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Medieval Justice?
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<blockquote data-quote="Theocrat" data-source="post: 1415197" data-attributes="member: 16778"><p><strong>Real Justice vs. that of Dragons</strong></p><p></p><p>Hi all-</p><p>I too had all sorts of ideas on how my D&D game should get into the justice side of things. With playing in a Theocracy, the Theocracy of the Pale, everything should honestly be ecclesitical, but per a poorly researched canon module, there is both ecclesiticial and civil court. After looking at real life ideas and concepts I then ran into the problem that many of us forget. In trying to make everything so realistic, we forget that realism is part of the reason for playing - we want to escape it. </p><p></p><p>But besides trying to escape realism or not, we must remember that although there were many outlaws and bandits during the middle ages - there were no dragons, orcs or even basiliks to worry about. When orcs roam even the middle lands of an empire, killing your neighbor can easily be blamed on them. Of course then a Zone of Truth spell can negate this aspect of the law. If clerics are such a major part of the law enforcement then this spell can help and can be used to counter such attacks and lies. However, in the rural towns, if someone planned an attack just right, say when orcs or other creatures were out and about during the night, the Zone of Truth spell would be useless - it wouldn't be needed as everybody could easily believe the orc story. </p><p>So with magic and monsters in the mix that weren't during Earths time, there has to be some leeway. All this can also be different due to the racial back ground of the game, the campaign setting and so many other concepts. </p><p>You can have some guidelines in that murder is wrong in most 'civilized' cultures, but what is right in one region, another might consider that to be unjust or uncivilized. </p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Theocrat, post: 1415197, member: 16778"] [b]Real Justice vs. that of Dragons[/b] Hi all- I too had all sorts of ideas on how my D&D game should get into the justice side of things. With playing in a Theocracy, the Theocracy of the Pale, everything should honestly be ecclesitical, but per a poorly researched canon module, there is both ecclesiticial and civil court. After looking at real life ideas and concepts I then ran into the problem that many of us forget. In trying to make everything so realistic, we forget that realism is part of the reason for playing - we want to escape it. But besides trying to escape realism or not, we must remember that although there were many outlaws and bandits during the middle ages - there were no dragons, orcs or even basiliks to worry about. When orcs roam even the middle lands of an empire, killing your neighbor can easily be blamed on them. Of course then a Zone of Truth spell can negate this aspect of the law. If clerics are such a major part of the law enforcement then this spell can help and can be used to counter such attacks and lies. However, in the rural towns, if someone planned an attack just right, say when orcs or other creatures were out and about during the night, the Zone of Truth spell would be useless - it wouldn't be needed as everybody could easily believe the orc story. So with magic and monsters in the mix that weren't during Earths time, there has to be some leeway. All this can also be different due to the racial back ground of the game, the campaign setting and so many other concepts. You can have some guidelines in that murder is wrong in most 'civilized' cultures, but what is right in one region, another might consider that to be unjust or uncivilized. Hope that helps. [/QUOTE]
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