Help on guild creation
Help on guild creation
How would you go about creating guilds for the game?
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Gnostic Gnoll
- Ungern
- Posts: 56
- Joined: Fri Jan 05, 2007 8:00 am
I'm guessing that you mean guilds as in "Adventurers' Guild," "Thieves' Guild," and the like, rather than the more pedestrian "Weavers' Guild," or "Vintners' Guild." Although honestly the principle is the same.
Guilds are just organizations, and with any organization you should start by deciding why it exists. Then decide what sort of people would want to join, and what sort of people the organization will allow to join.
How do you apply? Do you have to find the right contact in a dark alley somewhere and arrange a secret meeting? Do you just walk in and say, "Hey, I'm interested?" Must you climb the Mountains of Sky's Vengeance to reach their hidden monastery?
What do you have to do to join? Sign a contract, pay some fees, and agree to give 10% of your gains on all adventuring contracts? Endure a rigorous probationary period of meditation and physical injury? Kill a government official? Be born into it?
Once you're in, what do you have to do to stay in? Loyalty, dues, regular attendance, and promises for aid are all common enough requirements.
Finally, what do you get out of joining? Assassination contracts? Free room and board in all shrines of Ergard? Invitations to royal parties? Your very own pegasus?
And that should about cover most organizations, if you just elaborate on those points. Hope that helps.
Guilds are just organizations, and with any organization you should start by deciding why it exists. Then decide what sort of people would want to join, and what sort of people the organization will allow to join.
How do you apply? Do you have to find the right contact in a dark alley somewhere and arrange a secret meeting? Do you just walk in and say, "Hey, I'm interested?" Must you climb the Mountains of Sky's Vengeance to reach their hidden monastery?
What do you have to do to join? Sign a contract, pay some fees, and agree to give 10% of your gains on all adventuring contracts? Endure a rigorous probationary period of meditation and physical injury? Kill a government official? Be born into it?
Once you're in, what do you have to do to stay in? Loyalty, dues, regular attendance, and promises for aid are all common enough requirements.
Finally, what do you get out of joining? Assassination contracts? Free room and board in all shrines of Ergard? Invitations to royal parties? Your very own pegasus?
And that should about cover most organizations, if you just elaborate on those points. Hope that helps.
I was lazy. I bought the Guild pdf's published by ENWorld. Plus I have bought other "Guild" books that I can remember the titles of right now.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Help on guild creation
dualj wrote:
How would you go about creating guilds for the game?
If you're playing in Aihrde (Erde), the Codex has several pages on guilds and orders that you can use or get ideas from.
Also, for thieves and the underworld, The Canting Crew from Gary Gygax is top notch!
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth