What do you like to know about a Thieves Guild?

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Treebore
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What do you like to know about a Thieves Guild?

Post by Treebore »

When you read a product, or article, about thieves guilds, what info do you want to see in it?
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Post by serleran »

Practices and the law. Most the rest are minor details, but I want to know what it does to operate, and how those opposed deal with it.
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TheMetal1
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Post by TheMetal1 »

Tree,

I saw a similar thread in the Kenzer & Company board. They had asked about Things one might find in a Thieves Market. Some good ideas popped up about protocal, how one would get there. But never saw any product or article about this (at least haven't checked KODT in a while - went with a Crusader subscription instead!)

I'd like to see something fleshed out on a Thieves Market. Handling Advancement in the Guild - tests, etc. How they decide if one can operate in an area - what's off limits. Is this decided at a meeting and how does the word get out.

Anyway, here is the link to the discussion I was talking about above:
http://www.kenzerco.com/forums/showthre ... ives+Guild
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Post by slimykuotoan »

npcs are good
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Post by Omote »

I can't really say for sure. Gary Gygax's Canting Crew (published by these very Troll Lords) did a pretty damn good job in fleshing out the feel of a society of thieves and rogues. What one might do, how one might talk, and the like seemed to be something that would deepen the RP experience for playing in a theives' guild. The structure, the heirarchy, the physical locations of such a guild seem pretty mundane to me. These type of places can be anywhere. That is why I liked Canting Crew so well it went beyond the mundane aspects of a society like this. That's what I like to see.

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Re: What do you like to know about a Thieves Guild?

Post by gideon_thorne »

A step by step practical guide.
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Post by Wulfgarn »

one thing that irks me is when you buy a product and they dont give you the details like ---- the Struture of the guild and its members

That is the stuff I need --- this way I know what thier strength is and I can then tweak it to suit my taste... but to not even bother doing it in the first place ... welll damn oit it irks me....

(see d20 Guild Series of your choice.)

Even a simple Tree branching out from the Head of the guild to his top Lt's and so on .

Deffinantly a write up on the upper members thier ties into the standing govrernment -

the layout of the Guild masters fortress would be good.

etc.

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Post by jaybird216 »

Tree, do you have Canting Crew? If not, I can hook you up.
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Post by Treebore »

jaybird216 wrote:
Tree, do you have Canting Crew? If not, I can hook you up.

No, i don't. Sold out, etc... before I ever ordered it. Now it isn't easy to find.
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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.

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Post by jaybird216 »

Merry Christmas. PM me your address (yet again, I should just save it somewhere) and I'll chuck it in the mail.
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Post by AGNKim »

Boobies. I like to see boobies in all my books.
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Post by Tadhg »

AGNKim wrote:
Boobies. I like to see boobies in all my books.

Uhh, how about the Whore's Guild ~ The "Canting" Crew (U exchange the vowel) - lots of anatomy in that book.
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Post by BLOOD AXE »

Check out Dragon mag issue # 115. It has several articles on Thieves Guilds from the ground up. Really well-done & detailed!

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Post by CharlieRock »

Wulfgarn wrote:
one thing that irks me is when you buy a product and they dont give you the details like ---- the Struture of the guild and its members

That is the stuff I need --- this way I know what thier strength is and I can then tweak it to suit my taste... but to not even bother doing it in the first place ... welll damn oit it irks me....

(see d20 Guild Series of your choice.)

Even a simple Tree branching out from the Head of the guild to his top Lt's and so on .

Deffinantly a write up on the upper members thier ties into the standing govrernment -

the layout of the Guild masters fortress would be good.

etc.

I like this reply.

Also, I like to see what the "average" members stats are, as well as what their usual methods are for things (do they use nets to capture slaves or daggers to slice purses?)
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Post by Lurker »

CharlieRock wrote:
I like this reply.

Also, I like to see what the "average" members stats are, as well as what their usual methods are for things (do they use nets to capture slaves or daggers to slice purses?)

I can't say it better my self. On thing I liked from Canting crew, was the inclusion of the beggars markings to show danger, thieves here, honest trader etc. I'd never seen that until getting CC.

One thing that has always annoyed me is that the standard guild is made up of all thieves. In the real world there are other classes in the guild. fighters to enforce the will of the guild master and convince the shop owners to buy protection, spies to case out the marks and get info to blackmail local leaders, etc etc.
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Post by TheMetal1 »

CharlieRock wrote:
I like this reply.

Also, I like to see what the "average" members stats are, as well as what their usual methods are for things (do they use nets to capture slaves or daggers to slice purses?)

I agree with these as well. Having NPCs not just stat'd out but also a brief background/personality at all levels which you can drop it. From Timmy the Beggar to Fitzpatrick the Fence to Muggy the Theives Guild Leader. You really only need one example of each as you can reuse the stats, and 9 times out of 10 you'll only need the one personality.
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