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The following post makes a very plausible case for local governments wanting to collect taxes from PCs. Personally, I haven't really gone down the road of taxing wandering adventures since my 1E days. The primary reasons for abandoning it were the following:
1. While the government may want to tax the players, they may lack the power to do so. Sure, armed resistance results in outlaw PCs, but the city guardsmen the PCs just blew through are likely just as dead. It becomes a matter of risk/reward: is it worth overtly "taking their share" or "fleecing" it in a more subtle matter through elevated prices, etc.?
2. In-game knowledge vs. meta-game knowledge. Unless the PCs are marching in with sacks of coin on their back, just how in the hell does the government know the party is rich? And please don't go down the divination road, I'm looking for an answer that can apply at the village, town, city, or metropolis level.
3. What tax(es) can legitimately be levied? Oh, I realize the government can come up with whatever they like, but one-offs/exceptions require a specific plan-of-attack versus an everyday or seasonal tax. Also, the idea of a "magic item tax" is pure BS (See point #2, above).
I'm all for taxation if there are in-game justifications for it. But I've seen numerous groups that are cool with the concept that they blew their money on ales-n-whores go from town heroes to fugitives-at-large once the government starts screwing with them. Especially, if they just saved said community's/government's bacon.
So how have GMs handled this in-game without resorting to the equivalent of omniscient tax collectors that have the resources to take on a group of PCs yet work for governments that lack the skill/resources to protect its citizenry?
And again, a magically-equipped equivalent to the IRS is not, IMO, a viable answer.
Taxes aren't about punishing the PCs or about trying to get them to become criminals (in most cases), they're just a part of the game world and how things would work. While a local lord whose lands and wealth were about to be destroyed by a rampaging band of ogres might look the other way on treasure brought in out of gratitude for the party saving his future finances, a city is financed by its taxes and tariffs. The local lord/council/whatever is going to want their share. Even if they wouldn't press for it, there are other people in the administration who probably would. That's human nature. Saying those taxes are a punishment is like saying that merchants will not pay full market value for a stack of used swords is punishment. (It's not. The merchant has to make a profit from the sale, has to factor his costs for cleaning up the weapons and storing them, and there's the opportunity cost of that money he pays the party not being available for other things until the swords sell. It's just simplified economics.)
In addition, I see taxes and the like as part of how the world's story builds around the party. If a party picks a single city as a home base, they pay tons of taxes there over time. (Face it, adventurers are filthy, stinking rich if they survive.) That city will have more funds for building roads and walls and docks and a bigger house for the local lord. This may cause the city to grow or attract crime or bring in new trade or any number of other things. Additionally, the people in power and in the bureaucracy will know who the PCs are and will end up spreading the word. Face it, when a group of nobodies brings in a chest full of jewelry and gold, people talk about it. Over time, this provide great fodder for drawing the PCs into society events, or having someone try to scam/rob them, or letting the local church look for donations for a project, or simply just spreading the PCs name around for when someone needs to hire adventurers for something.
Finally, taxes can be used as a great plot hook. The local lord suddenly announces a one-time tax on all owned magic items. Is he trying to build up funds for a war that's coming? Is he hoping to round up a few of those magic items from people without ready cash to pay? Is there something evil going on? Investigating these changes can create a whole series of adventures. (And the taxes don't have to be on the PCs. Why is the kingdom next door jacking up its taxes?)
Taxes can also create good roleplaying. PCs have to negotiate with local lords about the goods they pulled out of the dungeon on the lord's lands. But what if they have a writ from the king? (Like one that lets you ignore tolls in the kingdom when traveling.) Who did they have to help/bribe/kill to get that writ? Can the writ be improved over time? If they don't have the writ, how much taxes do they pay to their home city vs. the king vs. the lord whose lands it is.
Okay, there's a fourth answer. I AM old school. Sometimes, taxes are a great way of removing some wealth from the PCs.
The following post makes a very plausible case for local governments wanting to collect taxes from PCs. Personally, I haven't really gone down the road of taxing wandering adventures since my 1E days. The primary reasons for abandoning it were the following:
1. While the government may want to tax the players, they may lack the power to do so. Sure, armed resistance results in outlaw PCs, but the city guardsmen the PCs just blew through are likely just as dead. It becomes a matter of risk/reward: is it worth overtly "taking their share" or "fleecing" it in a more subtle matter through elevated prices, etc.?
2. In-game knowledge vs. meta-game knowledge. Unless the PCs are marching in with sacks of coin on their back, just how in the hell does the government know the party is rich? And please don't go down the divination road, I'm looking for an answer that can apply at the village, town, city, or metropolis level.
3. What tax(es) can legitimately be levied? Oh, I realize the government can come up with whatever they like, but one-offs/exceptions require a specific plan-of-attack versus an everyday or seasonal tax. Also, the idea of a "magic item tax" is pure BS (See point #2, above).
I'm all for taxation if there are in-game justifications for it. But I've seen numerous groups that are cool with the concept that they blew their money on ales-n-whores go from town heroes to fugitives-at-large once the government starts screwing with them. Especially, if they just saved said community's/government's bacon.
So how have GMs handled this in-game without resorting to the equivalent of omniscient tax collectors that have the resources to take on a group of PCs yet work for governments that lack the skill/resources to protect its citizenry?
And again, a magically-equipped equivalent to the IRS is not, IMO, a viable answer.