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<blockquote data-quote="Hand of Evil" data-source="post: 5174161" data-attributes="member: 371"><p>Now for LAWS ---</p><p></p><p>I have found that this can be fun and confusing. First, you have the city laws, then you can have guild laws, then there can be church laws and then there be class laws! That can be a lot to think about and can get weird with jurisdiction. </p><p></p><p>My games, the city watch is the catch all special forces, for the most part being independent. Assignments to the watch can come from the guilds (wizards or thieves) and the church. This means, at any time a guild wizard or cleric can be part of the watch and yet still report back to their guilds. Thieves, well it is not common but if there is a non-guild thief in the city, the guild adds to the watch to take care of the problem. The other reason for this is to keep the watch from "aproved actions".</p><p></p><p>Okay, back to laws. Just what does the city watch enforce? This is the stuff your players have to know. </p><ul> <li data-xf-list-type="ul">Cold Blooded Murder -- this is a given but what is cold blooded murder? Simple answer, something not sanctioned by ANY guild or Noble House.</li> <li data-xf-list-type="ul">Rape -- given</li> <li data-xf-list-type="ul">Arson -- this is big to me, setting fire to things in a city could result in total destruction of the city. </li> <li data-xf-list-type="ul">Public Drunkness -- Not that big of a deal, watch may pick you up or leave you on the street.</li> <li data-xf-list-type="ul">Pick Pockets -- If you get caught, you may get taken in or just beat on the spot and let go, it depends. Mostly I say the guild rules apply, lost of all items on person and release.</li> </ul><p></p><p>Oh, nobles -- if they are in your game they MAY be above the law. Be careful here and let your players know what laws they are above. </p><p></p><p>Note on jurisdiction -- if you have guilds and the church, they will have their own rules and enforcers. Jurisdiction for them is only on their grounds! They will work with the City Watch if something envolves a guild member. </p><p></p><p>More later...</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 5174161, member: 371"] Now for LAWS --- I have found that this can be fun and confusing. First, you have the city laws, then you can have guild laws, then there can be church laws and then there be class laws! That can be a lot to think about and can get weird with jurisdiction. My games, the city watch is the catch all special forces, for the most part being independent. Assignments to the watch can come from the guilds (wizards or thieves) and the church. This means, at any time a guild wizard or cleric can be part of the watch and yet still report back to their guilds. Thieves, well it is not common but if there is a non-guild thief in the city, the guild adds to the watch to take care of the problem. The other reason for this is to keep the watch from "aproved actions". Okay, back to laws. Just what does the city watch enforce? This is the stuff your players have to know. [LIST] [*]Cold Blooded Murder -- this is a given but what is cold blooded murder? Simple answer, something not sanctioned by ANY guild or Noble House. [*]Rape -- given [*]Arson -- this is big to me, setting fire to things in a city could result in total destruction of the city. [*]Public Drunkness -- Not that big of a deal, watch may pick you up or leave you on the street. [*]Pick Pockets -- If you get caught, you may get taken in or just beat on the spot and let go, it depends. Mostly I say the guild rules apply, lost of all items on person and release. [/LIST] Oh, nobles -- if they are in your game they MAY be above the law. Be careful here and let your players know what laws they are above. Note on jurisdiction -- if you have guilds and the church, they will have their own rules and enforcers. Jurisdiction for them is only on their grounds! They will work with the City Watch if something envolves a guild member. More later... [/QUOTE]
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