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*Dungeons & Dragons
Adventurers a distasteful necessity
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<blockquote data-quote="Remathilis" data-source="post: 9836514" data-attributes="member: 7635"><p>There are two problems scenario in game that I've seen play out.</p><p></p><p><strong>Protecting a World that Hates and Fears Them:</strong> In such a scenario where the locals find adventurer's a threat, players tend to respond in kind. That is, a merchant who overcharges becomes the target for the group's thief. The sheriff who sends guards to watch them might those guards beat up in an alley. A cruel world makes men cruel. Its one of the hardest issues I had with Ravenloft. How do you balance a game where the characters are supposed to be heroes with a world who hates and fears them? It only works if you are running a game where the PCs have either an unflappable sense of morality (willing to do what's right no matter what the cost) or eventually decide to use the infamy they have earned (You think I'm a problem, I'll SHOW you a problem!)</p><p></p><p><strong>Pariahs and Outsiders. Until They're Not: </strong>The "wandering adventurer with no roots" model works well at low levels. But famously, D&D has asked for PCs to settle down somewhere eventually and has mechanics to support that. AD&D assumed name-level PCs gained followers and strongholds. 3e had the leadership feat. 5e now has Bastions. Many 5e (2014) backgrounds assumed some manner of support from certain groups (folk hero and locals, acolyte and churches, soldiers and former army buddies). Even the notion of groups of classed characters (wizard orders, ranger lodges, bard colleges) assumes enough mutual stability that PCs could find shelter amongst their groups. (Nobody would be stupid enough to offend an adventurer who can call on a whole group of powerful wizards to help them.) </p><p></p><p>All that to say you would have to really start reworking D&D society to make this work and make sure your players are fine with playing pariahs from society.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9836514, member: 7635"] There are two problems scenario in game that I've seen play out. [B]Protecting a World that Hates and Fears Them:[/B] In such a scenario where the locals find adventurer's a threat, players tend to respond in kind. That is, a merchant who overcharges becomes the target for the group's thief. The sheriff who sends guards to watch them might those guards beat up in an alley. A cruel world makes men cruel. Its one of the hardest issues I had with Ravenloft. How do you balance a game where the characters are supposed to be heroes with a world who hates and fears them? It only works if you are running a game where the PCs have either an unflappable sense of morality (willing to do what's right no matter what the cost) or eventually decide to use the infamy they have earned (You think I'm a problem, I'll SHOW you a problem!) [B]Pariahs and Outsiders. Until They're Not: [/B]The "wandering adventurer with no roots" model works well at low levels. But famously, D&D has asked for PCs to settle down somewhere eventually and has mechanics to support that. AD&D assumed name-level PCs gained followers and strongholds. 3e had the leadership feat. 5e now has Bastions. Many 5e (2014) backgrounds assumed some manner of support from certain groups (folk hero and locals, acolyte and churches, soldiers and former army buddies). Even the notion of groups of classed characters (wizard orders, ranger lodges, bard colleges) assumes enough mutual stability that PCs could find shelter amongst their groups. (Nobody would be stupid enough to offend an adventurer who can call on a whole group of powerful wizards to help them.) All that to say you would have to really start reworking D&D society to make this work and make sure your players are fine with playing pariahs from society. [/QUOTE]
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