Quarter Guards, Andunor

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:
- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

Moderators: Forum Moderators, Contributors, Suggestion Moderators

Locked
User avatar
DestroyerOTN
Posts: 457
Joined: Mon Sep 08, 2014 3:24 am
Location: IRL, probably mad about it

Quarter Guards, Andunor

Post by DestroyerOTN » Fri Nov 28, 2014 6:33 am

The guards on the doors to the following quarters respond only to councilors. While fine, it would certainly be cherished if they also reacted to keyholders:
-The barracks (The Sharps)
-District House Guildhouse (The Sharps)
-District House (The Devil's Table)
-The Temple (The Devil's Table)

Allow the interraction of keyholders with the guards within these areas, prompting a script similar to the ones used for elected in function.

Ex.
"What do you want?"
"Can you handle the door?"
"You've the warrant of entry, I recall, _______. Suppose there's no trouble to it, if you cause none"
"Naturally"

Purely an aesthetics and RP modification, but it has a certain thematic air of rightness to it when the sharpian guard barracks isn't a portcullis operated by a key, but instead by a lever pulled at the behest of a stubborn doorman drow.
"Playin' nobody, no how since AR 112"
Griefmaker wrote:Personal choices regarding RP which[..] limit a character in some way[…] should in no way be an argument for changing something on the server

Locked