KnowTheToe, often times a D&D adventuring group is out in the wilds, in a no-mans land where there is no law. In those situations, those with the might tend to make the law on the spot. Additionally, many adventuring groups have paladins or clerics (or others depending on local culture, etc) those characters have very real legal powers to judge and administer mortal justice. As a DM, I've had no problem with such things. Too often I see DM's stiffle their players' character's in-game responsabilities, etc. I can't imagine having a high level cleric, paladin, monk etc... without that person having some sort of legal power.