I'm not offering a solution or even a complete analysis here, just babbling to help me organize my thinking on the topic.
Something I noticed before about adventurers in most D&D campaigns is they often, and quickly, attain individual power that can literally topple nations.
"You and what army?" becomes, "Aw, you sent an army, how cute!"
This is especially true of magic users.
The commoner / nobility divide is not even considered in AD&D's rules.
It can be a campaign assumption. Standing Bear's Hundred Town campaign, where I learned AD&D, you started as an orphan the day the orphanage kicks you out. You got a copper piece, a dagger, a set of clothes and a lump of goat cheese. Oh, and enough training to be a 1st level character of your class.
This, I am sure, influenced all our gaming and we were never nobles.
Most of the other fantasy rule sets really mention it either.
Stormbringer, using the Chaosium Basic Role-Playing System, had mention of nobility. Much to the frustration of our GM, we had a rare talent for getting lucky on the nationality and origin table. (It turns out that Scott was using that table wrong, it was for randomly generating an NPC, the players were supposed to be able to choose the character's origins. He just didn't know he was supposed to forbid origins that didn't fit his campaign...)
Warhammer certainly didn't make most characters noble.
In GURPS you could make a noble, but it costs valuable points you could be spending on something keeping you alive.
Commoners are not supposed to be able to have access to such power as to topple the legitimate government or challenge the divine rights of kings.
Government was something we just didn't do for most of our gaming. We didn't even ignore it, there simply wasn't any. Well, it might have been there, but it didn't rise above subtext.
Even when I added government, much later, it wasn't near intrusive enough and it never really affected the players.
Feudal governments are of the "a place for everyone and everyone in their place" variety.
The rise of a middle class and commoners getting rich as nobles really destabilized feudal reality.
Adventurers would certainly be part of this. They're powerful individually and often become insanely wealthy.
This is not necessarily a world ending problem, Elizabethan England survived merchants being richer than the nobility and the United Kingdom spawned and outlived the East Indian Company, which had nation state power.
The nobility could be faded into the background, like the Junkers.
The GM will have to decide how the existence of adventurers is handled.
I've been using less medieval model for the fantasy settings I've been using because it's easier and closer to how we think of government in our egalitarian American culture.
Plus, there's always that Divine right of kings in a world where you can physically speak to The Gods. How can you lose with God on your side? How would your little rebellion go if the cleric found themselves powerless because their deity says King Incompetent the Third shall remain king?
I have a model, it just needs fleshed out. Some of the work won't really be complete until there's players, but it keeps me from eating my own mind.
Japanese Anime has already solved this issue. The Adventurers' Guild is non-national, adventurers register in one kingdom and have 'rights' wherever they go. The Guild (overall) does not and should not get involved in local politics (that being the politics between the various humans and demi-humans.)
ReplyDeleteThe nobility have their own semi-retired adventurers to back up their forces and counter the adventurers. And oftentimes, in the case of demon or monster hordes, the local nobility can 'call up' the adventurers from the local guild hall.
The 'main' guild hall of each kingdom and the overall top guild hall that controls all are responsible for policing the local guilds and will come down hard on violators.
Some anime even break down the adventurers to 'Magic Guild' and 'Thieves' Guild' and such. And allow people to belong to multiple guilds, like the Adventurers' Guild and the Merchants' Guild and such.
Yeah, I watch too much anime. But they're soooo good.
Another system of controls on adventurers in anime are various guild fees, costs to level up, cram schools to pass the written exams (how... Japanese,) fees for permission to be cured (if the local churches or healers' guilds have control over healings) and stuff like that.
ReplyDeleteThe local town councils and nobles get their squeeze, too.
One of the advantages of the Guilds are the Guild banks. Guild members can deposit and it is entered into a magical internet, accessible (depending on the amount) at any guild location. Banking fees apply, of course.