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AEG: Guilds, Questions
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<blockquote data-quote="Knightcrawler" data-source="post: 1307567" data-attributes="member: 5097"><p>Okay I've had Guilds now for about two weeks. Heres a basic breakdown of whats in it</p><p></p><p><strong>Chapter 1: Guild Basics</strong></p><p><u>History and Background of Guilds</u></p><p>Apprenticing and Membership</p><p>The World Around the Guild</p><p>Guild Definitions</p><p><u>Guilds and the Campaign World</u></p><p>The Guild and Nobility</p><p>The Guild and Government</p><p>Guilds and Tradesmen</p><p>The Guild and Commoners</p><p>The Guild and Criminals</p><p>The Guild and Adventurers</p><p><u>Evolution of a Guild</u></p><p>Humble Beginnings</p><p>Formal Organization</p><p>Development Over Time</p><p>Outside Influences</p><p><u>Guild Operations By Type</u></p><p>Unofficial Guilds</p><p>Secret Societies</p><p><u>Official Guilds and the Law</u></p><p>Cities and Guilds</p><p>Plutocracies</p><p><u>Hierarchy of a Guild</u></p><p>The Upper Echelons</p><p>The Rank and File</p><p>Symbols of Rank</p><p><u>Advancing in Rank</u></p><p><u>Rival and Cooperative Guilds</u></p><p>Guild War</p><p>Membership Wars</p><p><u>Specific Types of Guilds</u></p><p><u>Guilds In Humanoid Lands</u></p><p><u>Humanoid Guilds In Human Lands</u></p><p></p><p><em>This chapter is pretty much all fluff. Basically just a discussion and examination of guilds in general. But it will give you ideas for you to lay the </em></p><p><em>groundwork.</em></p><p></p><p></p><p><strong>Chapter 2: Benefits of a Guild</strong></p><p><u>Contacts</u></p><p>Gaining Contacts</p><p>Restrictions and Limits on Contacts</p><p>Maintaining Contacts</p><p>Keeping Track of Contacts</p><p>Benefits Gained From Contacts</p><p><u>Guild Training</u></p><p><u>Guilds as Benefactors</u></p><p>Best Prices on Raw Materials</p><p>Equipment Repair/Upgrading Discounts</p><p>Safe Houses In Foreign Locales</p><p>Salary Minimums and Insurance</p><p>Protection</p><p>Quality Standards</p><p>Votes</p><p><u>Guild Equipment</u></p><p><u>New Uses For Old Skills</u></p><p><u>New Feats</u></p><p><u>New Cleric Domains</u></p><p><u>New Spells</u></p><p></p><p><em>This chapter covers many of the benefits that can be gained from joining a guild. The Contacts section is particular interesting as it provides a system </em></p><p><em>for dealing with a characters contacts and not just within a guild.</em></p><p></p><p></p><p><strong>Chapter 3: Guild Creation/Operation</strong></p><p><u>Starting a Guild Chapter</u></p><p>Searching for a Guild and Location</p><p><u>Approaching the Guild</u></p><p><u>Approaching the Locals</u></p><p>Gathering Support</p><p>Founding the Guildhouse</p><p>Managing a Guildhouse</p><p>Interpeting the Charcter</p><p>Dictating Policy</p><p>Arbitrating Disputes</p><p>Representing the Guilds Interests</p><p>Joining a Guild</p><p>Leaving a Guild</p><p><u>Chapter Leadership and Complications</u></p><p><u>Guild Actions</u></p><p><u>Playing a Character Class as a Guild Leader</u></p><p><u>Membership Costs</u></p><p>Dues</p><p>Services Factors</p><p>Profession Factors</p><p>Other Monetary Fees</p><p><u>Guild Meetings</u></p><p><u>Recruitment Operations and Policies</u></p><p><u>Handshakes, passwords and Secret Languages</u></p><p></p><p><em>This chapter deals with chracters either joining a guild or creating a new guild. It covers many of the issues that they will have to deal with.</em></p><p></p><p></p><p><strong>Chapter 4: Sample Guilds</strong></p><p><em>This chapter gives seventeen sample guilds. The first six guilds are in very detailed form giving a complete history, a map of the guildhouse, stat blocks for important members, new feats, new spells and new maic items. The last elevn are in a stat block format that gives most relavent information that you will need. The sample guilds will be very useful to you in designing your own because of the level of detail that they contain.</em></p><p></p><p></p><p><strong>Chapter 5: Dming Guilds</strong></p><p><u>Guild Adventurers</u></p><p>Different Guilds, Same Group</p><p>Bringing Different Guilds Together</p><p><u>Adventure Examples</u></p><p>An Evening at the Rusty Anchor</p><p>Assassination Attempt</p><p>Cooperation</p><p>Urban Adventuring</p><p>Modifying Standard Adventures</p><p><u>Maintaining a PC Operated Guild</u></p><p>All in the Family</p><p>Bringing the Adventure Home</p><p>Tailoring Adventures</p><p>Traces and Goodwill</p><p>Simplified Bookkeeping</p><p>Fantasy Currency</p><p>Other Commonly Traded Commodities</p><p>Livestock and Produce</p><p>Gems and Jewelry</p><p>Property</p><p>Magic</p><p>Fantasy Economics Made Easy</p><p>War</p><p>Drought and Famine</p><p>Nature Disasters</p><p>Plague</p><p>Gold Rush/Discovery of Natural Resources</p><p>Prosperity/Peace Treaty</p><p><u>Impact of Major Events on Local Economy</u></p><p><u>Prestige Classes</u></p><p></p><p><em>This chapter contains most of the game mechanics that the DM will need for running guilds in his/her campaign.</em></p><p></p><p></p><p></p><p>I enjoyed this product and all the information that it gave for laying the groundwork for creating guilds. But all the guilds presented are prestige class based. The main way that you advance within the guild is advancing in the PrC. Other than the PrC there is limited information about specific heirarchies and advancement within the guilds provided. If you want to base all your guilds around PrCs then this book should work well for you. </p><p></p><p>I found Bastion Press - Guildcraft to be much more useful for my tastes. The sample guilds in Guildcraft have a clearly marked heirarchy along with all requirements and benefits gained at each level. If you are serious about including well fleshed out guilds in your campaign your best bet would to by both AEGs Guilds and Bastion Press's Guildcraft as they compliment each other nicely.</p></blockquote><p></p>
[QUOTE="Knightcrawler, post: 1307567, member: 5097"] Okay I've had Guilds now for about two weeks. Heres a basic breakdown of whats in it [B]Chapter 1: Guild Basics[/B] [U]History and Background of Guilds[/U] Apprenticing and Membership The World Around the Guild Guild Definitions [U]Guilds and the Campaign World[/U] The Guild and Nobility The Guild and Government Guilds and Tradesmen The Guild and Commoners The Guild and Criminals The Guild and Adventurers [U]Evolution of a Guild[/U] Humble Beginnings Formal Organization Development Over Time Outside Influences [U]Guild Operations By Type[/U] Unofficial Guilds Secret Societies [U]Official Guilds and the Law[/U] Cities and Guilds Plutocracies [U]Hierarchy of a Guild[/U] The Upper Echelons The Rank and File Symbols of Rank [U]Advancing in Rank[/U] [U]Rival and Cooperative Guilds[/U] Guild War Membership Wars [U]Specific Types of Guilds[/U] [U]Guilds In Humanoid Lands[/U] [U]Humanoid Guilds In Human Lands[/U] [I]This chapter is pretty much all fluff. Basically just a discussion and examination of guilds in general. But it will give you ideas for you to lay the groundwork.[/I] [B]Chapter 2: Benefits of a Guild[/B] [U]Contacts[/U] Gaining Contacts Restrictions and Limits on Contacts Maintaining Contacts Keeping Track of Contacts Benefits Gained From Contacts [U]Guild Training[/U] [U]Guilds as Benefactors[/U] Best Prices on Raw Materials Equipment Repair/Upgrading Discounts Safe Houses In Foreign Locales Salary Minimums and Insurance Protection Quality Standards Votes [U]Guild Equipment[/U] [U]New Uses For Old Skills[/U] [U]New Feats[/U] [U]New Cleric Domains[/U] [U]New Spells[/U] [I]This chapter covers many of the benefits that can be gained from joining a guild. The Contacts section is particular interesting as it provides a system for dealing with a characters contacts and not just within a guild.[/I] [B]Chapter 3: Guild Creation/Operation[/B] [U]Starting a Guild Chapter[/U] Searching for a Guild and Location [U]Approaching the Guild[/U] [U]Approaching the Locals[/U] Gathering Support Founding the Guildhouse Managing a Guildhouse Interpeting the Charcter Dictating Policy Arbitrating Disputes Representing the Guilds Interests Joining a Guild Leaving a Guild [U]Chapter Leadership and Complications[/U] [U]Guild Actions[/U] [U]Playing a Character Class as a Guild Leader[/U] [U]Membership Costs[/U] Dues Services Factors Profession Factors Other Monetary Fees [U]Guild Meetings[/U] [U]Recruitment Operations and Policies[/U] [U]Handshakes, passwords and Secret Languages[/U] [I]This chapter deals with chracters either joining a guild or creating a new guild. It covers many of the issues that they will have to deal with.[/I] [B]Chapter 4: Sample Guilds[/B] [I]This chapter gives seventeen sample guilds. The first six guilds are in very detailed form giving a complete history, a map of the guildhouse, stat blocks for important members, new feats, new spells and new maic items. The last elevn are in a stat block format that gives most relavent information that you will need. The sample guilds will be very useful to you in designing your own because of the level of detail that they contain.[/I] [B]Chapter 5: Dming Guilds[/B] [U]Guild Adventurers[/U] Different Guilds, Same Group Bringing Different Guilds Together [U]Adventure Examples[/U] An Evening at the Rusty Anchor Assassination Attempt Cooperation Urban Adventuring Modifying Standard Adventures [U]Maintaining a PC Operated Guild[/U] All in the Family Bringing the Adventure Home Tailoring Adventures Traces and Goodwill Simplified Bookkeeping Fantasy Currency Other Commonly Traded Commodities Livestock and Produce Gems and Jewelry Property Magic Fantasy Economics Made Easy War Drought and Famine Nature Disasters Plague Gold Rush/Discovery of Natural Resources Prosperity/Peace Treaty [U]Impact of Major Events on Local Economy[/U] [U]Prestige Classes[/U] [I]This chapter contains most of the game mechanics that the DM will need for running guilds in his/her campaign.[/I] I enjoyed this product and all the information that it gave for laying the groundwork for creating guilds. But all the guilds presented are prestige class based. The main way that you advance within the guild is advancing in the PrC. Other than the PrC there is limited information about specific heirarchies and advancement within the guilds provided. If you want to base all your guilds around PrCs then this book should work well for you. I found Bastion Press - Guildcraft to be much more useful for my tastes. The sample guilds in Guildcraft have a clearly marked heirarchy along with all requirements and benefits gained at each level. If you are serious about including well fleshed out guilds in your campaign your best bet would to by both AEGs Guilds and Bastion Press's Guildcraft as they compliment each other nicely. [/QUOTE]
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