In the
Old World
, there is little doubt that its rulers want a peaceful and stable society, or at the very least a malleable one. This means that they are likely to look upon well-armed individuals wandering around their lands and cities with a distinctly unfavourable eye. On the other hand, the reality of the
Old World
is far from peaceful, and even ordinary people will likely carry some protection. So, how do the authorities deal with the issue? Middenheim, according to Warhammer City makes visitors "check-in" their weapons and heavy armour on entering the city. This might seem to be normal. According to the WFRP rulebook, most Imperial villages have fortifications (page 333), and most farmsteads are fortified to some extent. Those approaching such a place well armed are likely to be dealt with suspiciously, and prevented or restricted in their entry, unless known in the area.
The question then revolves around definitions of armed. It is likely that most Old Worlders will have access to some form of hand weapon, and this follows mediaeval history where daggers and short swords or axes were not uncommon. It is where individuals wear metal armour, carry serious weapons of war (particularly firearms, crossbows and two-handed weapons) or are on barded war horses that problems will arise, and the authorities will likely act. There are two basic exceptions to this rule, although even here over-arming will cause questioning and suspicion. Firstly, the Empire as a bureaucratising society will sell permits to appropriate persons operating in appropriate areas. Devious GMs can always sell their PCs fake permits. Devious players can always buy fake permits, which will likely convince most illiterate bods. Secondly, certain individuals will automatically be permitted use by their station or post. Wearing the livery of nobles or local guild merchants, or being accompanied by their representatives or those of an official cult, puts one above commoners, whilst soldiers, militiamen, watchmen, guardsmen, roadwardens, witch hunters, templars, coachmen and similar public servants are allowed it as part of their jobs. Those in similar positions, but operating as freelances are not automatically excluded.
It is also worth stressing the intense xenophobia of the
Old World
. People from different regions, and this might mean from as little as a few miles away, will be particularly distrusted. After all, they are probably spies from Bretonnia, Ostland, the Cult of Sigmar or the nephew of the ruling Lord. These people with weapons are even more clearly spies. This level of mistrust also extends to non-humans. Whilst dwarfs and halflings might be respected and ignored, respectively, elves are rare and wondrous creatures whose very presence is frightening.
So, on entering a city, PCs should have a permit, keep items well packed, or hand them over to an official. And, as a GM, have said officials (occasionally) commit a fraud or suffer a robbery. It is worth noting that adventurers should be encouraged to carry a general purpose knife with them for general purpose cutting, eating their food and (of course) protection. This is quite normal, and allowed everywhere. In general PCs entering a city had best keep their weapons packed away, even where permitted, as they will prove to be the first suspects in cases of murder, theft, sedition, and any other plot device a GM can think up. GMs need simply put themselves in the position of some poor guard or roadwarden, who suddenly encounters a group of PCs. What would you think if you rounded the corner, and standing in the street were half a dozen fully armed shady characters?