Posted by Tracker of the Wicked on July 7, 2000 at 16:30:54:
In Reply to: Inspired by the long arbiter thread below, IMM replies welcomed posted by Cathoir on July 7, 2000 at 15:18:33:
All right, assuming Arbiter law is here to stay, here are some immediate ideas to make them palatable/less ripe for abuse/enriching to roleplay. Note1: this is in addition to making city law more prominent in regards to guards being aggressive to certain types of people. Note2: I don't have the laws in front of me and I have not played an Arbiter in.. three years? so if things like 7 are irrelevant, pardon me - i apologize. 1. Only four "protected" cities: Galadon, Tar Valon, Hamsah Mutazz, and Seantryn Modan. Comments?
2. No exp loss from special guards unless the victim is flagged at the time of death.
3. Cityguards no longer assist against chaotics exclusively - depends upon the city.
4. Separate ethos from align. Being wanted does not equate with being a criminal or murderer. Some places (like blackclaw or your cabal HQ) might even call you a hero. Shopkeepers in these places will deal with you and buy/sell/trade goods and foodstuffs.
5. Guards/sentries only report location of flagged victims if the sentry is from a protected city.
6. Eliminate the Book of Law/Holding a cabal item. Make the Arbiters like Dawn, removed from cabal warfare with a job to do. There will be no more cabal HQ, the Hall is now part of the Sultan's palace - no stern guard, nothing of that sort.
7. In light of 6, vigilance no longer detects a doppel.
8. If you are flagged for "aiding a flagged victim or interfering," you must be providing direct aid or interference. Ie. the flagged victim you are supposedly aiding must be in the immediate environment. No more Golamgus-style flags.
9. again, city laws are individualized to give each city an unique flavour.