FoxWander
Adventurer
Wulf Ratbane said:Some good replies in here-- I knew you guys wouldn't let me down. (Posting late at night is great!)
I think one thing that sets the D&D Adventurer apart is his capacity and willingness to do violence. Adventurers are killers.
And in my mind there's an even further distinction to be made on the sheer scale of killing that adventurers do that might set them apart from a few of the examples given. I'm not talking about the modern adventurer's willingness to kill someone who gets in his way. Adventurers often engage in spectacularly unsubtle slaughter-- dozens and dozens of "evil humanoids" in one go.
So in that respect we draw a distinction between an extreme athlete and a military contractor, as well as between the military contractor and the conquistadores.
The conquistadores also had the backing of the King or Queen-- not to mention GOD Himself, as far as they were concerned-- which makes them an even more suitable analogue to the way I envision the typical Adventurer.
Going for THIS kind of interpretation, I think the best analogue for modern day adventurers would be military special forces. They've got every aspect of a typical D&D party except the 'loot' motivation.
A group of highly and specially trained professionals whose job is to infiltrate an area or structure with a specific goal in mind- be it, capturing someone, freeing prisoners, destroying something or possibly "taking out" some target. Each person in the group is combat trained but they also have a specialized role in the group. There's the heavy weapons guy (the tank), the infiltration expert who bypasses security systems and sets up surveillance (rogue), the field medic (cleric) and probably a demolitions person (spellcaster

A special forces group has all the gadgets and advanced weaponry that typifies an adventuring party. And, to fulfill the specific requirement quoted, they certainly have the capability and willingness to kill if the mission requires it.
Also, they're success depends on working as a group. Each one is highly competent on their own, but to complete the mission they all work together. One persons strengths compensating for another's weakness, and covering each other while someone in the group performs his particular 'job' in the party.
I've been in several games (in one right now) with this exact set-up. A powerful patron who financed our endeavors and sent us on missions, and, in one case, we were trained by the organization to fit our role in the party- even receiving bonus skills applicable to our 'special forces' set-up. We had a special language, battle signs, that allowed us basic communication in the field. We learned some of the new teamwork benefits. And we were issued magic item "gadgets"- darkvision goggles for those who didn't already have it and cloak/boots of elvenkind (the party tank got silent moves added to his armor as well), in lieu of the treasure we didn't receive because we weren't "looting" as much as the standard D&D party.