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Author Topic: Gates of Treve = KOS?  (Read 1755 times)
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Payton999 Robonaught
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« 19. February 2011, 09:16:27 »
It seems there's been plenty of confusion over the past few months (if not years) as to how to handle "visitors" to the gates of Treve.  We have an established theme which is evident in the NCs all over the place, certainly it clearly states that the city is well hidden in the mountains and generally one would assume it would take considerably substantial RP to find the actual location.

That said, people do from time to time (ok often), not bother to read the rules or theme of the sim and they find their way up the path.  Putting in a drop gate when one rings the bell is entirely too much work for me to do (yeps I am that lazy), so...given that we ask, at present for the men to kill those visitors without a REALLY REALLY good reason, would all be in favour of reducing the time spent in RP prior?  IE...you walk to the gate and you've got 10 mins to explain yourself else..lop of the head, impaling stick, arena fight with larls, etc etc...

Thoughts?
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Malcomb Danitz
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« 19. February 2011, 10:19:39 »
I have a very strong opinion about this.  When a person approaches the gate I IM them and ask "Do you have a valid IC way of knowing how to get to this gate?"  If they say no, I tell them to go away, if they say yes I kill them.

Treve is far from Minus, hands of travel through woods infested with larl, sleen and both types of panthers, then a treacherous mountain path that is almost impossible to find.  It is, in fact, only accessible via tarn, in the books.  (Anarch, help out with a quote here).  The path and walls should be removed completely (Pay think of all those prims you'd save!).  At the very least we ought to redesign the path so it starts at the far side from Minus, which will make travelers pass by our panther camp...  But I realize that this has been decided against, so we press on as we are.

The city is either hidden or it is not.  If a slave can simply mosey on up and have a look, then so can raiders.  I think  we need an absolute rule on this issue.  If we will RP with someone that walks up and rings the bell, why not with a band of armed men with grapples?

So, IMHO.  Decide: Hidden, yes or no.

Hidden: means no IC way to find the gates  =  we ask them to leave, or do an ejection with a NC saying why.
Not hidden:  Walk right up and take your chances =  then we kill you, and allow raids on the city directly.
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Payton999 Robonaught
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« 19. February 2011, 10:38:58 »
I'm going to add a quick little blurb, but I suppose my question was simply, any objection to lowering the time for a kill to say ... 15 mins instead of 30 if someone should approach the gates?  Seems then, the men spend less time RPing people who ignore the OOC "warnings" and more time having fun Tongue
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Xaz Elephas
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« 19. February 2011, 11:05:43 »
I don't understand why you all do not just remove that passway all together and make Treve access tarn only.  Treve use to be like that years ago and sure saved from having people show up like you have now. You already have the tarn basket system in place for arrival to the city. Just do away with the path all together.
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Onyx Kerang
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« 19. February 2011, 11:19:11 »
I Agree do away with the path then the only way they can get there is if 1. they are in the Treve group and can call the Tarn basket. 2. wait till somebody in the treve land group calls the basket and holds a dagger to their throat (likes this one for some strange reason).
3. call your personal tarn and fly over there but remember you still need IC information where Treve is to do this.

Trouble is I can see other cities saying not fair as they wont be able to atack you unless they atack minus and pinch the slaves and FW from there.

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Poisonous Adored
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« 19. February 2011, 11:20:26 »
Yes, removing the paths would make sense... I remember when I was captive to Treve, I was very tempted to just jump over the gate and run  Grin

Removing the damn path would save to many Trevans, time to argue with people who dont understand the background of Treve and would avoid also some dramas....

5 mn of terraforming, some rocks dropped, and problem solved!
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Conall DeCuir
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« 19. February 2011, 11:39:16 »
I have to agree too with removing the path because, when i imagine i would be one of the Trevian Warriors and would have to roleplay the clueless and would have to explain all the time the same to everyone who climbs the hidden path .. i would get quickly annoyed.

Treve wasn't reachable by every little slavelet, FWs couldn't just walk towards the gate and knock and raiders without knowledge wouldn't have found the hidden city.

Though, i find the idea nice of a trapdoor with some sharp spikes under it to let them die at once or starve slowly, it would complicate things only.
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Grondar Quartz
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« 19. February 2011, 12:09:21 »
Yes I am in favour of either reducing the rp time needed to killl them or removing the path completely , I think the first time i visited Minus there wasnt a path , the second time i amsure  i saw a wooden walkway up the mountains then it was gone after that , so i dont see a problem with removing the path and as was said makes if very hard for captives to just walk  out I know a few slave captives who did that , just followed a free through the gates
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colin Tuck
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« 19. February 2011, 12:12:06 »
Yes I am in favour of either reducing the rp time needed to killl them or removing the path completely , I think the first time i visited Minus there wasnt a path , the second time i amsure  i saw a wooden walkway up the mountains then it was gone after that , so i dont see a problem with removing the path and as was said makes if very hard for captives to just walk  out I know a few slave captives who did that , just followed a free through the gates
Grondar the wooden pathway led to the panther camp but if im right was also a passage through the mountain and the panthers held the key ..... there was a woodsman who used to go that way a lot but cant remember his name now.
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JF Kanto
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« 19. February 2011, 12:56:45 »
I would say remove the path completely.  If someone is too lazy to read our rules, why should we accomadate them with rp?  If some Cities say no fair, they can never attack Treve, the answer would be to set it up thru the mods and a lengthy roleplay involving how they got knowledge of Treve's location.  It should not be an easy thing to attack our City.
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thyri Carver
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« 19. February 2011, 13:26:24 »
I'd vote for removing the path as well.  Unless you wanted to put in a GIANT SIGN  (and I mean freakin huge) saying that by going past the sign you consent to having your character killed. 

I think even with giant sign though, that people would still not read it.

Do we have a valid reason for having the path there in the first place?  Because if we do, then it might be good to keep the path for those daring enough to risk death and impaling by coming up to Treve. 
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Ginger Shamrock
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« 19. February 2011, 16:28:20 »
...given that we ask, at present for the men to kill those visitors without a REALLY REALLY good reason, would all be in favour of reducing the time spent in RP prior?  IE...you walk to the gate and you've got 10 mins to explain yourself else..lop of the head, impaling stick, arena fight with larls, etc etc...

I'm in favor of reducing the rp time prior to a kill in this instance to 10 minutes... or even less.  Actually, i think that they could engage the perp with an intense battle of words and then do the deed, whether or not it actually takes 10 minutes.
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Grondar Quartz
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« 19. February 2011, 16:46:40 »
Yes I am in favour of either reducing the rp time needed to killl them or removing the path completely , I think the first time i visited Minus there wasnt a path , the second time i amsure  i saw a wooden walkway up the mountains then it was gone after that , so i dont see a problem with removing the path and as was said makes if very hard for captives to just walk  out I know a few slave captives who did that , just followed a free through the gates
Grondar the wooden pathway led to the panther camp but if im right was also a passage through the mountain and the panthers held the key ..... there was a woodsman who used to go that way a lot but cant remember his name now.

Ahh I never used it but remember seeing it going up t eh mountain, after thinking it over I dont think the pah should be removed, simply because if we take you captive there has to be a hope of you getting away it the place is isolated then you have no chance unless we release you , a bit unfair , shorten the killing time yes , and maybe as Thyri says , more warning signs on the path , I sort of take it as a complement when people do come up to Treve they must know we have some awesom rp`ers up here and want to meet them but sometimes i wish they would find another way to meet us.
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Malcomb Danitz
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« 19. February 2011, 19:13:39 »
Grondar said:  " I dont think the pah should be removed, simply because if we take you captive there has to be a hope of you getting away it the place is isolated then you have no chance unless we release you , a bit unfair "

I personally think  most captives should be kept in Minus for just that reason.  As it is they are not supposed to be able to escape the city.  Also Minus keeps them able to be rescued.
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Grondar Quartz
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« 19. February 2011, 19:53:23 »
If you keep the captives in Minus then fine , my concern was being seen as unfair as we would be turning Treve into a fortress and unescapable from
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