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*Pathfinder & Starfinder
Would a typical D&D town allow adventurers to walk around?
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<blockquote data-quote="WayneLigon" data-source="post: 6364154" data-attributes="member: 3649"><p>That's really a player expectation problem than a world-building problem. Unless the players are specifically playing psychopathic amoral murderhobos, then they're going to recognize and respond to civil authority despite their own personal power. In general, it's been my experience that the higher level adventurers tend to travel incognito as much as possible, because by the time they are at the town-destroying stage they also have made some powerful enemies that they'd just as soon not be able to track their every movement.</p><p></p><p>I can't really give any advice if the players insist on playing psychopathic amoral murderhobos and react to any curb on their desires by thinking people into the cornfield. That way lies the madness of 20th level guards and every town having an Elminster clone simply for the purpose of dealing with psychopathic amoral murderhobos.</p><p></p><p>Magic does pose a problem to civil authority. In most worlds I've run, I generally use one of two approaches.</p><p></p><p>1. Most wizards don't bother with normal people. Once they get about fifth level or so, they go off in the wilderness and build their tower and stay there for the most part. Wizards that go a little power mad and screw with mortal society are usually the type of things that adventurers deal with by sticking them with swords until they stop moving.</p><p></p><p>2. The Wizard's Guild. A good idea of this sort of thing can be found in Lawrence Watt-Evans' Ethshar books, where wizards and spellcasters of various types can be found running shops and are treated like any other profession. And like any other profession, all wizards are members of the Wizard's Guild. You don't get a choice in that. Your master inducts you before you're released from his service. Country boys who somehow get trained are expected to join when they go into a town of any reasonable size for the first time. Wizards that do not join disappear, simple as that. The Guild knows the reputation of all wizards everywhere would suffer if wizards were to engage in mass unlawful activities, so the civil authorities simply trust the Guild to take care of problems before they become problems. The Guild, like all guilds, has the authority to try it's own members, etc, and the Guild considers all wizards, everywhere, to be 'members' whether they are or not.</p><p></p><p>They do have occasional problems, like with the Warlock of Vond (who was, for all practical purposes, Superman), but those are exceptions to the rule.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 6364154, member: 3649"] That's really a player expectation problem than a world-building problem. Unless the players are specifically playing psychopathic amoral murderhobos, then they're going to recognize and respond to civil authority despite their own personal power. In general, it's been my experience that the higher level adventurers tend to travel incognito as much as possible, because by the time they are at the town-destroying stage they also have made some powerful enemies that they'd just as soon not be able to track their every movement. I can't really give any advice if the players insist on playing psychopathic amoral murderhobos and react to any curb on their desires by thinking people into the cornfield. That way lies the madness of 20th level guards and every town having an Elminster clone simply for the purpose of dealing with psychopathic amoral murderhobos. Magic does pose a problem to civil authority. In most worlds I've run, I generally use one of two approaches. 1. Most wizards don't bother with normal people. Once they get about fifth level or so, they go off in the wilderness and build their tower and stay there for the most part. Wizards that go a little power mad and screw with mortal society are usually the type of things that adventurers deal with by sticking them with swords until they stop moving. 2. The Wizard's Guild. A good idea of this sort of thing can be found in Lawrence Watt-Evans' Ethshar books, where wizards and spellcasters of various types can be found running shops and are treated like any other profession. And like any other profession, all wizards are members of the Wizard's Guild. You don't get a choice in that. Your master inducts you before you're released from his service. Country boys who somehow get trained are expected to join when they go into a town of any reasonable size for the first time. Wizards that do not join disappear, simple as that. The Guild knows the reputation of all wizards everywhere would suffer if wizards were to engage in mass unlawful activities, so the civil authorities simply trust the Guild to take care of problems before they become problems. The Guild, like all guilds, has the authority to try it's own members, etc, and the Guild considers all wizards, everywhere, to be 'members' whether they are or not. They do have occasional problems, like with the Warlock of Vond (who was, for all practical purposes, Superman), but those are exceptions to the rule. [/QUOTE]
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Would a typical D&D town allow adventurers to walk around?
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