Dominus Magisterium--Law and Order in The D&D Campaign

Greetings!

Well, you're quite right Umbran.:) However, I would also think that the presence of more Lawful Good folks would ensure a higher degree of effective law enforcement and punishment, heh?:)

And well, the Lawful Neutrals and Lawful Evil folks wouldn't want to be left out, right?

Semper Fidelis,

SHARK
 

log in or register to remove this ad

SHARK said:
Well, you're quite right Umbran.:) However, I would also think that the presence of more Lawful Good folks would ensure a higher degree of effective law enforcement and punishment, heh?:)

And well, the Lawful Neutrals and Lawful Evil folks wouldn't want to be left out, right?

Yes, but that's changing the parameters in mid stride. You were talking about the forces of Law. If you now wish to posit that these same forces are also Good in the majority, fine. You can posit whatever you like.

I think, however, that the majority is supposed to be neutral, and that you'd get fewer and fewer people the farther you get from that. In other words, the Lawful Neutrals should, in most worlds, outnumber either the LG and LE folks (quite possibly both).

You see, you don't need Good to have effective trade. All you really need is predictability. So long as the merchant can predict with some facility the costs of doing business (which includes orderly controlled bribes, and predictable levels of loss, etc), then business can thrive.
 
Last edited:

SHARK said:
Greetings!

Well, you're quite right Umbran.:) However, I would also think that the presence of more Lawful Good folks would ensure a higher degree of effective law enforcement and punishment, heh?:)

And well, the Lawful Neutrals and Lawful Evil folks wouldn't want to be left out, right?

Semper Fidelis,

SHARK

I don't know, I see organized crime being important in the running of things. Mostly thinks like protection rackets, shipping, smuggling, red light areas. Things would not really be illegal or against the law, just frowned on or 'look the other way'.
 

One key element of real-life societies that's decidedly missing from D&D adventurers' lives is social pressure. In a real-life society, you often have much, much more to gain by cooperating with people and getting along than by being a rebel. It's when people feel invulnerable (or anonymous) that they "act out".
 

Remove ads

Top