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Culture War Roundup for the week of October 30, 2023

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Yeah, a lot of people fail to lean into the idea that D&D kingdoms that embrace leveling are, functionally, anarchic, and that there is no functional inherited monarchy anywhere, because power doesn't flow from the will of the people or having an overwhelming army, it flows from character levels, which can't be transferred or removed. It means that you can have the storybook endings where you kill the Evil Overlord and that does legitimately end the threat, but it also means that once anyone in an area reaches high enough level, they become de facto immune to the local government, and they get a veto over it that they can enforce with violence themselves.

Try to raise taxes on the retired high-level fighter? He can take a month off to go to the capital and murder everyone in the royal family and most of their defenders. Planning a military campaign against a nearby nation that would threaten the importation of the specific cultivar of hops that the retired adventurer prefers for his ale? Better hope he doesn't hear of it and show up to kill you and your army first.

And that's just the martial types. The high-level rogues can do all of this without you having any idea who they are or why they're doing it; it just is known that attempting certain kinds of governmental actions gets you murdered in your bed without anyone knowing who did it or how, and there's just too many categories of nation-state-level fuckery that high-level primary casters can commit to list here.

That being said, you get some fun results when you lean into the implications. In a campaign world I ran, there was an inn run by a full-on retired demigod who ended up being a sort of one-building buffer state between a kingdom and an empire; neither of the states risked any kind of military action in the area for fear of provoking him into leaving retirement, and both sides also ceded a good amount of unofficial territory where they didn't try to enforce their will just to make sure that no civic official got lost and made a nation-ending mistake. The results of all this was that I had a nice little low-level zone carved out for the PCs to start their adventure and learn about both nations and the world in general, and let them experience gentle scaling as they moved away from their starting area, plus give them a growing mystery when they returned periodically.