Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Adventurers a distasteful necessity
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TheSword" data-source="post: 9836501" data-attributes="member: 6879661"><p>One of the things I like about the gritty, grimdark world of the Witcher is how the local people fear and dislike Witchers. It keeps them on the road, keeps them moving and provides a reason for them to stay adventurers instead of settling down with the fortune they acquired in that trolls horde. It’s always seemed strange to me that adventurers who saved the village wouldn’t capitalize on this with free accommodation in the local inn. Discounts at local traders. Free spell casting at the temple etc.</p><p></p><p>I spent a while thinking about how to make the world a little grittier to make this not the case. Maybe a class that locals might fear but still need. Or an organization that the party could belong to that would bring this out. But then I realized that ALL adventuring parties by their very nature could already fall into the same social niche that a Witcher does. If you look at it from the perspective of an ordinary villager—someone who just wants their crops to grow and their children to stay alive—adventurers can be just as unsettling as the monsters they fight.</p><p></p><p><strong>They bring trouble with them: </strong>Monsters, curses, bandits, and dark forces often follow adventurers. A village might think: “If these people show up, something terrible must be nearby. ”Even if the adventurers solve the problem, the collateral damage can be enormous.</p><p></p><p><strong>They’re touched by the unnatural:</strong> Adventurers handle cursed relics, ancient magic, forbidden knowledge, and strange creatures. To common folk, that makes them… not quite normal. Someone who casually carries a demon-slaying sword or chats with spirits is inherently suspicious.</p><p></p><p><strong>Their motives are unclear: </strong>Adventurers often work for coin, not charity. That makes them look mercenary, unpredictable, and potentially dangerous. A farmer might wonder: “If they can kill a troll for gold, what stops them from killing me for what I have?”</p><p></p><p><strong>They’re too comfortable with violence:</strong> Adventurers are used to killing—monsters, bandits, sometimes even people. That level of desensitization can be terrifying to civilians. A group that laughs over ale about “that time the ogre exploded” is not relatable to a baker or shepherd.</p><p></p><p><strong>They don’t fit into society: </strong>Adventurers are rootless, transient, and often strange in dress, speech, or species. They don’t follow local customs or laws very strictly. They’re outsiders by definition, and outsiders are easy to fear.</p><p></p><p><strong>They upset the balance:</strong> A village might fear that adventurers will anger the local lord or attract rival factions. Even if the adventurers mean well, their presence destabilizes the fragile equilibrium of rural life.</p><p></p><p><strong>They remind people of the world’s horrors: </strong>Most commoners try to ignore the dark things lurking in the world. Adventurers are walking proof that those horrors are real. People often fear the messenger as much as the message.</p><p></p><p>What would this mean? In small isolated communities folks would likely encourage adventurers to move on. Maybe by providing clues to other adventuring activities - ideally a ways off. They might withhold hospitality. Inflate prices or claim they are out of stock to get them to move on. Similar could happen in larger settlements, but with added complications. Adventurers would garner attention as soon as they arrive. Local law enforcement and authority figures would take note of them and perhaps have them watched carefully. Ultimately the resources of the settlement could be marshaled to ensure their threat is neutralized.</p><p></p><p>None of this stops the adventurers forming strong bonds of influence and loyalty with key NPCs. But the every day Joes would want them at arms length. They remain outsiders.</p><p></p><p>It isn’t fair, but it is plausible. What do you think? do you prefer your adventuring parties to be local celebrities or like the above suggests the equivalent of a Witcher?</p></blockquote><p></p>
[QUOTE="TheSword, post: 9836501, member: 6879661"] One of the things I like about the gritty, grimdark world of the Witcher is how the local people fear and dislike Witchers. It keeps them on the road, keeps them moving and provides a reason for them to stay adventurers instead of settling down with the fortune they acquired in that trolls horde. It’s always seemed strange to me that adventurers who saved the village wouldn’t capitalize on this with free accommodation in the local inn. Discounts at local traders. Free spell casting at the temple etc. I spent a while thinking about how to make the world a little grittier to make this not the case. Maybe a class that locals might fear but still need. Or an organization that the party could belong to that would bring this out. But then I realized that ALL adventuring parties by their very nature could already fall into the same social niche that a Witcher does. If you look at it from the perspective of an ordinary villager—someone who just wants their crops to grow and their children to stay alive—adventurers can be just as unsettling as the monsters they fight. [B]They bring trouble with them: [/B]Monsters, curses, bandits, and dark forces often follow adventurers. A village might think: “If these people show up, something terrible must be nearby. ”Even if the adventurers solve the problem, the collateral damage can be enormous. [B]They’re touched by the unnatural:[/B] Adventurers handle cursed relics, ancient magic, forbidden knowledge, and strange creatures. To common folk, that makes them… not quite normal. Someone who casually carries a demon-slaying sword or chats with spirits is inherently suspicious. [B]Their motives are unclear: [/B]Adventurers often work for coin, not charity. That makes them look mercenary, unpredictable, and potentially dangerous. A farmer might wonder: “If they can kill a troll for gold, what stops them from killing me for what I have?” [B]They’re too comfortable with violence:[/B] Adventurers are used to killing—monsters, bandits, sometimes even people. That level of desensitization can be terrifying to civilians. A group that laughs over ale about “that time the ogre exploded” is not relatable to a baker or shepherd. [B]They don’t fit into society: [/B]Adventurers are rootless, transient, and often strange in dress, speech, or species. They don’t follow local customs or laws very strictly. They’re outsiders by definition, and outsiders are easy to fear. [B]They upset the balance:[/B] A village might fear that adventurers will anger the local lord or attract rival factions. Even if the adventurers mean well, their presence destabilizes the fragile equilibrium of rural life. [B]They remind people of the world’s horrors: [/B]Most commoners try to ignore the dark things lurking in the world. Adventurers are walking proof that those horrors are real. People often fear the messenger as much as the message. What would this mean? In small isolated communities folks would likely encourage adventurers to move on. Maybe by providing clues to other adventuring activities - ideally a ways off. They might withhold hospitality. Inflate prices or claim they are out of stock to get them to move on. Similar could happen in larger settlements, but with added complications. Adventurers would garner attention as soon as they arrive. Local law enforcement and authority figures would take note of them and perhaps have them watched carefully. Ultimately the resources of the settlement could be marshaled to ensure their threat is neutralized. None of this stops the adventurers forming strong bonds of influence and loyalty with key NPCs. But the every day Joes would want them at arms length. They remain outsiders. It isn’t fair, but it is plausible. What do you think? do you prefer your adventuring parties to be local celebrities or like the above suggests the equivalent of a Witcher? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Adventurers a distasteful necessity
Top