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General Tabletop Discussion
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Would a typical D&D town allow adventurers to walk around?
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<blockquote data-quote="Andor" data-source="post: 6363835" data-attributes="member: 1879"><p>I don't think there is a single answer. It depends on the town, it's history and the adventurers in question. </p><p></p><p>A large city generally won't care about anyone short of an Elminster.</p><p></p><p>A trade town is going to see enough traffic to have evolved appropriate responses. Which generally means jogging up the prices and pointing them at local trouble. If they cause problems there will be a coordinated response involving whatever the local resources are. Probably including the rest of the adventurers passing though town.</p><p></p><p>A small towns response will depend more on the exact circumstances. One plagued by orcs will probably react poorly to a half-Orc barbarian, a drow necromancer, and Dragonling Bat-paladin. One without local troubles will probably think an eleven illusionist, dwarf monk and human Cleric to be the next best thing to a circus.</p><p></p><p>Speaking of circuses, an angry elephant is more than capable of wrecking a small town, but who worries about that when they see colorful wagons?</p><p></p><p>Likewise IRL any truck could be carrying a fertilizer bomb capable of leveling a skyscraper, but to "logically" insist on examining every passing lorry would cripple society. Life involves taking risks, including living with armed people, trucks which could be bombs, and for many in Italy, Japan and Mexico City, living on or next to active volcanos.</p><p></p><p>Yeah, the bearded guy might blow up the town square, or you could be eaten by a bulette the next time you step off of a paved surface. So what? You can't worry about every possibility or you'll never get out of bed, and then you die from bed sores.</p><p></p><p>As for small towns dealing with Adventurers? Poison. Bribes. Or give them what they want and pray. For a historical parallel look up an old film called "The last valley" starring Omar Sherrif and Michael Caine.</p></blockquote><p></p>
[QUOTE="Andor, post: 6363835, member: 1879"] I don't think there is a single answer. It depends on the town, it's history and the adventurers in question. A large city generally won't care about anyone short of an Elminster. A trade town is going to see enough traffic to have evolved appropriate responses. Which generally means jogging up the prices and pointing them at local trouble. If they cause problems there will be a coordinated response involving whatever the local resources are. Probably including the rest of the adventurers passing though town. A small towns response will depend more on the exact circumstances. One plagued by orcs will probably react poorly to a half-Orc barbarian, a drow necromancer, and Dragonling Bat-paladin. One without local troubles will probably think an eleven illusionist, dwarf monk and human Cleric to be the next best thing to a circus. Speaking of circuses, an angry elephant is more than capable of wrecking a small town, but who worries about that when they see colorful wagons? Likewise IRL any truck could be carrying a fertilizer bomb capable of leveling a skyscraper, but to "logically" insist on examining every passing lorry would cripple society. Life involves taking risks, including living with armed people, trucks which could be bombs, and for many in Italy, Japan and Mexico City, living on or next to active volcanos. Yeah, the bearded guy might blow up the town square, or you could be eaten by a bulette the next time you step off of a paved surface. So what? You can't worry about every possibility or you'll never get out of bed, and then you die from bed sores. As for small towns dealing with Adventurers? Poison. Bribes. Or give them what they want and pray. For a historical parallel look up an old film called "The last valley" starring Omar Sherrif and Michael Caine. [/QUOTE]
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Would a typical D&D town allow adventurers to walk around?
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