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General Tabletop Discussion
*Dungeons & Dragons
I Am SO Over The "Rootless Vagabond" Archetype
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<blockquote data-quote="I'm A Banana" data-source="post: 6424930" data-attributes="member: 2067"><p>Perhaps this is a more fundamental breakdown, but it always struck me that any broader organization gives the player <em>all sorts</em> of benefits!</p><p></p><p>For a thieves' guild helping out the rogue in particular, you're looking at....</p><ul> <li data-xf-list-type="ul"> Access to fences for treasure recovered from the local dungeon that might otherwise be hard to unload.</li> <li data-xf-list-type="ul"> Access to sellers for things like thieves' tools and forgery kits that wouldn't be available at your local goods shop.</li> <li data-xf-list-type="ul"> Contacts that can provide leads to great treasure, knowledge of "jobs that need to be done".</li> <li data-xf-list-type="ul"> Useful NPC hirelings like court advocates, bribe-able town guard members, corrupt city officials, and guys "on the inside" in prisons and the like. </li> <li data-xf-list-type="ul"> Training in skills and tools relevant to their profession (stealth, thieves' tools, traps, daggers, etc.).</li> <li data-xf-list-type="ul"> Contact with magic-item procurement and crafters that are friendly to thieves and rogues. </li> </ul><p></p><p>...among other things.</p><p></p><p></p><p></p><p>That makes some sense, I guess I just see the order of operations a bit differently -- the PC should already have a reason they're going on adventures and a connection to the game world because their character already would, from 1st level, from their initial appearance. That gives me the stuff I need as a DM to make adventures that interest that specific character, rather than Generic Adventurer #64.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6424930, member: 2067"] Perhaps this is a more fundamental breakdown, but it always struck me that any broader organization gives the player [I]all sorts[/I] of benefits! For a thieves' guild helping out the rogue in particular, you're looking at.... [LIST] [*] Access to fences for treasure recovered from the local dungeon that might otherwise be hard to unload. [*] Access to sellers for things like thieves' tools and forgery kits that wouldn't be available at your local goods shop. [*] Contacts that can provide leads to great treasure, knowledge of "jobs that need to be done". [*] Useful NPC hirelings like court advocates, bribe-able town guard members, corrupt city officials, and guys "on the inside" in prisons and the like. [*] Training in skills and tools relevant to their profession (stealth, thieves' tools, traps, daggers, etc.). [*] Contact with magic-item procurement and crafters that are friendly to thieves and rogues. [/LIST] ...among other things. That makes some sense, I guess I just see the order of operations a bit differently -- the PC should already have a reason they're going on adventures and a connection to the game world because their character already would, from 1st level, from their initial appearance. That gives me the stuff I need as a DM to make adventures that interest that specific character, rather than Generic Adventurer #64. [/QUOTE]
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I Am SO Over The "Rootless Vagabond" Archetype
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