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Old 07-12-2019, 06:19 AM   #5
WaterAndWindSpirit
 
Join Date: Oct 2014
Default Re: The rights and consequences to bear arms in RPGs

Quote:
Originally Posted by L.J.Steele View Post
Some of the way games (and fiction) treats weapons may be a skewed view of the past. Medieval England had laws about how many armed followers a knight could travel around with -- typically from tournament to tournament. Large bands of heavily armed folks wandering around were deemed a possible threat to the peace. The American west wasn't as wild as the Westerns would have you believe. But PC expectations are often based on the fiction, not the boring facts.
It's not necessarily a "skewed view of the past" and more an "alternate universe" thing. In your typical D&D setting, you can't go from town to town without encountering at least one hostile monster, from giant spiders/insects to minor demons to tribes of raiders. Just take a look at a "random encounters table" and it should be enough to realize that in that type of universe where these are "normal" encounters, it's "normal" to carry a weapon and "abnormal" to go without weapons (I count you as armed if you yourself are not armed but are surrounded by armed bodyguards) because not carrying weapons means you (think you) are able to fight at peak capacity without them. In that type of universe, someone going without weapon should set off the same kind of alarm bells someone walking down the streets with a Juggernaut suit, an LMG and a missile launcher would in our universe.
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