Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How do the classes change a small town on a day to day basis
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lalato" data-source="post: 6363525" data-attributes="member: 9171"><p>This isn't about what's good for the game at your table. It's about what's good for the town. If I'm a town elder... I don't let merchants with "bodyguards" come into my town. Do you think I'm going to for fall for the banana in the tailpipe trick yet again? Nope... not me. If the merchant with bodyguards wants to gain my trust, he can do so by accepting that I don't let merchants with "bodyguards" into my town... no matter how nice their sample wares are.</p><p></p><p>These are common folk... not idiots. It's not just a matter of saying... "Oh those are adventurers... they can pass because they just want to raid the dungeon up the hill." It's a matter of having just one so called adventurer make a mistake and kill someone. It's a matter of recognizing that people with weapons are dangerous even if they're the "good guys". That's not to say that they aren't occasionally useful... like when we hired some to deal with the goblins that were raiding our town. But even then, that one warrior kept on hinting at how easy it would be to just call himself a warlord and use the town as a base of operations. That didn't sit to well with the elders.</p><p></p><p>Anyway, I'm just riffing on what the existence of magic and adventurers would do to a town. I think people would be very much on edge unless they had some way to protect themselves. If the town was under the protection of the Duke then they might act differently... knowing that the Duke's militia will take care of any crazy adventurers. My example was for towns under no such protection... but it also speaks to customs that might develop over time. </p><p></p><p>Things like extending hospitality to strangers might be a big deal in some places, but it might also mean that the strangers have certain responsibilities like... I don't know... not killing anyone in town. People that break these customs would be seen as evil (even if they aren't actually "evil" in alignment).</p></blockquote><p></p>
[QUOTE="Lalato, post: 6363525, member: 9171"] This isn't about what's good for the game at your table. It's about what's good for the town. If I'm a town elder... I don't let merchants with "bodyguards" come into my town. Do you think I'm going to for fall for the banana in the tailpipe trick yet again? Nope... not me. If the merchant with bodyguards wants to gain my trust, he can do so by accepting that I don't let merchants with "bodyguards" into my town... no matter how nice their sample wares are. These are common folk... not idiots. It's not just a matter of saying... "Oh those are adventurers... they can pass because they just want to raid the dungeon up the hill." It's a matter of having just one so called adventurer make a mistake and kill someone. It's a matter of recognizing that people with weapons are dangerous even if they're the "good guys". That's not to say that they aren't occasionally useful... like when we hired some to deal with the goblins that were raiding our town. But even then, that one warrior kept on hinting at how easy it would be to just call himself a warlord and use the town as a base of operations. That didn't sit to well with the elders. Anyway, I'm just riffing on what the existence of magic and adventurers would do to a town. I think people would be very much on edge unless they had some way to protect themselves. If the town was under the protection of the Duke then they might act differently... knowing that the Duke's militia will take care of any crazy adventurers. My example was for towns under no such protection... but it also speaks to customs that might develop over time. Things like extending hospitality to strangers might be a big deal in some places, but it might also mean that the strangers have certain responsibilities like... I don't know... not killing anyone in town. People that break these customs would be seen as evil (even if they aren't actually "evil" in alignment). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do the classes change a small town on a day to day basis
Top