Re: Does the setting provide a guild, association or syndicate for adventurers? Classic I understand, but allows you to take up some suggestions (like Defcon's) above while keeping flexibility for your players in case they want to join other guilds.
I'm also not familiar with this setting, but based on a cursory look it seems that guilds will play a heavy role in this city? I think having some association with a guild, perhaps limiting it to the more expected trade-associated guilds, is a great idea.
The only concern that comes to mind with opening every possibility in this fashion is that doing so might make the mechanics of joining a guild somewhat less interesting-- why bother to apply if you can be in the guild you want right away as a background?
Having options to be an ex-member as some mentioned would be an avenue to follow. You could also borrow from medieval-renaissance guild examples and craft background options that allow players to be an apprentice or even a journeyman/woman etc, but not yet applied formally or been accepted to the respective guild in Bard's Gate.
I'm also not familiar with this setting, but based on a cursory look it seems that guilds will play a heavy role in this city? I think having some association with a guild, perhaps limiting it to the more expected trade-associated guilds, is a great idea.
The only concern that comes to mind with opening every possibility in this fashion is that doing so might make the mechanics of joining a guild somewhat less interesting-- why bother to apply if you can be in the guild you want right away as a background?
Having options to be an ex-member as some mentioned would be an avenue to follow. You could also borrow from medieval-renaissance guild examples and craft background options that allow players to be an apprentice or even a journeyman/woman etc, but not yet applied formally or been accepted to the respective guild in Bard's Gate.