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Need help with a Thieves Guild
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<blockquote data-quote="SylverFlame" data-source="post: 1246160" data-attributes="member: 8423"><p>The easy way to do it is to think of a thieve's guild in a manner similar to the mafia. Whereas the mafia is a family thing (usually) a thieve's guild does not have this stipulation (again, usually).</p><p></p><p>The big thing to remember is that the Mafia has legitimate and illegitamate ventures. Sure there are "protection" rings, and rigging of boxing matches (classics lifted from movies), but there are also things like sanitation (ESPECIALLY garbage collection, which was a big Mafia thing in the 80s). The reason for the legitimate businesses is as fronts for laundering money and places to put up as saying "that's how I afford the giant house", among other things.</p><p></p><p>As such, the thieve's guild can literally have its hands in everything present in the city. They could even have expanded and function in a number of different cities (I like this one, it tends to make players worry about ticking off people more <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> ).</p><p></p><p>So yeah, I hope that answers your question. Oh yeah, loan sharking is a good place to put a thieve's guild as well, tends to get a fair bit of money, and assuming you don't have a banking system, only the nobles would have access to rich people for loans, so the guild becomes the only game in town for the majority of people.</p><p></p><p>Sometimes I think about this stuff a little too well. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>EDIT: Sorry, forgot to mention the big one. Training new thieve's and trafficing in illiciate items. If your campaign has it, these guys should replace Alchemists as the place to pick up poison and narcotics.</p></blockquote><p></p>
[QUOTE="SylverFlame, post: 1246160, member: 8423"] The easy way to do it is to think of a thieve's guild in a manner similar to the mafia. Whereas the mafia is a family thing (usually) a thieve's guild does not have this stipulation (again, usually). The big thing to remember is that the Mafia has legitimate and illegitamate ventures. Sure there are "protection" rings, and rigging of boxing matches (classics lifted from movies), but there are also things like sanitation (ESPECIALLY garbage collection, which was a big Mafia thing in the 80s). The reason for the legitimate businesses is as fronts for laundering money and places to put up as saying "that's how I afford the giant house", among other things. As such, the thieve's guild can literally have its hands in everything present in the city. They could even have expanded and function in a number of different cities (I like this one, it tends to make players worry about ticking off people more :D ). So yeah, I hope that answers your question. Oh yeah, loan sharking is a good place to put a thieve's guild as well, tends to get a fair bit of money, and assuming you don't have a banking system, only the nobles would have access to rich people for loans, so the guild becomes the only game in town for the majority of people. Sometimes I think about this stuff a little too well. :p EDIT: Sorry, forgot to mention the big one. Training new thieve's and trafficing in illiciate items. If your campaign has it, these guys should replace Alchemists as the place to pick up poison and narcotics. [/QUOTE]
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