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General Tabletop Discussion
*Pathfinder & Starfinder
Would a typical D&D town allow adventurers to walk around?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6376993" data-attributes="member: 20805"><p>Jumping in late here as well.. my initial forays into this question started back in 1e days with the 'settlement gp limit' table, and the realization that a +1 sword cost as much as a war Galleon.</p><p></p><p></p><p><a href="http://www.hellcreeksanitarium.com/" target="_blank">Doomed Slayers</a> by Jurgen Hubert is the best method I have seen. The crux of the society is that most people are normal and lots of bad things are outside. So a new social class is born, the professional adventurer, in which life expectancy is very short. So short in fact that inductees to this class tend to have funerals for themselves before leaving home. And some even hold wakes each night just in case.</p><p></p><p>The rest of society follows the 'norms' of the world. Paying taxes, not able to carry weapons, etc. The adventurer, however, can get away with pretty much anything they want and the local authority is always glad to hold a feast on the day they arrive... and quickly identify the location of a dangerous threat to the town that the party can go 'loot'.</p><p> </p><p> "Tis better to leave by dawn I think!, just let my butler know what you need and he will get it for you if we have it!"</p><p></p><p>Woe to the town leader who doesn't have a 'dangerous monster den' up his sleeve when adventurers come to town. They might just decide to hang out and wait for something to happen!</p><p></p><p>For me this solves the population gp limits and likelyhood of a barter-market and gives the adventurers reasons to keep moving on.</p><p></p><p>It also means that if you want to keep a low profile....it better be a really low profile!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6376993, member: 20805"] Jumping in late here as well.. my initial forays into this question started back in 1e days with the 'settlement gp limit' table, and the realization that a +1 sword cost as much as a war Galleon. [url=http://www.hellcreeksanitarium.com/]Doomed Slayers[/url] by Jurgen Hubert is the best method I have seen. The crux of the society is that most people are normal and lots of bad things are outside. So a new social class is born, the professional adventurer, in which life expectancy is very short. So short in fact that inductees to this class tend to have funerals for themselves before leaving home. And some even hold wakes each night just in case. The rest of society follows the 'norms' of the world. Paying taxes, not able to carry weapons, etc. The adventurer, however, can get away with pretty much anything they want and the local authority is always glad to hold a feast on the day they arrive... and quickly identify the location of a dangerous threat to the town that the party can go 'loot'. "Tis better to leave by dawn I think!, just let my butler know what you need and he will get it for you if we have it!" Woe to the town leader who doesn't have a 'dangerous monster den' up his sleeve when adventurers come to town. They might just decide to hang out and wait for something to happen! For me this solves the population gp limits and likelyhood of a barter-market and gives the adventurers reasons to keep moving on. It also means that if you want to keep a low profile....it better be a really low profile! [/QUOTE]
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Would a typical D&D town allow adventurers to walk around?
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