painandgreed said:
I would disagree with that in that I think that taxes and trade would still make much more money than adventuring. The yearly income for a decently sized kingdom should be in the millions of gold peice value. Even if 95% goes to upkeep, it would still leave the king with at least several hundred thousand a year to spend. If adventurers made that much money, the D&D realism solution would be for governments to tax adventurers. After all, that treasure was taken from the king's people, and stored unlawfully on the king's lands, and the adventurers are only being allowed to keep a finders fee for going and returning it to the proper authorities.
But unless the king and his elites are adventurers themselves, eventually a group of adventurers who will apply the same economic solution to the government they do to everything else: kill it and take its stuff.
At which point they become kings by their own hands, possibly continuing to adventure AS WELL AS collecting taxes - which they can use to get better stuff, which allows them to kill more powerful things, which allows them to further enrich themselves and the kingdom.
Unless, of course, the king and his elites have been doing that for generations and thus are seriously badass in their own right.
Even then, the tax collector who goes about taxing adventurers is in for either a storied career or a very short one. LN and, in countries with good rulers, LG and NG PCs may turn their cut over willingly, and LE PCs may just try to cheat to pay less - but CN, CG, TN, NE and CE PCs, and LG and NG PCs in a country with an evil ruler are not going to cough up the cash without a fight.
painandgreed said:
As far as gaining personal power, I think that in a D&D culture, the rich would train their children in PC classes and possibly gather then together into parties. They'd also have higher level people adventure with them to power level them up in level. Young lords and the like would be taken on patrols or missions given to higher level servants of the government inorder to gain experience. People who are not in power, would be prohibited, prevented, or at least taxed from adventuring to make sure they did not come into power. Adventuring would be a rich person's occupation, or at least an occupation for their children.
Now, this, I agree with.
taliesin15 said:
Really, there's a couple of questions at hand here. I find it kind of odd that the assumption is that PCs will ultimately become the rulers, and retire comfortably. Perhaps it all points to a great deal of unrealistic parameters inherent even in a fantasy role playing game. Almost like nobody's read the Fafhrd and Grey Mouser stories. Then again, one can easily imagine the whining from players if their mid level characters ever got their house with all their booty and both their girlfriends torched, ended up working as mercenaries and drinking themselves to oblivion every night at a seedy bar, only to one night have some spellcaster put a Geas on them, which has them halfway across the world, etc. The notion that their characters could ever end up poor, hungry and scrounging for pennies (but still 6th level) is anathema to most players. Probably says something about class and society in the west, but no politics...
The main thrust of the first post seemed to be at governments, and again I find myself scratching my head. IMC, as I think most, you have a mixture of monarchies, tyrannies, theocracies, plutocracies, family (clans) or class(social)-based rule, and maybe the occasional republic. Gygax's essay on this in the first DMG has yet to be surpassed vis a vis RPGs, AFAIK. Try there first.
Perhaps the players read Conan instead of, or in addition to, Fafhrd and the Grey Mouser? You know, the one-time penniless barbarian mercenary and thief who became king by his own hand? Conan’s hardly the only famous adventurer to retire wealthy, either.
For that matter, Gygax's essay notwithstanding, he also included Name Level with lands and followers as class features. Maybe not PCs as rulers, but PCs as power players of some sort. Including druids and monks *having* to become the heads of their orders - in the druid's case, eventually head of all druids on the entire planet - if they wanted to continue advancing.
Governments IMC are almost always monarchies, with perhaps one or two sinister empires, theocracies or republics menacing them. But the monarchs do keep themselves in fighting trim, their nobles especially tend to be warrior- (or wizard-) aristocrats, and the PCs, if not nobles themselves, definitely have lots of chances to win lands and titles as well as wealth and glory.