--- "John M. Kahane" <
johnk-thinkpad@comnet.ca> wrote:
> Hullo, folks,
>
> Well, I have some new questions for the FAQ
> files that need to
> be addressed by folks, and was wondering what folks
> might think of
> this stuff. Any answers that folks want to toss
> into the mix on
> these are more than welcome...
> 4. What is the "Adventurers' Guild"? How does it
> operate and what
> does it do for me?
I'll go ahead and get the ball started with my two
cents.
I want to start this by saying what an interesting
concept I find to be locked up in these three words:
The Adventurer's Guild. It seems to say a very great
deal about the kind of world your players are in.
Adventurers, by nature, tend to be outcasts in society
of one sort or another. Misfits who couldn't or
wouldn't accept the more standard lives of the
craftsman, the farmer, the noble son. They are
necessarily an iconoclastic and independent bunch, and
not likely to be held in high-regard by any
"civilized" society (until an individual performs
deeds so heroic people have to acknowledge him or
her). So, one aspect of an Adventurer's Guild is that
it is a society within society for these outcasts.
The other intesting aspect of its existance is that it
can exist at all. There has certainly never been
anything like an Adventurer's Guild in our medieval
history (some argument could be made for mercenary
troups or buccaneer societies, but it's not quite the
same thing). What kind of world -needs- an
Adventurer's Guild, where dangers exist that a city
guard/king's army/mercenary troups/etc. can't or won't
deal with? A world where dragons, demons, evil
wizards, vampires, etc. are real and tangible threats,
of course. I personally just love the way the Guild
immediately implies "This ain't Kansas anymore."
What does the Guild do for player characters? I think
it's primary function for characters is the Guild
contract. This ties in with some of the recent
discussion about what to do when new characters want
to join established parties. How do you get around
the issues of character trust?
Consider when an adventuring party first forms. Of
course the -players- know they are sitting at the
table with the intention of working together. Trust
usually isn't an issue (btw, I know of groups where
even this isn't true, thankfully none I've been
in...). In the world of the player characters,
however, you should justify this mutual acceptance.
Here you have a group of people of typically very
diverse background and nature coming together for a
single purpose, usually making money in an insanely
dangerous way. Unless the characters have some
personal history together, why do they trust each
other with their lives so readily? Why should they?
In a similar vein, consider the well-established party
a newcomer wishes to join. How does the new guy know
the old vets aren't gonna abandon him or her if the
going gets tough. How do the old vets know the new
guy won't betray them or run at the first sign of
danger? In the end, how does any group know it won't
end up at each other's throats when the treasure is
before them? The answer: the Standard Guild Contract.
At this point, I'd like to point out what the implied
consequences of violating party trust and a standard
contract would be. From rule [79.2] 2nd ed, "A
blacklisted person may not hire from the Adventurer's
Guild, and there is a 2000 Silver Penny reward for the
incarceration in the Guild dungeon." Consider that
phrase, "the Guild dungeon". I think that's the
coolest. It reminds one that this is an organization
that has the resources of a very large number of
adventurers, many of very high accomplishment, that
can come crashing down on recalcitrant players. I
think its also worth pointing out that this is a Guild
in the medieval sense, and medieval guilds operated by
a set of business practices that, although perfectly
acceptable to the morality of the times, is found
today chiefly in organized crime.
Ultimately, the Adventurer's Guild is the mechanism
that allows many adventuring parties to exist. It is
the refuge of last, and probably harsh, justice.
The Guild should also be the source for all those
services that Adventuring parties inevitably need:
healing, curse removal, spell casting (that the party
mages can't do), commissioning of magic items,
training by higher Rank people, etc. Call it one-stop
shopping, I suppose. This combined with tithing is
also a guarantee of the Guild's on-going funding.
It's the place where paid jobs can be found and the
more "respectable" aspects of society can contract
party services without having to associate too
intimately with "riff-raff". It's a home when many
low-level adventurers don't yet have their own, room
and board always available. Its also the place where
the rumor mill is always running and adventurers can
hobnob with others in their "profession". Finally,
it's a Guild, and Guilds above all else protect their
members from the rest of society's whims.
Although this would probably vary from campaign to
campaign, I would also expect the Guild's high members
to have considerable influence as advisors and
counselors to the ruling authority of any land. These
people would be, after all, the heroes of reknown in
the land. Depending on the nature of your campaign,
that could be an important aspect of the operation of
the Guild.
Well, that was long. But, those are just a few ideas
I have about what an Adventuring Guild is, how it
operates, and what service (monetary or social) it
provides. I hope this seeds a little discussion. I'd
love to know what the Guild has been like in other
people's campaigns.
Mort
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