In days gone by, the King taxed the lords, not the people.
A Medieval tax system (that could work today)
a Lord was a land owner, and the lord paid a tax on the earnings of the land potential, not its actual. So the lord would need to downplay his lands worth, rocky terrain, forested ridges, valleys and peaks, all un workable land, then get as much profit from the land with as many serfs as he could afford to feed.
Fantasy Roleplay, puts our adventurer outside this system. or as children of the system, who have revolted against such a system. They go off, land and lordless, to gain riches, and in theory become lords themselves if they are successful or die trying.
But how should you roleplay the serfs? Do they look at heroes as... 'super heroes'? or as 'lawless thugs'. Well this would depend on what's happened before.
Maybe the Lord has hired the characters to deal with some issues with monsters, and they are treated as heroes, or maybe the characters failed to do their duty, or messed it up so badly, the monster had its revenge, and the townsfolk suffered, so the town blames the 'heroes' as good for nothing murder hobos. Given the success rates of some games, I'd suggest each town will have a % chance of the two variants, and will have, over the years, built up a love or hatred of heroes in general.
So how would you set this up to play?
If you are randomly determining each town & their past experience, I'd have a % roll of people who believe in the hero & % of those who distrust the hero, making for an interesting dynamic when there is a cross over of people who 'understand' that heroes are super human, yet still flawed humans.
Belief roll for the populace:
<10% little to no experience of heroes doing good deeds, so no discounts, no special attentions,
10-25% low experience, maybe a lone person might see them for who they are and ask about their deeds from boredom.
25-50% average experience, will pay respects in taverns, maybe 5% discount on large orders, +1 to comeliness checks.
50-75% higher experience, folks will tip their hat in the street, greet with respect, base 10% discount and +d4 comeliness checks.
75-90% very high experience, expect to see several other heroes in this town, people will treat the hero as a friend, 15% base discount and +d4+1 comeliness checks
90%+ some previous heroes saved the town so well, the expectation for the heroes will be overt, any failure to be a high ranking or powerful hero will backlash and the heroes will be specifically treated like +25% anger chart. If they manage to keep calm and cope with the adoration & expectation (15th+ hero skills) they will be praised, 20% base discount, +2d4 comeliness checks.
Anger roll for the populace:
<10% little to no experience of heroes doing bad deeds, so no discounts, no special attentions,
10-25% low experience, maybe a lone person might see them for what they are and yell insults.
25-50% poor experience, will avoid in taverns, maybe 5% surcharge if the barkeep thinks he can get away with it, +1 to comeliness checks +1 to barbrawl chance.
50-75% v.poor experience, folks will walk around in the street, or if ranked high enough challenge openly, -10% to an discount checks, +1 comeliness checks & +d4 to barbrawl chance.
75-90% hatred, expect to be accosted by the guards for minor infractions, plus all the above, townsfolk will openly (yet in groups) jeer at the heroes, telling them to go home.
90%+ upon entering the town, expect the heroes to be stalked by a small crowd, as the crowd swells, they'll throw rotten fruit and give chase, chasing the heroes out of town, "We don't want your kind here".