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<blockquote data-quote="RainOfSteel" data-source="post: 5524620" data-attributes="member: 24460"><p>I have written down some basic legal matters for campaigns a few times, but nothing extensive.</p><p></p><p>Exactly what forms of laws are used will be heavily dependent on the society and its religion. In Medieval Europe, many laws were rooted in religion.</p><p></p><p>As for papers and permits, it would also depend. In some milieus, a traveling priest might be carrying papers regarding religious matters, a scribe might be carrying papers regarding his business, a merchant might carry some bills of sale or copies of contracts, but "permits" would be rare and would probably be called warrants which would be issued by the local king. If you are interrogated as to your identity or purpose, your word is generally accepted and if you are caught lying it would tend to go badly. Con-men did not receive warm welcome in most Medieval societies.</p><p></p><p>In a more cosmopolitan fantasy milieu, they might have the printing press, and licensing and paperwork might be rampant. Anyone with capabilities that might be viewed as a threat could, hypothetically speaking, be required to carry a license. Not having a license might mean an expectation to refrain from using the capabilities, while in other cases not having an appropriate license might be viewed as a crime.</p><p></p><p>Whether magic-users of any stripe are viewed as more dangerous than top-level master swordsmen (equipped with magical weaponry and defenses) in an RPG where some thought has been given to game balance is a matter open to question. If magic is viewed as dangerous and mages need to have licenses, wouldn't every non-mage also need one just because of how deadly they were? What about everyone who carries magic items having to get licenses for them because the items are also dangerous? I think that while from the viewpoint of the local government, this might be realistic, from a standpoint of annoying players to no end it would be a certainty.</p><p></p><p>1) Player: "What do you mean I have to register my Potion of Invisibility?" GM: "It's the law." Player: "I drink it" GM: "That's destruction of evidence!" Things would go downhill from there.</p><p></p><p>2) Mage Player: "What do you mean I have to get a license to practice magic?" GM: "Magic is viewed by ordinary people as dangerous and mysterious, mages can take over people's minds, take their shapes, kill them with a word, it frightens them to the point where they want some control." Mage Player: "What about Jack the Samurai over there? He's so munchkin he can cut a dozen people to ribbons in moments" GM: "That's different" It wouldn't go over very well in my opinion.</p></blockquote><p></p>
[QUOTE="RainOfSteel, post: 5524620, member: 24460"] I have written down some basic legal matters for campaigns a few times, but nothing extensive. Exactly what forms of laws are used will be heavily dependent on the society and its religion. In Medieval Europe, many laws were rooted in religion. As for papers and permits, it would also depend. In some milieus, a traveling priest might be carrying papers regarding religious matters, a scribe might be carrying papers regarding his business, a merchant might carry some bills of sale or copies of contracts, but "permits" would be rare and would probably be called warrants which would be issued by the local king. If you are interrogated as to your identity or purpose, your word is generally accepted and if you are caught lying it would tend to go badly. Con-men did not receive warm welcome in most Medieval societies. In a more cosmopolitan fantasy milieu, they might have the printing press, and licensing and paperwork might be rampant. Anyone with capabilities that might be viewed as a threat could, hypothetically speaking, be required to carry a license. Not having a license might mean an expectation to refrain from using the capabilities, while in other cases not having an appropriate license might be viewed as a crime. Whether magic-users of any stripe are viewed as more dangerous than top-level master swordsmen (equipped with magical weaponry and defenses) in an RPG where some thought has been given to game balance is a matter open to question. If magic is viewed as dangerous and mages need to have licenses, wouldn't every non-mage also need one just because of how deadly they were? What about everyone who carries magic items having to get licenses for them because the items are also dangerous? I think that while from the viewpoint of the local government, this might be realistic, from a standpoint of annoying players to no end it would be a certainty. 1) Player: "What do you mean I have to register my Potion of Invisibility?" GM: "It's the law." Player: "I drink it" GM: "That's destruction of evidence!" Things would go downhill from there. 2) Mage Player: "What do you mean I have to get a license to practice magic?" GM: "Magic is viewed by ordinary people as dangerous and mysterious, mages can take over people's minds, take their shapes, kill them with a word, it frightens them to the point where they want some control." Mage Player: "What about Jack the Samurai over there? He's so munchkin he can cut a dozen people to ribbons in moments" GM: "That's different" It wouldn't go over very well in my opinion. [/QUOTE]
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