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Ideas needed for an adventurers' guild
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<blockquote data-quote="weem" data-source="post: 5732963" data-attributes="member: 9470"><p>Great advice so far!</p><p></p><p>I myself wanted to include one in the last campaign I started. I never used them (avoided them really) in the 22-ish years I have been playing, but decided I wanted to give one a whirl.</p><p></p><p>I had the same kinds of questions myself when I started - how would it be structured, who is in charge, who gets what etc.</p><p></p><p>Then I decided that there is excitement in new things and building things from scratch.</p><p></p><p>So, I had the players meet a captain of the local guard in a major city (for something un-related). After they completed a task, he pulled them into a meeting with a few others and told them he had been wanting to put together a small group of citizens willing (and able) to take on tasks he could not ask his men (of the guard) to do.</p><p></p><p>By this time in the campaign, I got tied up with some other things and we stopped playing, but the idea was that they would help build what could possibly become a flourishing adventurers guild (though it would not be called such). It would likely be a (mostly) law-abiding group that the captain (and partners, including the players perhaps) could task with various missions - generally covert stuff.</p><p></p><p>This was the primary idea, but I had others as well and really wanted to keep it loose and just see what it would become based on the players actions/re-actions etc.</p><p></p><p>So long story short, that is an idea as well. Instead of trying to work out solid details of an established organization, perhaps they could go in with others on starting one, or get in on one that is just being established.</p><p></p><p>This would allow you to work with the players (in-game) on the rules of the organization and give them a real sense of ownership!</p></blockquote><p></p>
[QUOTE="weem, post: 5732963, member: 9470"] Great advice so far! I myself wanted to include one in the last campaign I started. I never used them (avoided them really) in the 22-ish years I have been playing, but decided I wanted to give one a whirl. I had the same kinds of questions myself when I started - how would it be structured, who is in charge, who gets what etc. Then I decided that there is excitement in new things and building things from scratch. So, I had the players meet a captain of the local guard in a major city (for something un-related). After they completed a task, he pulled them into a meeting with a few others and told them he had been wanting to put together a small group of citizens willing (and able) to take on tasks he could not ask his men (of the guard) to do. By this time in the campaign, I got tied up with some other things and we stopped playing, but the idea was that they would help build what could possibly become a flourishing adventurers guild (though it would not be called such). It would likely be a (mostly) law-abiding group that the captain (and partners, including the players perhaps) could task with various missions - generally covert stuff. This was the primary idea, but I had others as well and really wanted to keep it loose and just see what it would become based on the players actions/re-actions etc. So long story short, that is an idea as well. Instead of trying to work out solid details of an established organization, perhaps they could go in with others on starting one, or get in on one that is just being established. This would allow you to work with the players (in-game) on the rules of the organization and give them a real sense of ownership! [/QUOTE]
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