Author Topic: Contraband  (Read 5458 times)

tsunami282

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« on: January 28, 2006, 06:41:01 AM »
I'd like information on what items and / or substances might be considered illegal in the Sword Coast North area. What sorts of things might be forbidden to trade in? Is there a taxation system in place in Neverwinter, or Port Llast?

Any information along these lines would be most appreciated.
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Sharen Colt

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« Reply #1 on: January 28, 2006, 11:59:18 PM »

NWoutcast

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« Reply #2 on: January 29, 2006, 12:59:36 AM »
we should integrate that

OCC812

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« Reply #3 on: January 30, 2006, 08:31:36 AM »
id like to know as well.
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LastWordz

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« Reply #4 on: January 30, 2006, 03:39:57 PM »
Unlike current/modern era, I'm not entirely certain that drugs in the Realms are technically contriband.
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Abraxas77

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« Reply #5 on: January 31, 2006, 10:40:06 PM »
Agreed, LW.

The Cities and larger port towns could affored to fight drug trafficing at port and gate.  A city would have better luck in stopping persons and crime organizations within its own walls.  But I seriously doubt the entire coast could form the type of alliance necessary to ban a substance over a region like the Sword Coast.  Water routes and sparse settlement of the rural areas are ideal conditions for smuggling anything.  Moreso of contriband which can be conceal as easily as a drug.  Even if such an alliance could form, I imagine political and social intrigue would prove far too difficult to overcome.




edit: horible typoing
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SardCaid17

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« Reply #6 on: February 01, 2006, 12:47:21 AM »
Regardless, contraband would be a really neat system to instill into the module.  I would think that RPing their effect, such as smuggling, would be a difficult task, though I'm almost certain LOTN DM's would be up to the task.  They rule.   :D  :!:
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Tails1879_

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« Reply #7 on: February 01, 2006, 01:17:12 AM »
Quote from: "SardCaid17"
Regardless, contraband would be a really neat system to instill into the module.  I would think that RPing their effect, such as smuggling, would be a difficult task, though I'm almost certain LOTN DM's would be up to the task.  They rule.   :D  :!:


Jailtime for each amount of "contraband" found on ya, perhaps?

Occasional guards about that check ya for contraband on some of the main roads... mmm... (Reminds me of my SWG days...)
"Patrolling the North almost makes you wish for an Aurilite winter."

Abraxas77

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« Reply #8 on: February 01, 2006, 02:44:48 AM »
Scripted NPC behavior is expensive and unreliable.


I say we give the job to the players!  What's the reason in hiring mercenaries when you have army of sworn knights behind ya'?!

All we need is a few easy scripts, a set of guidelines to keep play fair, PC smugglers,  PC thief-catchers, and active imaginations!



*considers possibilities and feasabilities*
?????????Cien Morkai :: Mz'khaena Aendryr :: Nymesť Dawnseed
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Abraxas77

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« Reply #9 on: February 01, 2006, 03:04:05 AM »
Contraband = 0 value items of various size, wieght, and descrition.

We'd need a way to aquire contraband. (perhaps via the lootscript, or otherwise convince the DMs to act like Easter Bunnies)

The Smuggler's Tool: (script, convo, item)
  • a function to set exchange locations
    • another to dropoff (conceal) contraband
      • Rolls a skill check... hide?
    The Theif-Catcher Tool: (script, convo, item)
    • a function to detect hidden contraband
      • Rolls search check
    Both Tools would also have a function to recover controband

    what else?
    ?????????Cien Morkai :: Mz'khaena Aendryr :: Nymesť Dawnseed
    "The question of whether a computer can think is no more interesting than the question of whether a submarine can swim."
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    OCC812

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    « Reply #10 on: February 04, 2006, 02:44:06 AM »
    is that all?  :?
    "The crazier you are, the more fun you have in life!"


     

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