I'm A Banana
Potassium-Rich
Why would you want to join the thief's guild? A thief's guild arranges protection rackets and organized bribery of constables in exchange for a healthy cut of the profits. (And criminal organizations don't pay well; coke dealers have quit to work at McDonald's, because it pays better.) An adventuring thief has little need of their services and little desire to get entangled in whatever they're doing, or paying their fees. Maybe your view of a thief's guild is more cheerful but it just doesn't have the ring of a noble order or wizard's guild.
Perhaps this is a more fundamental breakdown, but it always struck me that any broader organization gives the player all sorts of benefits!
For a thieves' guild helping out the rogue in particular, you're looking at....
- Access to fences for treasure recovered from the local dungeon that might otherwise be hard to unload.
- Access to sellers for things like thieves' tools and forgery kits that wouldn't be available at your local goods shop.
- Contacts that can provide leads to great treasure, knowledge of "jobs that need to be done".
- Useful NPC hirelings like court advocates, bribe-able town guard members, corrupt city officials, and guys "on the inside" in prisons and the like.
- Training in skills and tools relevant to their profession (stealth, thieves' tools, traps, daggers, etc.).
- Contact with magic-item procurement and crafters that are friendly to thieves and rogues.
...among other things.
fuindordm said:So overall, as a gamer, my preference as player and DM is to let the ties between the PCs and the setting emerge organically from play.
That makes some sense, I guess I just see the order of operations a bit differently -- the PC should already have a reason they're going on adventures and a connection to the game world because their character already would, from 1st level, from their initial appearance. That gives me the stuff I need as a DM to make adventures that interest that specific character, rather than Generic Adventurer #64.