By Bruce Boughner, Staff Reviewer d20 Magazine Rack and Co-host of Mortality Radio
Sizing Up the Target
Guildcraft is a 95-page soft cover accessory published by Bastion Press. Peter Leitch, Chris Maxfield, Mark Somers and Wes Nicholson are co-authors of Guildcraft. The cover is by Michael Orwick and depicts a guildhall in faux-tome format, interior art is by a handful of artists and is very well done and fits the content of the pages they’re sported upon. Guildcraft retails for $24.95.
First Blood
You might think that a book on guilds could be dry and boring, but the guys at Bastion turned out a decent product, introducing support areas pretty much untouched by any edition of D&D. The authors take an interesting tact, splitting up guilds by design, i.e. skills, crafts, class, relational and collectives. A short history of guilds is given, running comparisons of the guilds as forerunners of the trade unions of today to civic groups such as ‘Adopt-A-Road’. They also announce that the book is world-neutral, any guild in the book can be dropped anywhere, from the Forge to Bluffside to Freeport.
Class Guilds are as expected, run down the traditional classes, barbarians are grouped into hordes, druids into cabals etc. Each guild comes with ways to insert them into you campaign, adventure hooks, advantages, disadvantages and more.
Rank benefits for the guilds are given, adding pluses to abilities, contacts, affiliations and the like. A typical Guild master is listed for each guild along with examples of similar guilds.
Skill based guilds are more like the trade unions. Fighting companies of mercenaries (these differ from class guilds as they are not limited to fighters, but anyone pursuing a mercenary life), trade federations, smith guilds and the like. These guilds are set up for commerce. While of more use to the DM for NPC’s and adventure hooks (potential employers or adversaries) these guilds supply infrastructure to the towns and cities of a world and should not be lightly dismissed, look at Green Ronin’s Freeport, it is based on a similar guild structure; a pirate federation gone legitimate.
Relational Guilds are those guilds set up to improve the humanoid condition, poor houses and soup kitchens, social guilds like those whose members have similar interests and hobbies such as the Feaster’s Guild supplied here. The town guild was a very interesting idea, a town where every member has a say in how the town is run, this harkens back to some of the town meetings of colonial days.
The Collective is a catchall kind of guild that encompasses parts and parcels of each of the other three types of guilds and melds it into one massive, well, collective. Gathering together, in this example, adventurers (class guilds), providing services such as banking (trade guilds) for individuals with similar interests (relational guilds). This guild would seem to be the final logical step before we get to industrial-era trade unions. Because of the scope of what the guild covers, a number of members are given as NPC’s.
Chapter 5 delves into how to create your own guilds more suited for your campaigns. Guidelines supplying purpose, membership requirements, how to join, membership make-up, size and scope, advancement, benefits, disadvantages and bonuses are all covered allowing a DM to craft a well-planned guild to best serve his needs.
The book closes with some appendixes, a short, fast name chooser, a couple of feats, feint and new uses for the diplomacy skill, and 2 new prestige classes. The Avenger, is a batman like character, i.e. one who is driven to bring justice to the world and avenge the wrongs done to those who can’t defend themselves. The Seeker is a ranger-like class of those who seek to defend a particular area. In this case the town guild that was delineated employs seekers to patrol it’s environs.
Critical Hits
As I said, this volume fills a need overlooked by previous editions, oh sure we’ve used guilds for a long time, but no one ever went into serious depth on it. This book does, it makes employing guilds easy and not such a chore to insert into a campaign. Also the art didn’t bog me down the way some of Bastion’s art does, it was fantasy but not too way out there.
Critical Misses
More depth, any book on guilds should have dipped into the whole master, journeyman, apprentice feudal system, adding even more color to how guild members can interact with players.
Coup de Grace
This is a good book, one that will probably get passed over again and again by those seeking books with more crunchy bits to it. This book is a resource meant for the serious ROLE-playing DM and can give such a DM a lot of useful material.
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