History Main / CityGuards

15th Oct '17 2:16:36 PM nombretomado
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* In ''BreathOfFireIII'', Mayor [=McNeil=]'s mansion is guarded by two types of guard: the lazy ones who are easily bribed and {{only in it for the money}}, and the serious ones who will throw you out if they catch you. They [[ColourCodedForYourConvenience wear different colors so you can tell them apart]].

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* In ''BreathOfFireIII'', ''VideoGame/BreathOfFireIII'', Mayor [=McNeil=]'s mansion is guarded by two types of guard: the lazy ones who are easily bribed and {{only in it for the money}}, and the serious ones who will throw you out if they catch you. They [[ColourCodedForYourConvenience wear different colors so you can tell them apart]].
29th Sep '17 8:16:10 AM BeerBaron
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** City guards wearing light armor, Imperial Legion soldiers wearing heavy armor; neither is superior to the player character, but they are seldom alone. Attack one, and more will come. Each one killed adds significantly to the bounty the character must pay off to avoid jail time. But you ''can'' kill them. It's even possible through underhanded methods (legitimate and not) to get them to attack ''other'' innocent [=NPCs=] on the street; for example, by casting "Frenzy" on a person. The target goes crazy and starts attacking anybody nearby, the guards rush in and kill him.
** Unlike in most video games, the city guards will always remember who you are. If you are wanted, they will try to apprehend you on sight. Given how much of the series is spent in cities, it is usually a good idea to just accept the fines or jail-time they offer you rather than fight them.
** If the guards witness you attacking/killing someone, there is a pretty good chance that they will [[{{Determinator}} literally chase you across the entirety of the game world]]. One player was apprehended three weeks after attacking a civilian, on nearly the opposite edge of the map, [[InspectorJavert by the SAME GUARD that witnessed the attack]].
** 99.9% of Tamriel's citizens are above the law. If you provoke somebody into attacking you, the guards will simply tell you to "Move along outlander" or calmly say "Tell me outlander, what do you need?" when there's a Dunmer trying to punch your lights out. If you try to sleep in town, you'll be sent right to jail, whereas they might get stuck trying to walk over somebody's unconscious body.
** It was more reasonable to flee in [[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]] - criminal records only applied within a given province, and decreased over time, so if you committed a crime in, say, Daggerfall and managed to flee, you could simply hang around in Wayrest until you no longer were seen as Pond Scum in the province of Daggerfall.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' manages to avoid some of the previous problems with the city guards. While they'll still chase you down and try to arrest you, you can still attempt to flee, as each of the holds (read: city/provinces) tracks crime separately. Kill a man in Riften, and the guards in Whiterun won't care. Also, if you commit a crime and leave the city, the guards ''will'' remember you; an overt crime that earns a bounty will cause them to arrest on sight, while a covert crime like thieving (without getting caught) will periodically result in a guard who will comment "Wait a minute, I know you...." If you stop to talk to said guard, he'll realize you're apparently behind the theft or other crime and try to arrest you.
** If you are the Thane in a hold, you can sometimes get guards to look the other way in regards to some of your crimes, but you can only do this once. If you've done enough jobs to get Thieves' Guild influence in the hold, you can bribe a guard for half your bounty to make the problem go away.
** In [[https://www.youtube.com/watch?v=uCHYvLdHhn8very rare cases]], guards will [[ArtificialBrilliance stop to actually interrogate you if you linger near the scene of a murder]].

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** City guards wearing light armor, Imperial Legion soldiers wearing heavy armor; neither The standard variant is present throughout much of the series. While not inherently superior to the player character, but PlayerCharacter in terms of strength, they are seldom alone. Attack one, and more will come. Each numerous and typically attack in groups. They can be killed, though each one killed adds significantly to the bounty the character must pay off to avoid jail time. But you ''can'' kill them. It's even possible through underhanded methods (legitimate and not) to get them to attack ''other'' innocent [=NPCs=] on the street; for example, by casting "Frenzy" on a person. The target goes crazy and starts attacking anybody nearby, the guards rush in and kill him.
**
Unlike in most video games, the city guards will always remember who you are. If you are wanted, they will try to apprehend you on sight. Given how much of the series is spent in cities, it is usually a good idea to just accept the fines or jail-time they offer you rather than fight them.
them. Further, they will attempt to arrest you rather than kill you immediately. You may choose to pay the fine or go to jail if arrested, though in either case, the guard will confiscate any stolen items you may have. You can also choose to resist arrest, which will make all guards in the area immediately hostile to you. The exception is if you have such a high bounty (usually 5000 gold, which is 5 murders worth fines or stealing one priceless item) that they mark you for death on sight. At that point, your only hope is to have the ThievesGuild [[ScrewTheRulesIHaveConnections make your bounty go away]]. Specific examples and exceptions are below.
** If In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', it is more reasonable to flee as criminal records only apply within a given territory and decrease over time. For example, if you commit a crime in Daggerfall and flee, you can simply stay outside of Daggerfall for a while until your bounty goes down.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has several different types of guards. [[TheClan Hlaalu, Redoran, and Telvanni]] guards each patrol the towns and villages under their faction's authority. [[ChurchPolice Ordinators]] patrol [[CorruptChurch Tribunal Temple]] holdings. Imperial Guards patrol the Imperial settlements. Mournhold is patrolled by [[EliteMooks High Ordinators]] and King Helseth's [[PraetorianGuard Royal Guards]]. The [[NobleSavage Skaal]] village has Skaal Honor Guards. Belonging to the same faction as the guards will increase their disposition and cause them to be more polite to you, but they'll still attempt to arrest you for committing a crime.
** In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', if
the guards witness you attacking/killing someone, there is a pretty good chance that they will [[{{Determinator}} literally chase you across the entirety of the game world]]. One player was apprehended three weeks after attacking a civilian, on nearly the opposite edge of the map, [[InspectorJavert by the SAME GUARD that witnessed the attack]].
** 99.9% of Tamriel's citizens are above the law. If you provoke somebody into attacking you, the guards will simply tell you to "Move along outlander" or calmly say "Tell me outlander, what do you need?" when there's a Dunmer trying to punch your lights out. If you try to sleep in town, you'll be sent right to jail, whereas they might get stuck trying to walk over somebody's unconscious body.
** It was more reasonable to flee in [[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]] - criminal records only applied within a given province, and decreased over time, so if you committed a crime in, say, Daggerfall and managed to flee, you could simply hang around in Wayrest until you no longer were seen as Pond Scum in the province of Daggerfall.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' manages to avoid some of the previous problems with the city guards. To note:
***
While they'll still chase you down and try to arrest you, you can still attempt to flee, as each of the holds (read: city/provinces) tracks crime separately. Kill a man in Riften, and the guards in Whiterun won't care. Also, if you commit a crime and leave the city, the guards ''will'' remember you; an overt crime that earns a bounty will cause them to arrest on sight, while a covert crime like thieving (without getting caught) will periodically result in a guard who will comment "Wait a minute, I know you...." If you stop to talk to said guard, he'll realize you're apparently behind the theft or other crime and try to arrest you.
** *** If you are the Thane in a hold, you can sometimes get guards to look the other way in regards to some of your crimes, but you can only do this once. If you've done enough jobs to get Thieves' Guild influence in the hold, you can bribe a guard for half your bounty to make the problem go away.
** *** In [[https://www.youtube.com/watch?v=uCHYvLdHhn8very rare cases]], guards will [[ArtificialBrilliance stop to actually interrogate you if you linger near the scene of a murder]].murder]].
** In-universe, this city guard duty is one of the peacetime duties of the [[BadassArmy Imperial Legion]]. They almost exclusively make up the guard units in Cyrodiil itself, capital of the Empire, but also serve as the guards of Imperial settlements in the provinces.
10th Sep '17 10:39:33 AM Malady
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10th Sep '17 10:39:11 AM Malady
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* ''VideoGame/AssassinsCreedI'' almost entirely takes place in the cities of Damascus, Acre, and Jerusalem, and the city guards are a constant obstacle during every stage of every assassination. While on the ground their encircling tactics can be nastily effective, Altaïr, the protagonist can take to the rooftops to fight in his element. Due to the social stealth aspect of the game, the guards are infamous for their quirks. For example, after stealthily assassinating a guard, Altaïr can sit down on a nearby bench, [[TheGuardsMustBeCrazy eliciting no suspicion from guards who come to investigate]], despite the small armory he wears.

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* ''VideoGame/AssassinsCreedI'' almost entirely takes place in the cities of Damascus, Acre, and Jerusalem, and the city guards are a constant obstacle during every stage of every assassination. While on the ground their encircling tactics can be nastily effective, Altaïr, the protagonist can take to the rooftops to fight in his element. Due to the social stealth aspect of the game, the guards are infamous for their quirks. For example, after stealthily assassinating a guard, Altaïr can sit down on a nearby bench, [[TheGuardsMustBeCrazy eliciting no suspicion from guards who come to investigate]], despite the small armory he wears.



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* ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' has a guard guarding the mountain that leads to Trogdor. In order to pass, you must prove that you are a peasant, which includes being on fire.

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* ''[[VideoGame/PeasantsQuest Peasant's Quest]]'' ''VideoGame/PeasantsQuest'' has a guard guarding the mountain that leads to Trogdor. In order to pass, you must prove that you are a peasant, which includes being on fire.

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* ''VideoGame/NetHack'':

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* In a non-game example, this trope is deliberately subverted in the Literature/{{Discworld}}, where Creator/TerryPratchett's Ankh-Morpork City Watch take every associated trope [[UpToEleven up to and past eleven]]. This is reflected in the computer games based on the Discworld, such as ''DiscworldNoir''.

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* In a non-game example, this trope is deliberately subverted in the Literature/{{Discworld}}, where Creator/TerryPratchett's Ankh-Morpork City Watch take every associated trope [[UpToEleven up to and past eleven]]. This is reflected in the computer games based on the Discworld, such as ''DiscworldNoir''.''VideoGame/DiscworldNoir''.
10th Sep '17 10:32:12 AM Malady
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* ''VideoGame/{{Fable I}}'' abounds in City Guard antics, from the obnoxious BrokenBridge that bars you from entering Bowerstone North until after a certain point in the main plot, to their willingness to accept 1000-gold "sponsorship" for "guard breaks", to their annoying propensity to get in the way whenever you have to team up with them on various [[EscortMission good-aligned quests]].
* {{Bethesda|Softworks}}, in keeping with their above example, included guards in some locations in ''VideoGame/{{Fallout 3}}''. The most notable is Rivet City, which has a practically unlimited amount of guards with combat armor and small arms in defense. Of course, almost everybody in Rivet City can be slaughtered, leaving only the guards and [[InfantImmortality a few kids]] to take care of.
** ''VideoGame/{{Fallout 2}}'' has guards in cities with functioning governments: Vault City, the NCR capital, and San Francisco. They typically have slightly better equipment than a player first finding the city would have, barring SequenceBreaking. Everywhere else, theft or assault is punished by random civilians pulling their guns and trying to shoot you.

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* ''VideoGame/{{Fable I}}'' ''VideoGame/FableI'' abounds in City Guard antics, from the obnoxious BrokenBridge that bars you from entering Bowerstone North until after a certain point in the main plot, to their willingness to accept 1000-gold "sponsorship" for "guard breaks", to their annoying propensity to get in the way whenever you have to team up with them on various [[EscortMission good-aligned quests]].
* {{Bethesda|Softworks}}, Creator/{{Bethesda}}, in keeping with their above example, included guards in some locations in ''VideoGame/{{Fallout 3}}''.''VideoGame/Fallout3''. The most notable is Rivet City, which has a practically unlimited amount of guards with combat armor and small arms in defense. Of course, almost everybody in Rivet City can be slaughtered, leaving only the guards and [[InfantImmortality a few kids]] to take care of.
** ''VideoGame/{{Fallout 2}}'' ''VideoGame/Fallout2'' has guards in cities with functioning governments: Vault City, the NCR capital, and San Francisco. They typically have slightly better equipment than a player first finding the city would have, barring SequenceBreaking. Everywhere else, theft or assault is punished by random civilians pulling their guns and trying to shoot you.
1st Aug '17 1:22:51 AM Abodos
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** In ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', the guards outside Gerudo Town will prevent Link from entering [[LadyLand because he's a man]].
20th Jul '17 8:26:57 AM SantosLHalper
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* These are rather ubiquitous in RealLife. In English-speaking regions, they tend to be known as "the Police".
9th Jul '17 2:18:12 AM thisissostupid
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* ''VideoGame/DarkMessiah'' has some unexpectedly competent guards, in terms of both story and gameplay. In gameplay terms, each is about equal to a single enemy EliteMook, and is capable of holding his own even during endgame combat. In cutscenes and setpieces, they prove to be unexpectedly competent, often surviving what seem to be designated RedShirt moments, and being generally good at their job.
14th Jun '17 12:02:38 AM jormis29
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* TabletopRPG example: This trope is [[ExaggeratedTrope taken to it's logical conclusion]] in {{Exalted}} with the demon Sondok, whose literal ''reason for existing'' is to guard things (thus the title "She-Who-Stands-In-Doorways"). She's ''so'' good at her job, that some of the merchants who summon her have formed a cult expressly devoted to her as a form of contract.

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* TabletopRPG example: This trope is [[ExaggeratedTrope taken to it's logical conclusion]] in {{Exalted}} ''TabletopGame/{{Exalted}}'' with the demon Sondok, whose literal ''reason for existing'' is to guard things (thus the title "She-Who-Stands-In-Doorways"). She's ''so'' good at her job, that some of the merchants who summon her have formed a cult expressly devoted to her as a form of contract.
20th May '17 10:20:23 AM nombretomado
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* On the other side of the coin, some of the guards in earlier ''Franchise/{{Ultima}}'' games were just way stronger than your characters, at least at first. In addition, many [[MassivelyMultiplayerOnlineRolePlayingGame MMOs]] use City Guards which are pretty well leveled, largely to keep [[TheGreatPlayerVersusPlayerDebate PVP]] from getting out of hand.

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* On the other side of the coin, some of the guards in earlier ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' games were just way stronger than your characters, at least at first. In addition, many [[MassivelyMultiplayerOnlineRolePlayingGame MMOs]] use City Guards which are pretty well leveled, largely to keep [[TheGreatPlayerVersusPlayerDebate PVP]] from getting out of hand.



* This is an old staple of the ''Franchise/{{Ultima}}'' series. Unusually, the first two games require you to kill guards in order to win. In the first game, you need to kill a jester in a castle to gain a key, which causes the guards to turn hostile. In the second game, killing guards is the only way to gain keys which in turn are the only way to unlock essential doors, plus one of the plot-critical items is found inside a prison, which has an unmoving guard standing in the doorway. The guards are the biggest threat in parts III-V due to the battles taking place on a separate combat map. What looks like a single creature in the main gameworld can turn out to be anywhere between 1-10 enemies in combat. Guess whether the guards are always packed full? The guards are also frequently some of the strongest enemies in the entire game. ''VideoGame/UltimaVII'' begins in the walled-off town of Trinsic, and the guards ask for a password in order to let you ''out'' through the city gates.

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* This is an old staple of the ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' series. Unusually, the first two games require you to kill guards in order to win. In the first game, you need to kill a jester in a castle to gain a key, which causes the guards to turn hostile. In the second game, killing guards is the only way to gain keys which in turn are the only way to unlock essential doors, plus one of the plot-critical items is found inside a prison, which has an unmoving guard standing in the doorway. The guards are the biggest threat in parts III-V due to the battles taking place on a separate combat map. What looks like a single creature in the main gameworld can turn out to be anywhere between 1-10 enemies in combat. Guess whether the guards are always packed full? The guards are also frequently some of the strongest enemies in the entire game. ''VideoGame/UltimaVII'' begins in the walled-off town of Trinsic, and the guards ask for a password in order to let you ''out'' through the city gates.
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