Friday, April 24, 2026

The Corruption of Power

I read The Man Who Was Thursday recently.  I'm still not sure what I think of its answer to the question of theodicy, but there was a bit that seemed ACKS-relevant:

The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all. Aristocrats were always anarchists, as you can see from the barons’ wars. 

Whether you agree with Chesterton, it makes an interesting premise, particularly if one accepts his double-meaning of anarchy as not just rebellion against temporal governance, but against natural law.

What if power corrupted, in one's campaign world?  What if personal power and rulership tended to drive people to Chaos?  What if kings with the epithet "the Good" were rare exceptions for a reason?

Tolkien's answer to the question "why do we need adventurers?" in The Hobbit seemed like apathetic or negligent rulers.  But if the typical ruler is wicked, it is even less surprising that the plight of the peasants whose goats are being devoured by gryphons is ignored by the powers that be, and they are left to petition adventurers.  It also explains why in OD&D lords shake down adventurers for magic items, and archmages and high priests geas/quest them for the same.

It provides a great justification for PCs to overthrow existing rulers and take their stuff, while posing new hazards to be navigated.

 

The naturalistic take is that when people acquire power they gain the freedom to indulge their vices and to surround themselves with people who won't stop them.  There is also a Sword of Damocles angle, where rulership is insecure and so rulers tend to grasp at any and all means of holding on to power, including dangerous ones.  Selection effects and the Iron Law of Bureaucracy could play a part as well - those who rise to the top are those who are willing to use all means available to amass power, not those who are honest and just.

The McLeod Company Hierarchy also springs to mind 

To some extent we already see this happening to player characters without codifying it.  PCs have a notorious tendency for wanton disregard for NPC life and property.  Want of money is the root of all evil, and money gives XP, so...  the incentives line up.  We also see it a little as a side effect of the Tampering with Mortality table; gathering XP is dangerous and many PCs have close calls which lead to some spiritual deterioration.  And certainly I have seen PCs rule their domains with secret police and iron fist.

It's funny, that I think this was actually the first I ever heard of Seeing Like a State, and it was about strategy gamers behaving badly.

Mechanically, how might we rig the system such that rulers tend to be bad?  One simple approach is to flip ACKS' random alignment generator, which was on a d6, 1 Chaotic, 2-4 Neutral, 5-6 Lawful.  But maybe for rulers, you do 1-2 Chaotic, 3-5 Neutral, 6 Lawful.

Renegade Crowns' prince generation system tends to produce rather flawed characters.  It is possible to generate one who is a decent person, but rare.  Renegade Crowns' domain engine also turns domains into a source of trouble, hence into temptation to seek additional power to keep a lid on things, maybe without reading the fine print. 

If you like numerical corruption point accumulation systems, you could certainly wire one up so that leveling incurs corruption.  I don't like such systems, personally.

AD&D suggests a less dissociated alternative - for high-level assassins and druids, leveling is a zero-sum game, where you have to go topple the previous Master of Assassins or Arch-Druid in order to level up.  Zero-sum games always bring out the nastiest in people.  A very Damocles situation for the current Master, one in which he is strongly incentivized to accumulate as much power as possible to secure his position, and one in which challengers are likewise encouraged to play dirty.  Imposing similar diegetic requirements at lower levels could be an option.

(What else could we make zero-sum?  Spell acquisition, by removing copying?  Magic swords, by removing crafting entirely?)

Dark Sun and ACKS suggest another angle, with the ability to surpass the limits of human power by abandoning humanity through undeath, apotheosis into a dragon, etc.  If you lower the limits of human potential to, say, 9th level rather than 14th (or even down to 6th), committing crimes against the natural order to surpass human limits becomes much more pressing.

What does a world built with this idea as a premise look like?

Kings and princes are fearsome and dangerous and mostly view people as means, as tools to be used.  Their servants and courtiers and lieutenants may be complicit, or scheming and striving, or just doing what they have to do to get by, or believe that though what they do is repugnant, it is for the greater good.  Down at the bottom, the peasant, the pickpocket, the bartender, and the guard at the gate are basically decent.  They have no power, and so no corruption.  There is honor among thieves, as long as they are little thieves.  But if they get too big, then the knives come out.

Maybe loyalty score modifiers for hirelings based on level could use some changes to match these assumptions. 

But I think this is an important differentiator from grimdark.  In grimdark, even the little people are often basically bad - untrustworthy, cruel, vicious, spiritually ugly.  Needn't be so.

What do gods and churches look like in such a world?  If your high priests are cynical and power-thirsty, are the gods ambivalent about the moral qualities of their priests?  Or are the gods themselves caught in the same traps as high-level characters, perhaps even just ascended mortals?  Do even "good" gods demand great sacrifices of their worshipers to maintain their position against their divine adversaries?  Are they just so alien that they recognize neither natural law nor human morality?  Are they demiurges, tasked to maintain the work of a now-absent creator deity but falling away from their original purpose and natural law over eons of hard decisions and unsatisfiable constraints?

Thursday, April 9, 2026

Guilds and Freedom of the City

Today I stumbled upon wikipedia articles about the livery companies of the City of London and the notion of "Freedom of the City".

It's very fun, almost Pratchettian, that they have a guild for everything.  The Worshipful Company of Makers of Playing Cards?  The Worshipful Company of Human Resource Professionals?  You can't make these up.

I will confess that I have been pretty down on adventurers' guilds.  Does it make sense to have enough wizards in a city to warrant a guild?  Or for thieves to have an officially-sanctioned, chartered liveried company?  Does it make sense to have a single guild for all of the adventurers, despite their divergent interests and the danger to stability that concentrating all that firepower into a single organization has?  Maybe not (then again, maybe the thieves' guild just has a front company).  But it is probably fun, particularly if you have a city government where guilds elect the Lord Mayor and your wizards' guild candidate is running against the haberdashers' guild's candidate (backed by the thieves' guild, perhaps).  There's probably room for an amusing variation on ACKS' senate rules for guilds electing city leadership, if you're into that sort of thing.

The choice between guilds specific to a particular city vs cross-city guilds like the Hanseatic League is also an interesting one.  An inter-city guild provides for players wherever they may happen to be, while a single-city guild without reciprocal privileges elsewhere ties players to a particular place; it creates a home base.

This home basing effect ties somewhat obviously to halls and refuges.  Freedom of the city also ties nicely to some of the ideas from the halls post.  Someone (or a military unit) granted freedom of the city can do things like carrying arms in the city.

There are a number of rights traditionally but apocryphally associated with freemen—the right to drive sheep and cattle over London Bridge; to a silken rope, if hanged; to carry a naked sword in public; or that if the City of London Police finds a freeman drunk and incapable, they will bundle him or her into a taxi and send them home rather than throw them into a cell.  

Obviously a relevant and desirable status for adventurers!  And one which a city council might be careful to grant!  A good motivation for quests - "if we help Edmud the Haberdasher with his missing shipments, maybe we can secure his vote to get freedom of the city."  Basically: citizenship, but of a particular city.

This provides a potential non-mechanical form of progression or campaign progress.  As does progression from freeman to liveryman of a particular guild (with voting rights in city elections).  And then across cities.

This idea of medieval cities with independent governments whose freemen are not tied to feudal lords is also an interesting deviation from ACKS' assumptions about the relation between cities and high-level fighters, where cities are largely subsidiary to a particular domain.  An independent city council and Lord Mayor might come into conflict (open or otherwise) with adjacent feudal domains-holders.