D&D General Adventurers a distasteful necessity


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Yes, but this is also my point. People seem to be treating Adventurers as if they're something the world hasn't had before or as if they have to be outsiders. There's genuinely no reason Bob the Farmer can't be a Fighter of some level and just much prefers being at his farm to going out in the world.
I think what makes an adventure scary or distasteful is only partly because of what they can do. It’s mainly what they choose to do, or are willing to do.
 

A farmer isn't a fighter.
He can be if he spent time in the village or town Militia. If he returned from a military campaign by the local lord, or if he helped defend his town from bandits.

Also, in my worlds, I always make my NPC's exactly like PCs, using classes, armor, magic items, etc. If one has access to something, the other does too. Helps us with our immersion in the world.
 


I think what makes an adventure scary or distasteful is only partly because of what they can do. It’s mainly what they choose to do, or are willing to do.
I mean, "choosing and willing to save the village/country/world" is usually considered heroic. If someone adventuring has never caused harm to anyone that's not actively harming others there's really no good logical reason to think they're suddenly going to. Now, paranoia is possible, but this goes back to working out things with the Players before the game starts since 'having my character hated and feared by those they have sworn to protect' is not everyone's cup of tea.
 

Aristocrats in the real world absolutely fawned over the Victorian and Edwardian adventurers of their day. And of course the adventurers embraced it because they always needed funding.
Weren't those more explorer types rather than D&D adventurer types? Getting expeditions financed, bringing back fortune and glory and financing the next one is a very different 'lifestyle' than that of most D&D adventurers.
 


He can be if he spent time in the village or town Militia. If he returned from a military campaign by the local lord, or if he helped defend his town from bandits.

Also, in my worlds, I always make my NPC's exactly like PCs, using classes, armor, magic items, etc. If one has access to something, the other does too. Helps us with our immersion in the world.
The Monster Manual contains NPC stat blocks for Guards and Warriors and other types that suit your village militia, watchmen or retired soldier. So RAW presumes your farmer is not a Fighter
 

The line between being an explorer and being an adventurer strikes me as being rather blurry.
not really DnD-style Adventurers are explicitly ready to do violence against perceived threats, they can explore and even be diplomatic, but most questgivers start by identifying an object to recover or a threat to eliminate. Of course thats not absolute and they can easily spill over into Explorer territory.

explorers are there to explore new land routes or find valuable commodities, they should be prepared for violence if required, but the focus ought to be exploration and diplomacy
 
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Adventurers are essential because they provide a principal means of wealth redistribution.

Whether the wealth is taken from the hoard of a dragon, recovered from ancient ruins, heisted from a wealthy merchant by a gang of thieves, or seized in the overthrow of a local tyrant, adventurers are sure to spread it around via henchmen, hirelings, commissioning magic items and research, building strongholds, and of course keeping the local tavernkeepers and brothels solvent.

I'm pretty sure any magical medieval economy eventually collapses without adventurers.
 

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