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*Dungeons & Dragons
Adventurers a distasteful necessity
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<blockquote data-quote="Marc17" data-source="post: 9837524" data-attributes="member: 7054182"><p>Tangentially, I tend to run a slightly different stratagem, especially for a world where adventures are such exceptional people capable of threatening the most dangerous threats (and the local nobility). There are lots of small little rules to follow. Have the adventurers paid for their adventuring tax to get their writ of adventuring? Did they follow proper decorum and tradition when entering a new village or town? These are all little things, but mean much more than just the token tax or effort required, they show if the group is willing to play the game. It's the failure for the little things that put them on the watch list of the local powers. Best to end such threats early than let them thrive. Certainly don't want to give them jobs where they might gain more wealth and experience. If they play along, then later as they get more powerful, they're allowed to buy into the system. They get their bastions, perhaps titles, all so they have an investment in the local power structure. The more powerful they get the more integrated they get so to protect the status quo.</p><p></p><p>I always liked how the grey box Forgotten Realms played up the idea of adventuring contracts and such. Really, D&D has always needed some sort of Renown system. Also, a lot of the acceptance bit comes from how the PCs act. Do they sneak into town, get rooms at the inn, and don't talk to anybody? Perhaps bandits or no goods. Did they ride into town with a bard leading singing tales of their adventures and go straight to sheriff to show them their Adventuring Writ in front to everybody. Obviously important people on important business.</p></blockquote><p></p>
[QUOTE="Marc17, post: 9837524, member: 7054182"] Tangentially, I tend to run a slightly different stratagem, especially for a world where adventures are such exceptional people capable of threatening the most dangerous threats (and the local nobility). There are lots of small little rules to follow. Have the adventurers paid for their adventuring tax to get their writ of adventuring? Did they follow proper decorum and tradition when entering a new village or town? These are all little things, but mean much more than just the token tax or effort required, they show if the group is willing to play the game. It's the failure for the little things that put them on the watch list of the local powers. Best to end such threats early than let them thrive. Certainly don't want to give them jobs where they might gain more wealth and experience. If they play along, then later as they get more powerful, they're allowed to buy into the system. They get their bastions, perhaps titles, all so they have an investment in the local power structure. The more powerful they get the more integrated they get so to protect the status quo. I always liked how the grey box Forgotten Realms played up the idea of adventuring contracts and such. Really, D&D has always needed some sort of Renown system. Also, a lot of the acceptance bit comes from how the PCs act. Do they sneak into town, get rooms at the inn, and don't talk to anybody? Perhaps bandits or no goods. Did they ride into town with a bard leading singing tales of their adventures and go straight to sheriff to show them their Adventuring Writ in front to everybody. Obviously important people on important business. [/QUOTE]
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