Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with Institutional Magic Abuse
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Three_Haligonians" data-source="post: 3346238" data-attributes="member: 19546"><p>In my homebrew, I have a very similar place set up.</p><p></p><p>Things I have thought of include:</p><p></p><p>- Constant guard patrols: Always in large, well-equipped groups. If there are lots of them about, they don't need magic to call for backup; a signal whistle would do. Perhaps one guard per patrol has access to a horn? Maybe, at various locations, there could even be an alarm station with a large bell, or gong. If you do need magic, <u>Complete Arcane</u> has the <em>sending stone</em> magic item; 1/day you can cast <em>sending</em> to the carrier of the other stone.</p><p></p><p>- Upper hand by law: Make sure the "state" has the advantage over would-be troublemakers (the PCs). Make carrying weapons without a permit illegal. Or the use of magic, or gathering in groups more than 5 (or less, if you really want to make an obstacle for the players). Of course, the authorities don't abide by the same law - making the party out-numbered and out-gunned.</p><p></p><p>- Remove due process: There are two really big preconceptions from modern-day law that most people just assume exist. One is <em>habius corpus</em>; the "state" needs some kind of evidence that you could be guilty before they can detain you for a crime. The other is the presumption of innocence. Take those away and you can really generate the "fascist" feel. You could have the guards arrest the PCs for "looking suspicious" - perhaps on route from point A to point B they could be detained and searched - even with <em>detect magic</em> or other divination spells. Maybe even have an item of theirs confiscated.</p><p></p><p>That last bit is tricky though, sometimes a player may take that as a sign of confrontation and decide to retaliate - which could quickly derail the game. That kind of thing is a judgement call for the DM who knows the players.</p><p></p><p>Anyway, I hope this helps a little</p><p></p><p>J from Three Haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 3346238, member: 19546"] In my homebrew, I have a very similar place set up. Things I have thought of include: - Constant guard patrols: Always in large, well-equipped groups. If there are lots of them about, they don't need magic to call for backup; a signal whistle would do. Perhaps one guard per patrol has access to a horn? Maybe, at various locations, there could even be an alarm station with a large bell, or gong. If you do need magic, [u]Complete Arcane[/u] has the [i]sending stone[/i] magic item; 1/day you can cast [i]sending[/i] to the carrier of the other stone. - Upper hand by law: Make sure the "state" has the advantage over would-be troublemakers (the PCs). Make carrying weapons without a permit illegal. Or the use of magic, or gathering in groups more than 5 (or less, if you really want to make an obstacle for the players). Of course, the authorities don't abide by the same law - making the party out-numbered and out-gunned. - Remove due process: There are two really big preconceptions from modern-day law that most people just assume exist. One is [i]habius corpus[/i]; the "state" needs some kind of evidence that you could be guilty before they can detain you for a crime. The other is the presumption of innocence. Take those away and you can really generate the "fascist" feel. You could have the guards arrest the PCs for "looking suspicious" - perhaps on route from point A to point B they could be detained and searched - even with [i]detect magic[/i] or other divination spells. Maybe even have an item of theirs confiscated. That last bit is tricky though, sometimes a player may take that as a sign of confrontation and decide to retaliate - which could quickly derail the game. That kind of thing is a judgement call for the DM who knows the players. Anyway, I hope this helps a little J from Three Haligonians [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with Institutional Magic Abuse
Top