' Wrote:Anyways. Remind your indies Arranmore is not a place to dock their Hegemons. Unless permission granted.
Agreement was that indies shouldn't be in Arranmore without a Guild presence at all (simply because we can't vouch for their actions). If you spot them there alone, they're basically for you to do with as you please. I'd suggest simply telling them to move to Hood, and getting an IMG| at longrange - that way you get a good bit of roleplay from the situation too.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
He would be pissed off, if you shoot the Indy miners that need to repay the loans he had given them to set up the ships. ;)
Nah, Aeternus is right: Let's roleplay it. It's good fun and if the indies behave... find a solution. It drags game into your zone of Dublin, so I'd not "leave or die" game it.