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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4003332" data-attributes="member: 710"><p>I think it's an "error" that is not uncommon. (Some say that the Forgotten Realms setting has this problem).</p><p>You need to find a reasonable counter here.</p><p></p><p>An example might be that the mage guild might have something else to do. But that doesn't work on a regular base. Another step is to ensure that the guild is to make the guild less pwoerful (if that's still possible). They might be able to do what the PCs are supposed to do, but then they need the PCs help in another matter, because they risk over-extending themselves.</p><p>Or the guild - confident of itself - tries to take the matter into its hand, but somehow fails, taking serious losses. The failure must be for something the party could have forseen or somehow countered better than a group of wizards from the guild. (Probably something magic resistant?)</p><p></p><p>Add a personal motivation. That can range from "getting all the cool treasure" to "rescue my lover". The motivation is either pracical (if the mages do it, we don't get the treasure) or emotional (I can't just sit around doing nothing when my hometown is attacked!)</p><p></p><p>If you find out that your guild is too much trouble in the long run and all the "excues" while the PCs need to perform a task instead of the guild, destroy the guild. Add a threat to the game that either occupies the guild, or obliberates most if it. The remaining survivors go into hiding, and need the PCs to help them. </p><p>This can be a cool moment in a campaign, when suddenly the PCs know that their "safety net" is gone - that it's them that decide the fate of this world, and not some ancient organisation.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4003332, member: 710"] I think it's an "error" that is not uncommon. (Some say that the Forgotten Realms setting has this problem). You need to find a reasonable counter here. An example might be that the mage guild might have something else to do. But that doesn't work on a regular base. Another step is to ensure that the guild is to make the guild less pwoerful (if that's still possible). They might be able to do what the PCs are supposed to do, but then they need the PCs help in another matter, because they risk over-extending themselves. Or the guild - confident of itself - tries to take the matter into its hand, but somehow fails, taking serious losses. The failure must be for something the party could have forseen or somehow countered better than a group of wizards from the guild. (Probably something magic resistant?) Add a personal motivation. That can range from "getting all the cool treasure" to "rescue my lover". The motivation is either pracical (if the mages do it, we don't get the treasure) or emotional (I can't just sit around doing nothing when my hometown is attacked!) If you find out that your guild is too much trouble in the long run and all the "excues" while the PCs need to perform a task instead of the guild, destroy the guild. Add a threat to the game that either occupies the guild, or obliberates most if it. The remaining survivors go into hiding, and need the PCs to help them. This can be a cool moment in a campaign, when suddenly the PCs know that their "safety net" is gone - that it's them that decide the fate of this world, and not some ancient organisation. [/QUOTE]
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