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Dominus Magisterium--Law and Order in The D&D Campaign
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<blockquote data-quote="SHARK" data-source="post: 184909" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>I have noticed that apparently, according to various posters on websites as well as years of Forum in Dragon, that it isn't uncommon for a band of player-characters to wander into whatever town or city that catches their fancy, and proceed to rape, plunder, intimidate, and swindle their way into posh quarters with everyone from the Captain of the Watch to the town's lord begging and scraping at their feet.</p><p></p><p>Now, it may be easy enough to laugh at such--and in truth, any skilled and experienced Dungeon Master should see such a situation as only possible in the most permissive of campaign world's. However, such a state of affairs brings into focus an important consideration for every campaign, and for every Dungeon Master--Law and Order. Law and Order are essential ingredients for a stable, prosperous society to develop. Merchants simply don't stick around to try and do business in an area where the local lord, and Law Enforcement either cannot, or will not, enforce the law, and establish order. Such an environment will soon deteriorate into abject poverty and despair, as no new goods arrives, and little of the town's produce is traded elsewhere.</p><p></p><p>The importance of law and order is crucial. A specific legal code allows for certain judgments, and a powerful law-enforcment service maintains order, and restrains chaos and anarchy. Still, often the local law-enforcement are seemingly pitiful 2nd-4th level Warriors.</p><p></p><p>What is the problem with this situation? Be realistic--players will exploit any avenue of weakness that they can. They are always more than willing to take advantage of any oversight that the Dungeon Master has made, and exploit it to their fullest extent. Faced with such weak force in which to establish Law and Order, why wouldn't a rough group of 8th-12th level characters not rush in to rape and plunder such a town?</p><p></p><p>How have you organized the long arm of the law in your campaigns? Is a well-developed legal system important? Has your campaign developed sophisticated law-enforcement codes, police forces, and legal systems? Have Law Guilds developed? If so, how do they remain autonomous and effective? What powers does the Dominus Magisterium have? At the base level, a particular person is important if he has the authority to have his guards remove the character's head at his command. That is a heavy dose of Dark Ages authority. However, even as such absolute authority gradually is concentrated further into the hands of various nobles and aristocrats, in other areas, such wealth and influence of the various trade guilds, as well as the ongoing wealth and prestige of Law Guilds will create new sources of authority and power.</p><p></p><p>Certainly, should the magisterium have sweeping powers to judge and punish criminals, such will impact the campaign very differently as opposed to a society which is more permissive. What kind of magistrates are in your campaign? Do you develop prisons? Have you developed detailed legal bueracracies? Are Lawyers powerful within civilized society? How serious do players take the legal system in your campaign world?</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 184909, member: 1131"] Greetings! I have noticed that apparently, according to various posters on websites as well as years of Forum in Dragon, that it isn't uncommon for a band of player-characters to wander into whatever town or city that catches their fancy, and proceed to rape, plunder, intimidate, and swindle their way into posh quarters with everyone from the Captain of the Watch to the town's lord begging and scraping at their feet. Now, it may be easy enough to laugh at such--and in truth, any skilled and experienced Dungeon Master should see such a situation as only possible in the most permissive of campaign world's. However, such a state of affairs brings into focus an important consideration for every campaign, and for every Dungeon Master--Law and Order. Law and Order are essential ingredients for a stable, prosperous society to develop. Merchants simply don't stick around to try and do business in an area where the local lord, and Law Enforcement either cannot, or will not, enforce the law, and establish order. Such an environment will soon deteriorate into abject poverty and despair, as no new goods arrives, and little of the town's produce is traded elsewhere. The importance of law and order is crucial. A specific legal code allows for certain judgments, and a powerful law-enforcment service maintains order, and restrains chaos and anarchy. Still, often the local law-enforcement are seemingly pitiful 2nd-4th level Warriors. What is the problem with this situation? Be realistic--players will exploit any avenue of weakness that they can. They are always more than willing to take advantage of any oversight that the Dungeon Master has made, and exploit it to their fullest extent. Faced with such weak force in which to establish Law and Order, why wouldn't a rough group of 8th-12th level characters not rush in to rape and plunder such a town? How have you organized the long arm of the law in your campaigns? Is a well-developed legal system important? Has your campaign developed sophisticated law-enforcement codes, police forces, and legal systems? Have Law Guilds developed? If so, how do they remain autonomous and effective? What powers does the Dominus Magisterium have? At the base level, a particular person is important if he has the authority to have his guards remove the character's head at his command. That is a heavy dose of Dark Ages authority. However, even as such absolute authority gradually is concentrated further into the hands of various nobles and aristocrats, in other areas, such wealth and influence of the various trade guilds, as well as the ongoing wealth and prestige of Law Guilds will create new sources of authority and power. Certainly, should the magisterium have sweeping powers to judge and punish criminals, such will impact the campaign very differently as opposed to a society which is more permissive. What kind of magistrates are in your campaign? Do you develop prisons? Have you developed detailed legal bueracracies? Are Lawyers powerful within civilized society? How serious do players take the legal system in your campaign world? Semper Fidelis, SHARK [/QUOTE]
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