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Laws in your campaign
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<blockquote data-quote="delericho" data-source="post: 6717201" data-attributes="member: 22424"><p>Sure. Though it certainly varies from place to place - the laws you'll find in (mostly) civilised Sharn are rather different from the laws you'll find in Q'barra, for instance! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I do find it important to remember two things, though:</p><p></p><p>- D&D, despite its trappings, is not even remotely historical (by default). In fact, in many ways it resembles the Wild West (during a gold rush) rather more than medieval Europe. So while modern legal and ethical codes aren't necessarily appropriate, neither should those of medieval Europe necessarily be assumed either.</p><p></p><p>- D&D is <em>played</em> by players living in the modern world - be that the USA, Scotland, or elsewhere. That means that the players are going to bring a whole load of assumptions to the game, some of which they may well not even realise are assumptions. And they're not wrong to do so.</p><p></p><p>So...</p><p></p><p>I do indeed use all sorts of odd laws and odd customs to establish the foreignness of the game world, but I do so in big, bold ways and I do so sparingly. Most regions have a handful of key defining features (just enough to establish it; not so many as to overwhelm the players) which <em>may</em> include some odd laws, or they might be aspects of clothing, or odd use of language, or something else.</p><p></p><p>And I don't, as a rule, do subtle. If it's not big enough to be a defining feature, it's not big enough to bother with at all.</p></blockquote><p></p>
[QUOTE="delericho, post: 6717201, member: 22424"] Sure. Though it certainly varies from place to place - the laws you'll find in (mostly) civilised Sharn are rather different from the laws you'll find in Q'barra, for instance! :) I do find it important to remember two things, though: - D&D, despite its trappings, is not even remotely historical (by default). In fact, in many ways it resembles the Wild West (during a gold rush) rather more than medieval Europe. So while modern legal and ethical codes aren't necessarily appropriate, neither should those of medieval Europe necessarily be assumed either. - D&D is [i]played[/i] by players living in the modern world - be that the USA, Scotland, or elsewhere. That means that the players are going to bring a whole load of assumptions to the game, some of which they may well not even realise are assumptions. And they're not wrong to do so. So... I do indeed use all sorts of odd laws and odd customs to establish the foreignness of the game world, but I do so in big, bold ways and I do so sparingly. Most regions have a handful of key defining features (just enough to establish it; not so many as to overwhelm the players) which [i]may[/i] include some odd laws, or they might be aspects of clothing, or odd use of language, or something else. And I don't, as a rule, do subtle. If it's not big enough to be a defining feature, it's not big enough to bother with at all. [/QUOTE]
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