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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
PCs vs. The Law -- my players stay out!!
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="John Morrow" data-source="post: 2294284" data-attributes="member: 27012"><p>The legal system in a lot of fantasy worlds is too lenient. Depending on the period you choose as a model, a realistic set of punishments might include the death penalty even for theft (e.g., <a href="http://www.oldbaileyonline.org/history/crime/crimes.html" target="_blank">http://www.oldbaileyonline.org/history/crime/crimes.html</a>). I originally passed on buying one of the books on running city adventures because the punishment listed for theft was something like being fined twice the value of the stolen item. Yeah, that would explain why a fantasy city has a powerful thieves guild and thieves working every market and street. Good thieves would quickly realize that if they can get caught for fewer than half the thefts they commit, crime really will pay for them under such a system.</p><p></p><p>Setting designers need to realize that before we developed our modern notion of reforming criminals and warehousing them in prisons, punishment was usually immediate (it costs money to run prisons--swift justice is cheaper and more entertaining) and had three basic motives:</p><p></p><p>1) Simple retribution. Lex talionis. An eye for an eye. That means that the punishment should be at least as inconveniencing to the criminal as it was to the victim. That's the <em>minimum</em> and they may only go that easy when the crime was unintentional or in civil matters involving damages or loss. See (2) and (3) below for why the punishment is usually worse than an eye for an eye.</p><p></p><p>3) Deterrening people from doing the crime in the first place. The guiding principle here is to make the punishment severe enough that even if the risk of being caught is low, people will be discouraged from doing the crime. Because the punishment has to compensate for possibility of not getting caught, they are often out of proportion to the crime. As pointed out above, if a thief is only fined twice the value of what they steal, they know if they can get away with two successful thefts for every theft where they are caught, they'll still come out ahead. If they know they will lose their hand or be executed on the other hand, even if the odds of getting caught are 1 in 100, they might think twice about doing it.</p><p></p><p>3) Removing the person from society. Basically, the world is a better place without bad people so let's help them move on to the next world. Crimes that mark people as a bad person will often have the death penalty as a punishment. Because they lacked the money, technology, and facilities to run prisons and were not squeamish about executions, the death penalty became quite popular. In D&D terms, an Evil alignment in combination with serious crimes would probably make it difficult to escape the death penalty unless there is a strong religious or social imperative to give people the opportunity to repent or reform.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2294284, member: 27012"] The legal system in a lot of fantasy worlds is too lenient. Depending on the period you choose as a model, a realistic set of punishments might include the death penalty even for theft (e.g., [url]http://www.oldbaileyonline.org/history/crime/crimes.html[/url]). I originally passed on buying one of the books on running city adventures because the punishment listed for theft was something like being fined twice the value of the stolen item. Yeah, that would explain why a fantasy city has a powerful thieves guild and thieves working every market and street. Good thieves would quickly realize that if they can get caught for fewer than half the thefts they commit, crime really will pay for them under such a system. Setting designers need to realize that before we developed our modern notion of reforming criminals and warehousing them in prisons, punishment was usually immediate (it costs money to run prisons--swift justice is cheaper and more entertaining) and had three basic motives: 1) Simple retribution. Lex talionis. An eye for an eye. That means that the punishment should be at least as inconveniencing to the criminal as it was to the victim. That's the [i]minimum[/i] and they may only go that easy when the crime was unintentional or in civil matters involving damages or loss. See (2) and (3) below for why the punishment is usually worse than an eye for an eye. 3) Deterrening people from doing the crime in the first place. The guiding principle here is to make the punishment severe enough that even if the risk of being caught is low, people will be discouraged from doing the crime. Because the punishment has to compensate for possibility of not getting caught, they are often out of proportion to the crime. As pointed out above, if a thief is only fined twice the value of what they steal, they know if they can get away with two successful thefts for every theft where they are caught, they'll still come out ahead. If they know they will lose their hand or be executed on the other hand, even if the odds of getting caught are 1 in 100, they might think twice about doing it. 3) Removing the person from society. Basically, the world is a better place without bad people so let's help them move on to the next world. Crimes that mark people as a bad person will often have the death penalty as a punishment. Because they lacked the money, technology, and facilities to run prisons and were not squeamish about executions, the death penalty became quite popular. In D&D terms, an Evil alignment in combination with serious crimes would probably make it difficult to escape the death penalty unless there is a strong religious or social imperative to give people the opportunity to repent or reform. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
PCs vs. The Law -- my players stay out!!
Top