Conquest of the Horde

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Kretol is correct on both parts. That'd work.
Good point and Idea Kretol. There isn't a one-hit kill scenario in the place after all :)
After reading through all of this, I have a contribution:

I reckon...

Character warnings SHOULD DEFINATELY be in place, because of conflicts. You can get caught up in them, even accidentally, and killed. I'm going to expand on my reasoning below.

Guild? YEAH GUILDS! Organised crime performing hits on people that their boss dislikes like real life. We've tried the Mafia guilds before, and they've never worked because of guards. Well now we're free to do what we want. So let's. If one guild springs up, someone is going to be annoyed and appose it, so during the early days of the guild, crate another, apposed, guild. Chances are someone else will oppose THIS guild, creating a third guild, seperate to both. A fourth, fifth, sixth, and the like may spring up. Some people are going to be, understandably, neutral. It's slightly safer because you aren't on the front line. This will prevent one guild from acquiring all the power.

A 'dilemma' in civilised society is that it'll cause open conflict. BRILLIANT! Turf wars all around! The average life expectancies of permanent residents will be about 20, and reaching 30 making you an OLD MAN. Street fighting between rival guilds would be a fun thing, because we can use underhand tactics in combat and anything else you want. You can unfairly lynch a character. And of course it's to be expected in an area of depraving crime. People won't stay in power for very long, creating interesting side swapping and betrayals. Inside jobs crippling some guilds and changing the entire town.

Another cause of conflict? Horde and Alliance, and races that hold grudges against others. Draenei may want to kill Orcs, Orcs and Humans want to kill each other, Tauren and Night Elves may want to kill Blood Elves. On the point of Tauren: they're big, and muscley. Currently I haven't seen too many ways to kill the Great Cows. Well we'll see new tactics and the like. The overall level of combat RP on the server will dramatically improve as we learn how to deal fatal blows to enemies in intriguing ways. Arena combat will obviously benefit from this, and this could even lead to successful small-scale war RP in the future. Anything's possible.

"But what if I don't want my uber a-sum character 2 die?!" Don't take it. Make a new one. I would make a new one simply for this, and every time they're killed off, make another. On the 'uber a-sum' part, well, they aren't going to be. They're poor. Great glowing crystals are going to be stolen and sold, to pay for the next days alcohol at the tavern. Don't like it, again, I wouldn't take that character. it's as simple as that.

As for location and buildings. I'm all up for Tortuga-esque styling. Shacks and the like. Poorer people sleeping under sheets with wooden sides. What I really see for this, is something like Trenchtown in Jamaica. It's a horid place, but it's an example of what general lawlessness can lead to.

At times this place will be depressing and gloomy. But remember, it's the only place where this can happen. Enjoy the freedom! And if it gets you too far down, then theres the rest of the WORLD to RP in!
Ben Wrote:After reading through all of this, I have a contribution:
Character warnings SHOULD DEFINATELY be in place, because of conflicts. You can get caught up in them, even accidentally, and killed. I'm going to expand on my reasoning below.

It's a bad place with bad people. You don't accidentally go there. It wouldn't be metagaming to have your character know you do NOT mess around at this town/shanty.
To clarify. I'm not saying you would be there accidentally. I was saying that, if a turf war suddenly erupted around you while passing through the town, it'd be accidental but still a viable danger.
But you expect there to be that sort of thing going on. There isn't really any good reason to pass through the kind of town they're proposing, it's like a woman walking down a dark NYC alley whilst scantily clad. What were you expecting when that bearded drunk followed you, lady?
Uhhh, Delta, while you could make that comparison it's kinda horribly offensive to make such an analogy to real life. It's easier to do victim blaming in rp than in the case of real people getting into real, traumatic situations.

Just saying, it's bad to say "she deserved it" in a real life scenario x:
Perhaps you're going to your home, being a neutral civilian, which is on the other side of town to your friend. You were visiting your friend, to comfort them because of the previous nights murder of their partner. There's a potential for a 'citizen'. Someone who moved to the town and became a 'citizen' would obviously have ex-colleuges and the like whom they may be on friendly terms with, who may occasionally visit. It's a viable thing. I'd do it.

You described a situation that occurs in the real world as an example of something that's improbable. And yet it happens. This is CotH, we can create full scale wars in a couple of days here. Anything is possible. Great advice to anyone on the server.

Also, take any complaints to PM, makes this thread cleaner :D
While I think, that this is a good idea, I have a few worries.

For first, when this area is created, does that mean that we are bound to it and every kind of criminal roleplay must take place there?
For the second, I note that players should usually have the possibility to escape, after they got into trouble.

And for the third: I guess, there are also people living, who can't simply afford a home in a richer / safer town like Stormwind / Orgrimmar? This would be a possibility to get followers / minions for those, who currently own parts of the town.
One thing I think would be necessary to clarify is that it by no means must be an all evil town. That isn't the point. Honestly, I think Neutral characters fit the best in this scenario. The point isn't "You can kill who you want" because you can't. People don't like murderers. The fact that there isn't a law could mean that some of the usual laws are lenient or non-existent. Or it could mean that a particular set of laws are VERY severe, say, thievery. There are quite a few civilizations to cite information from, thought not a terrible many. More often than not, one group of people with similar ideas rise above the others and establish some sort of control. It's a natural process in nature.

So, basically, I don't want to see people walking around committing careless crimes. That isn't the point! What I like the most about a lawless, government-less society? Intrigue! Bloody intrigue! Buahaha!
This is a strange town, and each night (or maybe every two, three nights) the tides swallow it, causing all inhabiting it to leave, but depositing gold and crystals and other valuables in the town. This may or may not work, but I think a force that causes the town to, 'reset' so to speak would address many of your issues of perma-take over.

The point of this town is not to be able to kill anyone you want when you want, because you can. Just because you CAN kill someone, doesn't mean you should.

For example, I could go buy a gun and shoot someone, but then there would be people around (usually some heroes anyway) that would tackle me to the ground or try to stop me. Therefore, I'm NOT going to kill someone, even if I -can-. I'm not going to walk up to someone, shank em in the rib and walk off with their wallet. The people around would fight back, especially in this world with magical prowess and overall warriorness.
Typically this is an optional area, for those of you not wanting your characters to die. Some people find the thrill in being under fire, others do not. Nobody is forcing you to play in the area, and as such if we wished for an area of continual danger, and it was created, people who went in, were killed for whatever reason, and complained, we couldn't do much about it. Walking into an area with a clear signpost that says 'DANGER: RADIATION AHEAD' and saying you were horribly mutated and you want compensation, you probably won't get it. Some people just like to play in the 'radiation' zone.

Naturally as for the possible overtake of guilds, the GMs won't forsake the area because there are no guards, but at the same time we'd probably, as Kretol said, have some sort of measure in place to cut the guild down to size. And who's to say you can't make your own guild, go to war and come out victorious, only to be taken down next week? It's practically human nature, civilizations in the thousands have risen and fallen to one another. Take the French Revolution for example. One minute, you're a dirty serf who can't afford bread, one torch bearing violent mob later and you own the bread shop. Naturally, someone else would be upset, get up in arms and go after you, and you'd be dead or back in the dirt. It's apart of the fun of actually being there. If it gets to the point where guilds pretty much CANNOT be taken down, they may be attempted to dissolve by huge force. But, guilds don't last forever, as i've watched hundreds start and even more die off eventually. No guild has lasted long enough to completely forever overthrow an area. The Circle of Discord no longer runs the tavern in the Mage District, the Heretic Circus is even on some downtime. The GSF don't control the area outside Gnomergan, the list goes on and on. We are civil people behind uncivil characters here, anything that is causing too much grief to avert the area will surely be dealt with, one way or another.

By the way I think Tanaris would be the best place for this cause SAND and DESERT = COOL.
Aphetoros Wrote:This is a strange town, and each night (or maybe every two, three nights) the tides swallow it, causing all inhabiting it to leave, but depositing gold and crystals and other valuables in the town. This may or may not work, but I think a force that causes the town to effectively 'reset' so to speak would address many of your issues of perma-take over.
I'm changing this to every week. I think a resetting force either once a week or once every two weeks would be pretty neat.
Delta Wrote:But you expect there to be that sort of thing going on. There isn't really any good reason to pass through the kind of town they're proposing, it's like a woman walking down a dark NYC alley whilst scantily clad. What were you expecting when that bearded drunk followed you, lady?

I'd rather you didn't use that logic for this topic. I won't get into a debate about it either, but yeah. And people can think of plenty of reasons to. I mean, when you're out in the wilderness for however long of a really long time, the tiniest bit of civilization is a blessing.
Really don't get why people are so keen to take character warnings out for this. It's a little courtesy to prevent drama. Yes, you should be wary going in. There are no *guards*. Y'know, those things the good roleplayers notice that stop their nasty characters beating the crap out of anyone in their way. You're definatly at risk going there. That should be obvious. Don't see why you have to throw out the OOC courtesy along with it. It's pointless and just asking for OOC hurt feelings. Could someone please explain why you want that taken out for this to me? Is it just the element of danger? 'Cause if so, I'dve thought you could get that from the no guards thing.

Plus, aren't character warnings more tied to death/maiming than to fights? Is every fight going to end in death? If not, maybe keeping the whole 'for the record, I will be aiming to kill' notification around isn't a bad idea.
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