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<blockquote data-quote="A'koss" data-source="post: 1251870" data-attributes="member: 840"><p>Some interesting perspectives. </p><p> </p><p> Very good point. Personally, I'm inclined to agree with you on a number of points on this issue. Personally, I think that if comes down to power vs strict qualifications - it's the powerful who are going to be dictating policy in the end. In a D&D-style setting you really need power to hold power.</p><p> </p><p>I also believe that most people are at least somewhat self-serving and that those who do rise in power are <em>more likely</em> to use it to futher their own ends than to use it in a moral and responsible fashion. Especially when you consider that they gained that power over the dismembered corpses of hundreds, if not thousands, of their enemies. But as far as running a fun game, my humanity will be a little better natured. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>One other thing to consider is this... how does a wizard with a 30 intelligence or a cleric with a 30 <em>wisdom</em> view and interact with the general populace? They are so far above the general masses I wonder if that fact alone might create a kind of rift or disassociation between them. Do they look at people like children? Simpletons? Pets? <em>Vermin</em>? The slippery slope to tyranny can begin with a simple, "I know better than you."</p><p> </p><p>I do agree that the gods can create whatever playing field they want, no question. The gods of my campaign test, advise, occasionally aid, but never judge or blatantly interfere with humanity. If you choose to be a power-mad dictator, so be it. It is a mortal's decision in a mortal's world the end. That is also why there are no true clerics in our world, they don't want supplicants, they want those with enough brass to become their <em>equals</em>.</p><p> </p><p>A meritocracy means power held by those best fit to rule - merit. Now how you define "best fit" in a D&D world... it would again probably come down to whomever had the savvy/power to hold the position. </p><p> </p><p>I agree that heriditary rulership doesn't appear to be a very viable choice in such a world. An oligarchy or some kind ruling council of powerful individuals would probably be the most effective so long as everyone played ball. When one member retires, you vote on who to replace him with. That way you'd have the rule of the nation divided up amongst those best suited to a particular task. Cleric - nation's spiritual leader. Wizard - oversees and cooridinates experts in a wide variety of tasks - city services, defenses, intelligence gathering, etc. Rogue - street level knowledge, intelligence gathering, assassinations. Fighter/Paladin - inspire the commoners, oversee the elite combat squads. Bard - diplomat.</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1251870, member: 840"] Some interesting perspectives. Very good point. Personally, I'm inclined to agree with you on a number of points on this issue. Personally, I think that if comes down to power vs strict qualifications - it's the powerful who are going to be dictating policy in the end. In a D&D-style setting you really need power to hold power. I also believe that most people are at least somewhat self-serving and that those who do rise in power are [i]more likely[/i] to use it to futher their own ends than to use it in a moral and responsible fashion. Especially when you consider that they gained that power over the dismembered corpses of hundreds, if not thousands, of their enemies. But as far as running a fun game, my humanity will be a little better natured. ;) One other thing to consider is this... how does a wizard with a 30 intelligence or a cleric with a 30 [i]wisdom[/i] view and interact with the general populace? They are so far above the general masses I wonder if that fact alone might create a kind of rift or disassociation between them. Do they look at people like children? Simpletons? Pets? [i]Vermin[/i]? The slippery slope to tyranny can begin with a simple, "I know better than you." I do agree that the gods can create whatever playing field they want, no question. The gods of my campaign test, advise, occasionally aid, but never judge or blatantly interfere with humanity. If you choose to be a power-mad dictator, so be it. It is a mortal's decision in a mortal's world the end. That is also why there are no true clerics in our world, they don't want supplicants, they want those with enough brass to become their [i]equals[/i]. A meritocracy means power held by those best fit to rule - merit. Now how you define "best fit" in a D&D world... it would again probably come down to whomever had the savvy/power to hold the position. I agree that heriditary rulership doesn't appear to be a very viable choice in such a world. An oligarchy or some kind ruling council of powerful individuals would probably be the most effective so long as everyone played ball. When one member retires, you vote on who to replace him with. That way you'd have the rule of the nation divided up amongst those best suited to a particular task. Cleric - nation's spiritual leader. Wizard - oversees and cooridinates experts in a wide variety of tasks - city services, defenses, intelligence gathering, etc. Rogue - street level knowledge, intelligence gathering, assassinations. Fighter/Paladin - inspire the commoners, oversee the elite combat squads. Bard - diplomat. A'koss. [/QUOTE]
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