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Main Forums => Suggestions => Topic started by: Garem on March 21, 2011, 08:41:21 PM

Title: Main Gate Guard
Post by: Garem on March 21, 2011, 08:41:21 PM
I'm sure this will fall down into a "make it happen IG" sort of thing, but I'll make an effort to explain why it might simply be a story progression point that's several years overdue. It's also admittedly a rather selfish request, but I've definitely found myself at a unique disadvantage because of various IG/IC factors and it's driving me nuts because I spend an enormous amount of time traveling the opposite direction I'm trying to go just to circumvent a small checkpoint as if there were no FEASIBLE way of getting around it (aside from invisibility, which feels cheesy). I'm sure other characters have had similar issues, hence I bring the issue here.

Why is there a Stygian Infantryman at the Main gate? Why does the (dirt poor, mind you) Stygian Armada care about that wreckage? They've got their territory, the Conclave has theirs, the Docks, goblins, etc. theirs.

The only group that really has any investment at all in protecting everyone and preserving the general peace is the Conclave. Hence, I suggest that the Conclave fill in this more appropriate role.

Better yet, move that odd tribal dude on top of the ziggurat out to the gate and let a more Dominion-appropriate NPC fill in his role. Why they've let a creepy barbarian who speaks in riddles handle dealing with lost and confused ziggurat victims for so long befuddles me.
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Post by: gab1 on March 21, 2011, 09:01:11 PM
Invisible cheese?

Disguises?

I doubt the lone NPC would stop you, unless the DM's said otherwise, etc...
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Post by: Random_White_Guy on March 21, 2011, 09:43:32 PM
Yes please and Yes.
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Post by: AllMYBudgies on March 21, 2011, 09:45:49 PM
I totally agree, especially about the barbarian guy atop the ziggurat. I have never yet worked out what he is doing there, really.
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Post by: Yalta on March 21, 2011, 09:56:42 PM
Spot on Garem.
 
The Tribal guy could be replaced with a bored looking Militia guard who gives a standard well rehearsed greeting.
 
The Stygian at the main gates is a good point also. Not sure the Armada would bother, or the Conclave or Sons really?
 
Maybe put Dogshead on the main gates, having sobered up he is obsessed with redeeming himself in the eyes of the population...
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Post by: Dr Dragon on March 21, 2011, 09:58:33 PM
Well the main gate area used to be a single transition to the dominion hence why defending it was important. However with the current state of transitions I dont see why it makes sense for thei Armada to be worried about defending that entrance.
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Post by: putrid_plum on March 21, 2011, 10:18:17 PM
I agree totally.  Infact, why not put an Order guard or something, dunno just saying... maybe IC events might happen!
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Post by: Divine Intervention on March 21, 2011, 10:35:35 PM
Because it's not order land.  The Duke is still supposedly ruler of ymph so I think it's more of a "We don't care what you say this is the gateway to Trenada's city".  It also makes sense for the dominion to want defenders at a place defensible against invasion and away from the civilians, a first line of defense.
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Post by: BRESTON on March 21, 2011, 10:41:21 PM
Hes also the spotter for when orcs/goblins/greased up deaf guys

attack the gates
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Post by: Porkolt on March 21, 2011, 10:43:27 PM
Hah.
 
I've actually been plotting IC to start -increasing- the amount of guards at the outer gate.
 
So I would feel very cheesed if DMs were to suddenly remove the last remaining guard as a result of this suggestion.
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Post by: 9lives on March 21, 2011, 10:47:36 PM
Tell NDURU MASI to move.
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Post by: TheImpossibleDream on March 21, 2011, 10:51:27 PM
Is it really that ic for those guard(s) to be standing in a position where they can be cut off from all reinforcements very easily by a massive horde without them even knowing it?

I think the only reason they're really there is to have invincible guards there to clean up orcs during those automated invasion things. it would be kinda neat if automated invasions resulted in orcs spawning in the inbetween zones and did not get "pushed back" until pc's go in and deal with them. This would also eliminate any ooc reason for those guards to be there.
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Post by: Drakill Tannan on March 21, 2011, 10:59:51 PM
It does make IC to have a guard there. All the other entrances to the ruins are blocked by something, the docks one by the.. er.. docks, and the gobsquat isn't really an easy transition to get through (not for a band of orcs at least) and still needs to pass through the gobsquat. The sewer entances are probably unknown by the orcs, gnolls, goblins or whatever attacks the ziggy- if the dominion where to have to move to another chokepoint it would have to be at the gates of the zig, of wich there are to (meaning twice the guards needed) something they clearly wish to avoid.

But yeah, must be harsh for sons of sabuth and such. The Dogshead suggestion seems like a good idea, IG it could perhaps be worked out that since the sons or the goblins or something is threatening the colony more than usuall, the guards have had to fall back to the gates of the ziggy, while dogshead and some mercenaries move up to the gate to redeem himself to the eyes of the people.
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Post by: BRESTON on March 21, 2011, 11:00:09 PM
How does a horde get beyond that gate? A orcan horde marching through the docks? No. A orcan horde marching through the gobsquat? The Loud lady would tip everyone off.

They have to come in through the front door. And I dont want orc armies spawning in the wardens. Please.
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Post by: Egon the Monkey on March 21, 2011, 11:19:51 PM
Quote from: BRESTON;230611How does a horde get beyond that gate?
Up through the sewers. As soon as the DMs approve my app for a Minotaur Barbarian, I'll show the lot of you! Bwahahaha!

I think though, that having invasions start in the Warden's District would make them a threat to every faction and thus more interesting regardless of which area happens to be populated by PCs at the time. The Dominion instead have an outpost that's a couple of minutes' walk from everywhere else and with a Dock full of gangsters behind it. It made sense before the Warden's got populated, less so now. It is a long way from the Docks to Blackhearth or Fellhammer Hold compared to from the Dominion. I would suggest maybe a new area between the Docks Shore and the Ruined Farms, a short "beach walk" to link the Docks and the gates area?
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Post by: el groso on March 21, 2011, 11:31:34 PM
Quote from: Yalta;230601Spot on Garem.
 
The Tribal guy could be replaced with a bored looking Militia guard who gives a standard well rehearsed greeting.
 
The Stygian at the main gates is a good point also. Not sure the Armada would bother, or the Conclave or Sons really?
 
Maybe put Dogshead on the main gates, having sobered up he is obsessed  with redeeming himself in the eyes of the population...

Dogshead + 'One Armed' Drake to defend the gates!
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Post by: TheImpossibleDream on March 21, 2011, 11:32:21 PM
The suggestion of adjusting the starting location of invasions is at risk of derailing this thread from the topic at hand. If further discussion is merited on that topic I would suggest a new thread. For now lets stick to whether or not there should be Stygian gate guards at the main gate.
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Post by: Caster13 on March 21, 2011, 11:47:47 PM
Quote from: el groso;230618Dogshead + 'One Armed' Drake to defend the gates!

Old school EFUA tag team! Yeaaaah!
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Post by: Garem on March 21, 2011, 11:53:26 PM
It's a friendly amendment to simply add more ways into and out of the city. I just think that'd be more work than replacing the Stygian with a Conclave or otherwise neutral guard. If adding areas is more amenable, I'd suggest two be added- one for the Conclave and one neutral ground- and neither requiring the frustration of using the five other existing ways (that I can think of!) that have not and shall not be mentioned (FOIG!) because those five ways all suck just as much or more than running five miles to cross the street (okay, so that's a slight exaggeration).

Porkolt, I can definitely understand that being an issue. Yet I hardly see this change as ruining that plot in any way. In fact, I'd argue that this would create a significantly more interesting plot since it would require you to take PCs out there, increasing interaction. If this thread were about PC Stygian Infantry standing around the gate, I would never have brought it up because it would indeed become a wholly IC/IG issue.

Now, it is more an issue of world design than an IC one. Because of changes in the story (the famine and weakening of the Dominion, namely), my original suggestion remains in my mind a reasonable way to reflect those changes without screwing with world editting or retconning in new areas/transitions.

Added: I love Dogshead. Great character. Definitely an Nduri + Dogshead tag team and they both yell at each other about nature/city and order/chaos issues when people pass by. Odd Couple-esque.
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Post by: The Old Hack on March 22, 2011, 01:17:54 AM
We could write the Ankh-Morpork City Watch and ask them to let us have Corporal Nobbs and Sergeant Colon to watch the city gates instead? I guarantee everybody that if they do, the gates won't be stolen. o.o
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Post by: Ebok on March 22, 2011, 02:24:13 AM
Quote from: Egon the Monkey;230616Up through the sewers. As soon as the DMs  approve my app for a Minotaur Barbarian, I'll show the lot of you!  Bwahahaha!

I think though, that having invasions start in the Warden's District  would make them a threat to every faction and thus more interesting  regardless of which area happens to be populated by PCs at the time. The  Dominion instead have an outpost that's a couple of minutes' walk from  everywhere else and with a Dock full of gangsters behind it. It made  sense before the Warden's got populated, less so now. It is a long way  from the Docks to Blackhearth or Fellhammer Hold compared to from the  Dominion. I would suggest maybe a new area between the Docks Shore and  the Ruined Farms, a short "beach walk" to link the Docks and the gates  area?



I don't think the Dock stretch that way, Ive always gotten the feeling due to the Temple District and then the Smash followed by indiscriminate ruins further past meant that the Docks actually do not stretch from end to end of the city.
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Post by: Udenbur on March 22, 2011, 11:10:25 AM
"Orcan encampment raid crewz, meet at bridge."
[whisper whisper whisper]
"Ack! No more guard? Meet above the Kingsman inn."



I don't like having that guard there, causes too much strain.
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Post by: Anonymous Bosch on March 22, 2011, 03:56:53 PM
I did think it was funny that this lone Stygian was stuck standing out there, in all weather, a long, long way from back-up should something unfortunate happen.

Figured he must have done something to piss of the bosses.
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Post by: Lenthis on March 22, 2011, 04:04:41 PM
He slept with the dukes daughter
-Twice
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Post by: colorox on March 22, 2011, 07:19:10 PM
Put a guard at the major entrances (both sides) to the city transitions.

Place Conclave guards at the transitions (both sides) going into areas that surround the city.

It is possible to have two faction guards in each area but on different sides.

The guards that stand around the different tiers of the Ziggurat just get on my nerves, just standing all day and night.

Edit: Slippery slope, guards everywhere!
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Post by: Anonymous Bosch on March 22, 2011, 07:39:19 PM
Quote from: Lenthis;230729He slept with the dukes daughter
-Twice

He had to do it twice, she was very clear about how underwhelming the first performance was.
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Post by: Decimate_The_Weak on March 22, 2011, 07:41:14 PM
My suggestion is... instead of an Infantryman, put two militiamen to guard it. It would make better sense.

The Armada likely has better things to tend to and watching over the gate seems more like a militia job to me anyway.
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Post by: Lenthis on March 22, 2011, 08:16:34 PM
And don't make them immortal please, it kinda makes sense if a infantry man can solo a horde of orcs, but two scummily infantrymen.. They would be slaughtered.