Guildcraft

Guildcraft


The name's a bit misleading, but it definitely sounds better than "cooperative association-craft." This supplement book offers an approach to integrating organizations into your d20 campaign. For GMs, this book offers a set of organizations that may be used to facilitate adventures. For PCs, this book introduces new options for increasing character power.

So, ever wondered what the benefits were to joining a thieves' guild, wizard's academy, paladin order, or clerical council? Does your campaign world have rules-nebulous organizations, like trading associations, adventuring societies, or mercenary groups, which you'd like to flesh out with mechanical implementation? Have you considered implementing setting elements, such as noble families, barbarian hordes, or small towns, as forms of "guilds" or cooperative associations? If so, this book may offer some assistance.


"The guilds presented in this book can serve many purposes. Some are there to give your players bonuses (or balance penalties in some cases) to skills or in combat. Some are there primarily to act as nemeses to your player characters, and others to encourage roleplaying within your group." (p.2)


I'm interested. Let's take a deeper look.


Premise

Exploration of setting is our focus here, specifically in the social environment. The implementation of "guilds" through mechanical modeling creates a greater complexity to the campaign world, adding to its richness and verisimilitude. More typical explorations of setting in d20 campaigns involve geography, climate, or architecture. However, a detailed exploration of the social "landscape" presented by a "guild" can be just as rewarding as exploring an abandoned dwarven mine or gothic mansion.

Specifically, exploration of setting through the concept of the "guild" allows social themes and challenges to be introduced into play. For instance, a druidic cabal may focus on preserving natural resources from those who would exploit them, be they despoiling goblinoids or profit-hungry humans. This focus brings into the spotlight the social structure of the campaign world and allows exploration of its relevant characteristics. For example, are the druids a subversive cabal of disgruntled individuals given to acts of sabotage, or are they a socially approved agency of a sylvan court fighting to keep to virgin lands free of undesired encroachment?

The choice of modeling opens many doorways into appreciating the depth of your campaign world. As a tool for world-building, "guilds" have been sadly neglected in the past. This is an attempting to remedy the situation. Through the use of mechanics and techniques of implementation, this book attempts to facilitate the premise.


Mechanics

Mechanics are essential in implementing modeled concepts in a manner that is "game-relevant." They answer, in a clear and "crunchy" manner, the question of "what does this do to/for the characters?" There are three areas that are of relevance to our analysis of mechanics: the use of experience points as a flexible "currency," the actual implementation of guild benefits and disadvantages, and NPC stats.


"Currency" is used to "buy" special abilities for your PC. In the d20 system, we have many forms of "currency," from skill points to feats to character wealth. Generally, experience points are only used to buy levels, which are package deals containing a wealth of other forms of currency, or to invest in magic items. This supplement offers a new option; use experience points to buy guild "grades."

"Grades" are somewhat like levels. A PC spends experience to acquire a "grade" which makes available a certain amount of special abilities. These abilities range from combat bonuses to save modifiers to social perks. To get to the next grade, certain conditions may need to be met, but, once met, the PC spends another batch of experience to advance. See, it's very much like a "level" subsystem.

I have no problem with extending the utility of experience points as a form of "currency." However, the mechanics used in this supplement raise two problems: one of balance and one of style.


Game balance is a significant consideration when implementing new subsystems. D20 is designed with a tight focus on challenge ratings and related issues of resource allocation. The primary determinant of challenge ability is character level, which indicates a basic degree of acquired feats, saves, skills, and wealth. The "grade" purchase use of experience points bypasses the "level" system. An advanced grade may offer significant bonuses out of proportion to the character's level, thereby disrupting a GM's ability to accurately balance challenge.

In implementation, I didn't find this to be much of a problem. However, I do believe that this system needs careful GM scrutiny before allowing it into her game. It is easily susceptible to abuse and requires long-term regulation.


Stylistically, I really didn't like this mechanical modeling. It's too much like a prestige class. So, why aren't they written up as such? I'd have preferred to see an "advantage" purchase system based more along the lines of magic item creation, with benefits being bought individually in accordance with the PC's grade status. Yes, I can see problems in that direction as well, but it would have provided greater flexibility with just as much risk of imbalance as the "grade" system. As is, I find the suggested mechanic to be constraining, unreliable, and redundant.


Guild benefits are modeled in mechanical terms for ease of implementation in play. For instance, a "grade 1" Golden Blade receives a combat bonus of +1 to either her attacks or armor class; they decide to which it will be applied upon making the grade. Unfortunately, not all bonuses are simple modifiers to standard die rolls. Some of the benefits involve social simulation, such as fraternity, patronage, or shelter. I like these concepts, much more than the more straightforward boons, but I find their mechanical modeling to be very spotty.

Let's take a look at the "fraternity" special ability:


"The guild members provide a support structure for each other, and individual members can call upon the assistance of their fellows in times of need. . . This could take many forms; loans, physical assistance, characters statements." (p.90)


I think that this is an excellent opportunity for social simulation. But where's the mechanics for balanced implementation? They aren't here. How big of a loan are we talking about? How much "physical" assistance? Will they just help move your furniture or will they actually lend their blades to your cause? Here's a gross example of the fuzziness of the modeling.


Paladin Pile-On

Let's consider the case of Millie the Paladin; she's a 3rd level paladin and a "grade 1" brethren of a paladin order. She and her companions are currently on the hunt for an evil necromancer who is preying upon the indigent population of a large city.

Millie and her companions track down the necromancer to his subterranean lairs, hidden within the sewers of the city. The entry is guarded by a pack of ghouls, which Millie's roguish companion has spotted while scouting a short distance before the party. It looks like they've got the big confrontation coming up. The GM wrings her hands with glee.

"But wait!" Millie's player says. "This villain is pretty tough, perhaps too tough for us. I think we should rush back to the temple district and I'll get some of my holy brethren to aid us. I've got the fraternity special ability, after all."

Err, yeah. So, what does that do again?


"Fraternity: All paladins within an order will always assist any other member of the order whenever a call for aid is made." (p.20)


So, Millie informs Sir Helpsalot and the rest of her available brethren. What does the GM do? Does she give Millie the full treatment, with a host of powerful allies? Does she tell Millie that currently the brethren are "out for lunch?" If given allies, how many and how powerful? How can the GM allow the player to utilize her character's special nifties without worrying about it being disruptive to the balance of the game? How can the GM quickly adjudicate the implementation so that it will be balanced and effective?

Well, that's why we create mechanics. When players acquire special abilities for their characters, they want to use them. To deny them the use of such abilities simply engenders frustration. Yet, abilities without mechanical facilitation are simply too clumsy to implement in a manner viable to the game.

Just consider the headache that Millie's fraternity ability would cause in a city-based campaign. Having trouble in Waterdeep? Just call the brethren. Need help in Greyhawk? The brethren are only a half-mile away. This power needs mechanics, as do all the other nebulous social special abilities.


It's very disappointing to see the most interesting elements of guild advantages given such skimpy treatment. After all, many guilds are designed specifically for the social perks they offer, be it networking trade information or simply gathering together people with similar interests. This book fumbles the implementation of such simulation completely.


NPCs are offered to help the GM utilize the guilds in their game. Usually, the NPC sample is of the guild master. They offer examples of the type of character that participates in the guild. For the most part, the NPCs are well written. However, occasional glitches in the stat blocks get on my nerves. It's not a rampant problem, but mistakes are not infrequent.


Technique

While the mechanical elements are somewhat lacking, the technique is pretty solid. The main techniques of implementation offered by this sourcebook are adaptable examples and design advice.


Example is how this book goes about offering guilds for utilization. It's like a "rogues gallery" of guilds; there's one for nearly each class, a couple of skills, and a few special relations. The idea is to come up with a guild concept then refer to the example guilds offered in the book. Once a similar guild has been found, finesse the details in adapting it to your desires.

For instance, you're interested in modeling a lawful evil inquisitorial group of clerics. This book suggests that you take the "ecclesiastical council" guild and tweak its mechanics to fit the idea. Another example, need an association of lawyers in your campaign? Try adjusting the "weaponsmiths' guild." Want a "birdwatcher's society" in your campaign world? Just rework the "feaster's" social guild.

The great majority of this book is dedicated to offering example guilds. It's handled well and consistently. However, I'd have preferred that the book focused more on design rather than adjustment of example. Perhaps a compromise between the two extremes could have been met with a "template" system for guilds.

Nevertheless, given the choice of detailing specific examples, I feel that this book does a good job of delivering value. Moreover, though everything is "world neutral," measures are taken to give each example some color. For instance, each guild is offered a sample NPC and numerous adventure hooks to aid GMs in smooth implementation. All in all, the design choice of the writers is well accomplished.


Advice on designing your own guild, from bottom up, is somewhat skimpy. Yet, the little amount offered is pure gold.


"Certain identifiable elements may be deemed common for almost all guilds. These are the purpose of the guild, similarities its members share, criteria that make it unique, method by which entry is controlled, structure of the guild and rules for advancement, benefits of being in the guild, and restrictions and disadvantages of membership." (p.88)


Having stated this standard of design, the book goes on to break down each component into various possibilities. For instance, what is the purpose of the guild? Is it reasons of control, economics, goals, protection, sharing, or some combination of the above? How does one join the guild? Is it by application, edict, foundation, invitation, purchase or some blend of these?

Tightly written and accessible, this small chapter is excellent. I wish that the writers had focused on creating a toolbox of "guild" design rather than go the adaptable example route. Nevertheless, the advice on design offered her is immediately useful to the enterprising GM. Here's a brief example to illustrate the process:


The Hippolytan Sorority

In a campaign world that has a slight degree of misogyny, it would make sense for female adventurers to band together for mutual protection, assistance, and, hopefully, to work together to make the world a better place for all women. The premise behind this guild is to offer an exploration of setting, specifically gender issues.

Purpose: Goal (to improve the lot of womankind,) protection, and sharing.

Membership: Belief (political/social: women need to band together to better their status.)

Joining: application

Criteria: gender and, possibly, alignment.

Size: large

Structure & advancement: graded (criteria and elective)

Benefits: (Note: ignore mechanical issues) access to prestige class, skill bonuses, fraternity, good reputation, patronage, shelter, and social rights.

Disadvantages: enemies, experience cost, fees, and time.

Now that I've determined the salient features of my guild, I simply need to compare it to one of the example guilds and we're ready to go. I'll go with the advancement chart for the "Collective" adventurers guild: basic, silver, and gold grades. I'll load most of the perks into "basic" grade, but I'll keep the prestige class and skill bonuses to silver and above. Moreover, I'll make the "basic" grade advantages get better with guild advancement.

There you go. Yes, it's in the "cookie dough" stage, but all of the conceptual organization is done. This book claims to offer tools to help design your own guilds; it delivers.


Appraisal

There's some good stuff in this product. If you're looking for solid advice on crafting guilds and structuring adventures around them, then this book is probably worth your time. However, due to its mechanical failings, this isn't a book for novice GMs. Without solid rules of implementation, the guilds and abilities offered may prove to be disruptive in play.

If your looking for detailed, balanced, and innovative mechanics, look elsewhere. Especially in the realm of social simulation, this book misses out on many opportunities to push the envelope of d20 design. I believe that an experienced or clever GM can still put this book to good use, but there's "some assembly required."

In sum, I feel that this is an interesting and useful product. However, its utility is hobbled by poor mechanical implementation. I liked this book, but I can't give it a high recommendation.



---OMW
 

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Guildcraft by Bastion Press

Guildcraft is a good addition offering a new option to all characters. The book is full color soft cover which is rare bread in the role playing game market. The book is ninety six pages long and at $24.95 is a little on the pricey side. The art in the book I did not find that exceptional. I do like that it is all color though, that adds a good amount to the book though. The table of contents is small, but effective. The layout and design is very good and it makes reading this book very easy.

This book is actually fairly simple to determine if someone will like it. The book is based on the rules mechanic of spending experience for different abilities. There are many people who do not like that type of mechanic. I, however, like this mechanic and that is why this is a favorable review.

Guildcraft has a series of guilds in it. There are guilds specific to classes, skills, and relationships. All the guilds are very well described. Each guild starts with a good description of the guild and nice overview. It then goes into the purpose of the guild and the membership details. Each guild has information on how to join them and what qualifications a person needs along with other criteria. The detail on the guilds is great and will be of much use even to people who do not choose to use the spend experience for abilities mechanic. Once a person is in the guild they can advance within the guild. Characters spend a few hundred to a few thousand experiences per guild grade. Each grade gives some small ability equal to a feat.

There are guilds suited for most of the classes and guilds that are suited more for non player characters. The guilds are obviously a DM oriented mechanic, and I think the spending of experience is something more suited to a group familiar with the system and looking to expand upon it. I really like the versatility this offers players and non player characters alike. So, overall this is a well handled book, with a good amount of new things that should be useful to most of the people out there.
 

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