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Ideas needed for an adventurers' guild
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<blockquote data-quote="Tayne" data-source="post: 5733292" data-attributes="member: 6685115"><p>I have some ideas</p><p></p><p>"elite" quests - let them know that certain jobs have a higher risk/reward ahead of time - of course, sometimes they don't have the luxury of knowing how risky a quest may be, and sometimes intel is downright wrong. A gather information check may apply.</p><p></p><p>Tiered objectives - guild advancement is not based on just doing the job, but winning the absolute crap out of it. Sure, you killed the orc bandits - but did you capture the leader for interrogation? Did you rescue all their hostages? Did you swipe their fertility idol for the guild leader's collection? You don't get promoted by having the minimum 15 pieces of flair. Look at Bryan, he has 37!</p><p></p><p>Deals! - I've always thought that if adventurers were to organize the first thing they'd do is give eachother better deals than those greedy merchants. Of course, what's for sale (or better perhaps, barter) is totally random. The notice board would be like a medieval craigs list. Might be a good way to swap out a randomly rolled magic item the team doesn't like for an item of equivalent value, if they're lucky.</p><p></p><p>COMPETITION. - The best reason for having an adventurer's guild? Sabotaging (and being sabotaged by) that rival group of brown-nosing ladder-climbers (who happened to be deliciously fleshed out NPC's) who got hired at the same time you did. God help you if they come to outrank you in the hierarchy. Could lead to a straight up team vs team throwdown.</p><p></p><p>Personalities - in the same vein as the above idea, an adventurer's guild is a great excuse to trot out flamboyant personalities. Adventurers are "special" people, and an adventurer's guild is a giant building full of them. Milk every last drop out of this. You could bring back their old characters, even, as guild leaders and such.</p><p></p><p>Wonders of the world - There would be people and things from all over the world in an adventurer's guild hall. Keep this in mind. This is how you will keep the premise from getting boring.</p><p></p><p>I would concentrate more on the flavor of the guild than the mechanics. In the end, the mechanics of the system are just a basic quest delivery platform, with the disadvantage of being the same platform over and over again. You have to compensate for this with creativity, in my opinion. Remember to keep it fun.</p></blockquote><p></p>
[QUOTE="Tayne, post: 5733292, member: 6685115"] I have some ideas "elite" quests - let them know that certain jobs have a higher risk/reward ahead of time - of course, sometimes they don't have the luxury of knowing how risky a quest may be, and sometimes intel is downright wrong. A gather information check may apply. Tiered objectives - guild advancement is not based on just doing the job, but winning the absolute crap out of it. Sure, you killed the orc bandits - but did you capture the leader for interrogation? Did you rescue all their hostages? Did you swipe their fertility idol for the guild leader's collection? You don't get promoted by having the minimum 15 pieces of flair. Look at Bryan, he has 37! Deals! - I've always thought that if adventurers were to organize the first thing they'd do is give eachother better deals than those greedy merchants. Of course, what's for sale (or better perhaps, barter) is totally random. The notice board would be like a medieval craigs list. Might be a good way to swap out a randomly rolled magic item the team doesn't like for an item of equivalent value, if they're lucky. COMPETITION. - The best reason for having an adventurer's guild? Sabotaging (and being sabotaged by) that rival group of brown-nosing ladder-climbers (who happened to be deliciously fleshed out NPC's) who got hired at the same time you did. God help you if they come to outrank you in the hierarchy. Could lead to a straight up team vs team throwdown. Personalities - in the same vein as the above idea, an adventurer's guild is a great excuse to trot out flamboyant personalities. Adventurers are "special" people, and an adventurer's guild is a giant building full of them. Milk every last drop out of this. You could bring back their old characters, even, as guild leaders and such. Wonders of the world - There would be people and things from all over the world in an adventurer's guild hall. Keep this in mind. This is how you will keep the premise from getting boring. I would concentrate more on the flavor of the guild than the mechanics. In the end, the mechanics of the system are just a basic quest delivery platform, with the disadvantage of being the same platform over and over again. You have to compensate for this with creativity, in my opinion. Remember to keep it fun. [/QUOTE]
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