| Post/Author/DateTime | Post |
|---|---|
| psionic pi master08-22-05, 06:24 PM | In addition to the other guilds listed in the GMG2 a am thinking of adding the adenturers guild. The adventures guild would provide contatcs, advnture oppetunities, and discounted adventurer guild in exchange for a small percentage of what the charecters make on their adventures. Any thoughts? |
| l33t Shinobi08-22-05, 06:44 PM | IMC i have a "adventuerers guild" that runs as part of the towns defence, where people can bring forth personal problems for people with more time on their hands than guards do. common adv's are things like escort duty, and stopping a gang of orcs seen nearby. joining the guild gets you discount prices and higher level missions, but its not a major facet IMC, just a time killer, or when the PC's only need a little more exp for the lvl before the BBEG. thats all IMC, so if you want somethin a lil better, feel free |
| psionic pi master08-27-05, 04:23 PM | :bump: |
| Rumple_Cragstan08-27-05, 05:02 PM | I see adventurer's guild as pretty much a mercenary guild. The PCs pay a certain ammount upon joining, then a lesser ammount every month/year (whichever you prefer) to continue membership. People come to the guild in order to find people to do jobs that are more personal and not as city-oriented (thus the guard has no interest in them). They pay a certain ammount upon request, and the PCs get paid a certain ammount of that fee upon completion, while the guild keeps the rest. Party has full looting rights to wherever they are going (unless law prohibits, or in certain situation where the mission dosn't warrant looting). IMC there's a mercenary guild that has branches in every major city. Once per year, they hold a massive tournament in the world's greatest colloseum. Only those who have been signed up as a Merc can join, with a minimum membership time being 6 months (and at least 3 jobs completed). This tournament is used to rank Mercs (there's an individual section, and a party section), thus allowing the guild (and the public) to see which Mercs are more suited the the more difficult jobs. As stated, there is a distinction between 'individual' and 'party' mercs. Its just as it sounds, either 1 man or a group. Unless the job specifically asks for more or less, 4 people are always dispatched to the job (no registered party can be more than 4 people under ordinary circumstances). Unless there is an available 4 person party registered, there is usually some combining of parties and individuals in order to accomodate the group's needs for each mission. Hope that helps. |
| DeWayne08-28-05, 08:59 PM | The first thing you need to remember is the guild is there for the benefit of the guild, not necessarily the guild members. This is to say that unless the guild master & his staff are all making a comfortable profit on the guild, they aren't going to do it. In order for this to happen, you need to decide how many 'adventurers' are operating in the campaign area and how much they are going to be willing to pay for guild membership. That will give you your basic operating capital. Any expenses the guild has (payroll, the loses - or at least lack of profit - associated with selling equipment at a discount, etc.) is going to come out of this money. Is there enough adventurer related gold flowing into the area to pay for all of this? The money for any benefit the guild provides has to come from somewhere. On the other hand, if the campaign takes place in a highly lawful area, the local ruler may enact laws requiring anyone taking part in any type of 'adventurer' type career to have a guild license and the PCs (and any NPC adventurers) just have to pay whatever the guild demands. If you go that route, expect a brisk business in the forgery of guild related documents. |