so-- I'll likely give the suggestion either way. If not, don't expect the guards to treat the situation lightly.
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#4
(04-22-2012, 01:54 PM)Roxas65 Wrote: I approve of these guidelines.

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#5
I love you. *Hugs. Hugs tightly. Hugs for a very long time until it's awkward.*

Blood elves are included in areas where horde is KOS. It needs to be said. Truuust me.
"Do not judge, and you will not be judged. Do not condemn, and you will not be condemned. Forgive, and you will be forgiven."
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#6
(04-22-2012, 01:59 PM)Rigley Wrote: I suppose I'll tack on my own footnote here, since this is a notable part of the post

Xigo Wrote:Note. This is just how I have NPCs react when I'm controlling them as a GM. I do not know how other GMs will handle it.

I personally treat any character near guards of the opposing faction as in an obvious Character Warning situation, and will not have them take prisoners nor escort out. If you wish to live you will have the option to run, but I won't entertain one guy evading a whole squad of guards for half an hour or so. If you're to run, do so-- I'll likely give the suggestion either way. If not, don't expect the guards to treat the situation lightly.
If it comes down to the player arguing 'LULZ MY CHARACTER WILL ESCAPE AND RUN CIRCLES AROUND THE GUARDS FOR 30 MINUTES' I will honestly just say 'your character is killed off and the body is disposed of' then leave the RP. This may sound cruel, but I don't enjoy having my time wasted by this sort of thing.

I'll also note that I don't have guards act like bumbling idiots in these situations, nor do I have them enter a fight unprepared. Most conflicts start with three to five guardsmen, and there's a serious problem if your character can 1v5 these people in a trust fight. If it comes to that though, I will throw in a mage or a knight or something else that will crush your character in the fight very quickly.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
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#7
It'd be cool to have a guide/note of how all GM's handle a situation, by which I mean, I think Rigley or Xigo should modify the OP so that it includes what he does as well.

On a semi-related note, is it never possible for a PC to fight against a guard and win? Would the /roll system be used for such a situation, the trust system, or does the guard always win because because? The "guard policy" on the wiki says guards are over-powered when one does "aggressive/violent actions in a town without prior discussion," but does this over-poweredness also happen when you're sneaking or strolling or whatevering in the wilderness and a patrolling guard sees you?
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#8
Guards will never fight you one-on-one. They will not lose the fight in the long run. That's basically what it means.
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
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#9
Coolio. Do guards ever die? =|
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#10
I have a complaint.

Blood elves should die as soon as they step in Duskwood.

/nods, sagely.
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Casually humorous
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#11
(04-22-2012, 02:41 PM)Lunaxy Wrote: I have a complaint.

Blood elves should die as soon as they step in Duskwood.

/nods, sagely.
Self implosion? Randomly burst into flames? A giant foot falls from the sky and flattens them? Idea

(04-22-2012, 02:39 PM)Xigo Wrote: Guards will never fight you one-on-one. They will not lose the fight in the long run. That's basically what it means.

I wont lie. This brought back memories of me trying to take on Legion guards in oblivion...before I knew about cheat codes.
"Do not judge, and you will not be judged. Do not condemn, and you will not be condemned. Forgive, and you will be forgiven."
-Take nothing for granted. -
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#12
You can be playing the biggest badass on all of Coth. The most cunning rogue. The most brilliant mage. The strongest warrior. You could be Clovis.

And you will still always lose to the Word of Guard.
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#13
(04-22-2012, 02:41 PM)Yau Wrote: Coolio. Do guards ever die? =|

In general, I'd reply that the overwhelming answer is no. Guards are primarily used as the staff's rule enforcement; allowing a guard to die would undermine that effort.

That said, there could be scenarios where a guard could die. The only example that I am able to imagine would be in a GM-led event. However, that would be part of an event, rather than rule enforcement.
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#14
Personally, I'd contest the notion of Duskwood being securely Alliance-controlled. The Night Watch patrol the roads, true enough, but there's a lot of glens and glades that are nowhere near roads. The Forsaken have a camp there in Beggar's Haunt that nobody does anything about, but then, it is gone in Cata, so maybe I'm wrong.

. . . I will echo that point about blood elves just chilling down there, though. Hnngh. How do you get there? Your only land routes there are through Stranglethorn past the Rebel Camp that's right on the road north, or from Stonard through Deadwind, which strikes me as an incredibly treacherous path to take.

Great guide, ramblings aside! :B
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#15
Quote: Guards will never fight you one-on-one. They will not lose the fight in the long run. That's basically what it means.

That being said, and being one of the few on the server who has a PC guard, if there is a conflict within Hearthglen and no GMs online, do I as a player and not a GM, have the right to say, "Look. There are ten NPC guards here within view of the crime being committed, as well as my own," Or do I 'let' them escape? Personally, I'd rather not have to bring NPCs into any conflict since I'm -not- a GM and nothing but drama is likely to come from it... But it seems like in some situations it's really the only answer.

Are there guidelines set for playing a guard that I've just been unable to find? I've looked around several times, but I've never really seen anything from the horse's mouth so to speak, on the limits of a PC guard's jurisdiction.
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