Tom Cashel said:
There are shops that cater to their needs.
I thought including a chain of AdventurMarts in my campaign was a little over-the-top, but it
is a logical extension of the rules.
Wraith Form said:
Why, thank you so very much for that illuminating and well-thought discourse. Your ideas are obviously much more substantial and acute, and we appreciate your contribution to this thread.
I'm sure there was supposed to be a winking smiley attached to this.
Arcane Runes Press said:
I've done it before. It plays out very similarly to a typical modern western, really, where everybody simultaneously fears the wandering gunslingers, and yet depends on them to get the dirty work done.
That's exactly how I play it in my games - adventurers are "mad, bad, and dangerous to know," but everyone can't help but stare at them and little boys and girls often play at being one until their parents tell them they musn't. This doesn't stop the townfolk from turning to them in their hour of need - the heroes may even be honored from time to time, and develop a local reputation for being a "good guy," but may have a completely different reputation somewhere else ("Them's the no-goods who killed the ol' wizard!" - not knowing that the "ol' wizard" was preparing to summon a demon that would eat all of the villagers...).
The analogy of a rock star works pretty well, too: some adventurers (paladins, bards and clerics) are pop stars - fun, non-threatening - while others (druids, rangers, rogues) are alternative artists - quirky, a bit off-putting - and others are death-metal bat-head-biters who destroy hotel rooms and deflower your daughter (fighters and barbarians).
Arcane Runes Press said:
Otherwise, you can run into the problem of players wondering why everyone hates them when they're the only thing strong enough to keep them safe from the orc/goblin/ogre/giant hordes.
Of course, that's EXACTLY how the villagers of Bree saw the Rangers in
LOTR...