JoeGKushner said:
How will this stack up with Bastion Press Guildcraft?
Hey Joe,
Well, We took a radically different approach to guilds than Bastion did. Not saying one way is better than the other but the two books are VERY different.
Guilds and Adventurers is divided into two sections. The first section details all of the more common and generic guilds from Alchemists to Wainwrights. We worked hard to make sure they are interesting for players as well as GMs. Players will either want to join one of the many guilds or at the least, find some of their henchmen through the guilds.
We used a class based method of presenting the guilds and offer a PC Prc class, The guildsman, as well as an NPC class, the guild Expert. Each guild has unique abilities and secrets that can only be learned by becoming a strong part of the guild through advancement.
However, Any character can join any guild regardless of class as an associate of the guild (by meeting some small requirements) which has some benefits but not nearly the benefits of becoming a Guildsman.
The second section are highly specialized guilds and adventurer societies set on Gothos, though we give plenty of information to make them work in any d20 world. These are really unique and have requirements to get in that any PC can attempt to achieve if the choose to. For some of these it is simply paying the dues, like the Gothosian Travel Society (who have some very cool secrets that only the highest ranking members can get to). It is rumored they may have Guides to Midnar's Realm but who knows. Of course, to gain any deeper knowledge or power within these groups there is much more required than simple dues.
Lastly, we give tons of information on the guild structures how they opperate, etc.
For the first section we did it somewhat like we do our Foul Locales line in that we present the guilds in detail, give some hooks and devices, but leave it up to you what role the guild plays in your game. The second section is much more detailed in regards to the guilds role and suggests where and how the guild works. The second set have NPCs detailed, where the NPCs might be located, how to achieve higher ranks, Where they fit outside Gothos and our setting, all kinds of stuff.
Does that help?