Mistah J
First Post
Greetings, here is the deal:
I am planning a new campaign to lead. It is a city-based game centred on thieves guilds and other criminal organizations. The PCs are all novice members of a particular guild and the story will involve planned capers, rival guilds, rival guild-members, and of course - the law.
I have decided that there are 4 main guilds in this city and that I will let the party choose to which one they belong. To make it a little interesting, I've also decided that each guild gives the PCs a bonus and a drawback. I'm looking for some advice on the finishing touches.
Here is what I have:
Guild A: A street gang of thieves, pick-pockets and urchins.
Pro: Whenever a member uses the Aid Another action to help a second member, the bonus doubles.
Con: All members have a distinct 'gang-sign' tattoo somewhere visible (back of the hand, the neck). It is recognizable to lawful and authority types and makes their initial attitude toward members unfriendly.
Guild B: A drug ring that deals not only in narcotics but also illegal substances such as poison and nefarious alchemical items.
Pro: Members get the poison use ability.
Con: Loyalty to the guild is enforced by drugs. All members suffer an addiction.
Guild C: An organization that started as a union of dockworkers but has grown corrupt. Back room deals, bribes and extortion, shady politicians and the like.
Pro: Each member gets one extra contact or favour they can call (using the boon system from the Game Mastery guide and the contact system from 3.5).
Con: Every month, each member must pay 'union dues' - they have to give some amount of gold to remain in good standing.
Guild D: A ring of smugglers and black marketeers who focus on contraband items, tax and tariff evasion, creative accounting, and illegal shipping. They also have a niche in dealing with antiquities and 'dark magic' magic items.
Pro: In the city, members have an 85% chance to find the magic item they are looking for (instead of the regular 75%).
Con: ?????
So, my first question is: what kind of a Con can I use for the last guild? Any and all brainstorming ideas are welcome. My second question is more general: Do any of these Pros or Cons stick out to you as an obvious front-runner? Is one stronger than the rest? Or maybe one is clearly too weak or disadvantageous to be chosen?
Thanks for your help - Insight is always appreciated
I am planning a new campaign to lead. It is a city-based game centred on thieves guilds and other criminal organizations. The PCs are all novice members of a particular guild and the story will involve planned capers, rival guilds, rival guild-members, and of course - the law.
I have decided that there are 4 main guilds in this city and that I will let the party choose to which one they belong. To make it a little interesting, I've also decided that each guild gives the PCs a bonus and a drawback. I'm looking for some advice on the finishing touches.
Here is what I have:
Guild A: A street gang of thieves, pick-pockets and urchins.
Pro: Whenever a member uses the Aid Another action to help a second member, the bonus doubles.
Con: All members have a distinct 'gang-sign' tattoo somewhere visible (back of the hand, the neck). It is recognizable to lawful and authority types and makes their initial attitude toward members unfriendly.
Guild B: A drug ring that deals not only in narcotics but also illegal substances such as poison and nefarious alchemical items.
Pro: Members get the poison use ability.
Con: Loyalty to the guild is enforced by drugs. All members suffer an addiction.
Guild C: An organization that started as a union of dockworkers but has grown corrupt. Back room deals, bribes and extortion, shady politicians and the like.
Pro: Each member gets one extra contact or favour they can call (using the boon system from the Game Mastery guide and the contact system from 3.5).
Con: Every month, each member must pay 'union dues' - they have to give some amount of gold to remain in good standing.
Guild D: A ring of smugglers and black marketeers who focus on contraband items, tax and tariff evasion, creative accounting, and illegal shipping. They also have a niche in dealing with antiquities and 'dark magic' magic items.
Pro: In the city, members have an 85% chance to find the magic item they are looking for (instead of the regular 75%).
Con: ?????
So, my first question is: what kind of a Con can I use for the last guild? Any and all brainstorming ideas are welcome. My second question is more general: Do any of these Pros or Cons stick out to you as an obvious front-runner? Is one stronger than the rest? Or maybe one is clearly too weak or disadvantageous to be chosen?
Thanks for your help - Insight is always appreciated