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A thief run town... How?
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<blockquote data-quote="Loonook" data-source="post: 4520422" data-attributes="member: 1861"><p>Drunk... you're going to make me write more Good Gaming articles... just when I thought I was done with it, dragging me back in!</p><p></p><p>I've been seeing a lot of these 'well, how does X/Y/@ work in a society?' Since I don't want this to be a full-fledged article I'll go over the basics:</p><p></p><p>- A guild for thieves doesn't need to be exclusively Rogue: Just like any other guild, a group of thieves isn't singly classed. While you could technically have many different hats that can be covered by the rogue class, it is best to use rogues as some (but not all) of the major players in such a guild. There are plenty of half-classes which fit well, along with rogue-like PrCs (assuming 3.X). Bards, Assassins, Arcane Tricksters, Scouts, etc. serve as a hearty mid-level backbone, but the use of Fighters and other heavies will serve the guild well (especially if using some of the related thief-based options in PHBII and UA.</p><p></p><p>- A guild for thieves is part think tank, part market, and part political machine: Remember the mention in the Godfather where there is discussion of the carrying of judges and police officers in the pockets of the Don like so many nickels and dimes? Well, an ounce of copper corruption saves the need for a pound of silver-tongues in this day and age, and there would be no difference in a guild of this nature. Since skills are omnipresent great minds rise to the top, and sages can find a good amount of work with an organization which may need to know about hidden architectures, or the history of that crypt in the center of the Imperial Graveyards. Combine all of this with the need for liquidity and the ready access to materials mundane and arcane and the guild is an amazing mercantile and political interest with several layers of different skills and talents available. </p><p></p><p>- A guild of thieves can run a city if they have the everything working for them: Corruptions, machinations, and the almighty gold coin give steps towards the conquering, but the guild operates best with some backing. Most real-world criminal organizations have large amounts of cultural and historical backing (there is an honor amongst thieves, as it were), and the concepts which keep a guild in power would be similar. Pay off the right individuals, quiet the screams of those who may know too much, and keep your guild happy and healthy... thus you will survive as an organization.</p><p></p><p>That's pretty basic; I would suggest looking into the various criminal organizations of Italy (not just the classic 'american' concept... there are very religious and filial societies, along with groups which look more like a 'guild' structure) along with the South American cartels who actually employ practitioners of Santeria and local mystic traditions to protect them.</p><p></p><p>Now imagine Escobar with Protection from Bullets, or how the Apalachin conference plays out when the mafioso have prying eyes all around the compound.</p><p></p><p>Yeah... good times.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4520422, member: 1861"] Drunk... you're going to make me write more Good Gaming articles... just when I thought I was done with it, dragging me back in! I've been seeing a lot of these 'well, how does X/Y/@ work in a society?' Since I don't want this to be a full-fledged article I'll go over the basics: - A guild for thieves doesn't need to be exclusively Rogue: Just like any other guild, a group of thieves isn't singly classed. While you could technically have many different hats that can be covered by the rogue class, it is best to use rogues as some (but not all) of the major players in such a guild. There are plenty of half-classes which fit well, along with rogue-like PrCs (assuming 3.X). Bards, Assassins, Arcane Tricksters, Scouts, etc. serve as a hearty mid-level backbone, but the use of Fighters and other heavies will serve the guild well (especially if using some of the related thief-based options in PHBII and UA. - A guild for thieves is part think tank, part market, and part political machine: Remember the mention in the Godfather where there is discussion of the carrying of judges and police officers in the pockets of the Don like so many nickels and dimes? Well, an ounce of copper corruption saves the need for a pound of silver-tongues in this day and age, and there would be no difference in a guild of this nature. Since skills are omnipresent great minds rise to the top, and sages can find a good amount of work with an organization which may need to know about hidden architectures, or the history of that crypt in the center of the Imperial Graveyards. Combine all of this with the need for liquidity and the ready access to materials mundane and arcane and the guild is an amazing mercantile and political interest with several layers of different skills and talents available. - A guild of thieves can run a city if they have the everything working for them: Corruptions, machinations, and the almighty gold coin give steps towards the conquering, but the guild operates best with some backing. Most real-world criminal organizations have large amounts of cultural and historical backing (there is an honor amongst thieves, as it were), and the concepts which keep a guild in power would be similar. Pay off the right individuals, quiet the screams of those who may know too much, and keep your guild happy and healthy... thus you will survive as an organization. That's pretty basic; I would suggest looking into the various criminal organizations of Italy (not just the classic 'american' concept... there are very religious and filial societies, along with groups which look more like a 'guild' structure) along with the South American cartels who actually employ practitioners of Santeria and local mystic traditions to protect them. Now imagine Escobar with Protection from Bullets, or how the Apalachin conference plays out when the mafioso have prying eyes all around the compound. Yeah... good times. Slainte, -Loonook. [/QUOTE]
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