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<blockquote data-quote="Snapdragyn" data-source="post: 1710189" data-attributes="member: 12432"><p>A couple of recent posts have touched upon the great power which adventurers would wield in the campaign world, both raw & financial. This brings up a point: how would a 'realistic' campaign world deal with this phenomenon? I've thought of a few possibilities, which could all exist in different places within a world depending on local law & custom.</p><p></p><p>1) <strong>Adventurers are outlaws.</strong></p><p></p><p>All 'PC'-types work for governments or guilds. The 'adventuring party' (henceforth 'AP') does not exist as a social phenomenon. If an AP enters a territory which operates by this standard, they can expect a visit from the authorities once it is realized what type of people they are.</p><p></p><p>2) <strong>Adventurers are loose canons.</strong></p><p></p><p>Most 'PC'-types work for governments or guilds. APs are rare, but they do exist. Most power centers regard APs with great wariness as a potentially powerful ally or enemy, but not likely to be a trusted friend. Commoners are likely to fear the AP, either shunning them or showing extreme deference.</p><p></p><p>3) <strong>Adventurers are mercenaries.</strong></p><p></p><p>This is a bit different from 2, though there are similarities. APs are more likely to belong to regulated transnational guilds; a status that provides a measure of reassurance to governments who trust that their contracts will be upheld by the guild even if the AP should fail. Of course, this also means that the AP you hire to defend you today could be hired to attack you when the current contract ends; whether this means it is best to avoid hiring APs or to keep them under long-term contract is a matter of individual policy.</p><p></p><p>4) <strong>Adventurers are heroes... or villains.</strong></p><p></p><p>Under this paradigm, APs are expected to serve a higher cause. As long as you know the patron of the AP in question, you know where you stand with them. Treatment of APs would depend on congruence between the goals of the AP's patron & local culture; an AP serving the god of death might be well received in a necromancer's stronghold (even if they were of neutral alignment or in a campaign with 'grey' alignments), while an AP serving the god of warm fuzzies would probably get a less than fuzzy reaction.</p><p></p><p></p><p></p><p>I wonder, though, which of these paradigms would be most common in a pseudo-medieval setting? What sort of regulations would be likely to arise to control these wandering 'tactical nukes' of the world?</p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 1710189, member: 12432"] A couple of recent posts have touched upon the great power which adventurers would wield in the campaign world, both raw & financial. This brings up a point: how would a 'realistic' campaign world deal with this phenomenon? I've thought of a few possibilities, which could all exist in different places within a world depending on local law & custom. 1) [b]Adventurers are outlaws.[/b] All 'PC'-types work for governments or guilds. The 'adventuring party' (henceforth 'AP') does not exist as a social phenomenon. If an AP enters a territory which operates by this standard, they can expect a visit from the authorities once it is realized what type of people they are. 2) [b]Adventurers are loose canons.[/b] Most 'PC'-types work for governments or guilds. APs are rare, but they do exist. Most power centers regard APs with great wariness as a potentially powerful ally or enemy, but not likely to be a trusted friend. Commoners are likely to fear the AP, either shunning them or showing extreme deference. 3) [b]Adventurers are mercenaries.[/b] This is a bit different from 2, though there are similarities. APs are more likely to belong to regulated transnational guilds; a status that provides a measure of reassurance to governments who trust that their contracts will be upheld by the guild even if the AP should fail. Of course, this also means that the AP you hire to defend you today could be hired to attack you when the current contract ends; whether this means it is best to avoid hiring APs or to keep them under long-term contract is a matter of individual policy. 4) [b]Adventurers are heroes... or villains.[/b] Under this paradigm, APs are expected to serve a higher cause. As long as you know the patron of the AP in question, you know where you stand with them. Treatment of APs would depend on congruence between the goals of the AP's patron & local culture; an AP serving the god of death might be well received in a necromancer's stronghold (even if they were of neutral alignment or in a campaign with 'grey' alignments), while an AP serving the god of warm fuzzies would probably get a less than fuzzy reaction. I wonder, though, which of these paradigms would be most common in a pseudo-medieval setting? What sort of regulations would be likely to arise to control these wandering 'tactical nukes' of the world? [/QUOTE]
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