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Help me create a functioning Thieves Guild! (My Players Stay Out)
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<blockquote data-quote="Tonguez" data-source="post: 1388426" data-attributes="member: 1125"><p>I generally run my Thieves Guilds as informal associations of criminals</p><p></p><p>1. start with the unimportant streetrats (pickpockets etc) and their 'Fagan'</p><p></p><p>2. The 'Fagan' then has contact with a Thug (ie Bill Sykes) who is part of one of the street gangs who survive on extortion, petty prostitution, drug pushing and/or theft.</p><p></p><p>3. The gangs themselves then have contact with one or more Fences who pretty much run the Black Market operations including Smuggling, Slavery, and trade in Illegal Magics and Dangerous Monsters etc etc</p><p></p><p>4. Some of these Fences might be have contacts with the Merchants Guild (especially the Smugglers) and may have a City Alderman in their pocket (or as a member of the organisation) </p><p></p><p>Assasins Guilds, Dark Cults, Pirates, Secret Cells and 'Conspiracies of the Plutarchs' are distinct bodies which probably have one or more contacts with some other criminal body making the Thieves guild a complex web of associations which may or maynot have any real influence on play</p><p></p><p>um anyway the main point is do NOT make the Thieves Guild a single hierarchical structure with an obvious chain of command</p><p></p><p>instead make it a complex web of associations, rumours and conspiracies</p></blockquote><p></p>
[QUOTE="Tonguez, post: 1388426, member: 1125"] I generally run my Thieves Guilds as informal associations of criminals 1. start with the unimportant streetrats (pickpockets etc) and their 'Fagan' 2. The 'Fagan' then has contact with a Thug (ie Bill Sykes) who is part of one of the street gangs who survive on extortion, petty prostitution, drug pushing and/or theft. 3. The gangs themselves then have contact with one or more Fences who pretty much run the Black Market operations including Smuggling, Slavery, and trade in Illegal Magics and Dangerous Monsters etc etc 4. Some of these Fences might be have contacts with the Merchants Guild (especially the Smugglers) and may have a City Alderman in their pocket (or as a member of the organisation) Assasins Guilds, Dark Cults, Pirates, Secret Cells and 'Conspiracies of the Plutarchs' are distinct bodies which probably have one or more contacts with some other criminal body making the Thieves guild a complex web of associations which may or maynot have any real influence on play um anyway the main point is do NOT make the Thieves Guild a single hierarchical structure with an obvious chain of command instead make it a complex web of associations, rumours and conspiracies [/QUOTE]
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