Nihimon
Goblin Squad Member
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I should think successful completion of such a period of servitude to honor your commitment and make good on your word should be rewarded with increased rep.
But would you have people purposely reneging on their first contract just to game the system for the added rep with the indentured service follow-up? True, most people probably don't want to tie up their character with such service, but you never know.
I would think the bonus reputation after completing this would not exceed the reputation lost for reneging on the first.
At the same time, I don't see a need for a formal game system for this beyond simply being able to create a Contract for service.
| Kobold Catgirl |
Well if they are going to have slavery and prostitution in PFO then I want some edible mushrooms ala Gothic! :p the graphic effects of those were cool.
The UnSmurfed Colony approves.
On a non-smurfy note, I think the only problem with restricting the enslavement of players to roleplaying is that it doesn't give any flag. That's kind of a shame--if the slave tries to fight back, he's going to get Flagged and shifted towards Chaotic Evil.
Dario
Goblin Squad Member
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Valandur wrote:Well if they are going to have slavery and prostitution in PFO then I want some edible mushrooms ala Gothic! :p the graphic effects of those were cool.The UnSmurfed Colony approves.
On a non-smurfy note, I think the only problem with restricting the enslavement of players to roleplaying is that it doesn't give any flag. That's kind of a shame--if the slave tries to fight back, he's going to get Flagged and shifted towards Chaotic Evil.
1) That is a terrifying icon you've got there.
2) If it's an RP event, and the RP includes them fighting back, they can agree to throw on PVP flags. That will negate most of the consequence.
HalfOrc with a Hat of Disguise
Goblin Squad Member
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There are two ways I can see 'Slavery' working, and neither involves PCs getting shackled.
1) Buy your slaves from the Hellknights.
It's expensive, but legal within Hellknight and Hellknight-Allied Hexes, and the Hellknights will get somewhat pissed if people start trying to 'liberate' your slaves. If it's good enough for Cheliax, it's good enough for these lawless vagabonds!
Furthermore, expanding into other Hexes and building the laws on par with Hellknight Rules might encourage actual Hellknight NPCs to move into the Hex, adding a further level of protection for the L(awful)ly Evil Folks to continue on their merry way to Hell's Layers.
2) Kidnap, Brand, Bribe, Forge, in that order.
Would-be Slavers sneak out to a distant 'satelite' colony on a rival Hex, kill the defending PCs/NPCs and capture through magical and mundane means as many NPCs as they can, before disappearing into the night.
In a prepared Bandit Camp, the Slavers then brand the slaves with the Hellknight Insignia, acquired through whatever means they wish, which physically marks them as Slaves.
Next is finding an NPC or PC within the Hellknight fortress that will slip them the correct paperwork to fulfill the next step, which is forging the documents to match the new Slaves.
Assuming that all the steps work, they meet the DCs required, the avenging PCs from the Rival Hex don't hunt them down, take back the slaves and kill the Slavers, the Slavers can present their 'Legal' slaves to the Hellknights, and assuming the Forged Documents are up to snuff, the NPC 'Slaves' are now considered property within Hellknight and Hellknight-Allied Hexes, and attempts to escape will be met appropriately.
Failure on the Forged Documents might be on a Slave-by-Slave case, with the Slaver in question getting a fine for each 'non-legally acquired slave', or if there is an irregularity, might actually cause the Slaves to be released and the Slaver to be forced to recompensate them for their treatment, their maiming (the branding) and the loss of their homes.