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The Pros and Cons of Guild Membership (Help wanted)
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<blockquote data-quote="Mistah J" data-source="post: 5656818" data-attributes="member: 29527"><p>Greetings, here is the deal:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Here is what I have:</p><p></p><p>Guild A: A street gang of thieves, pick-pockets and urchins.</p><p>Pro: Whenever a member uses the Aid Another action to help a second member, the bonus doubles.</p><p>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.</p><p></p><p>Guild B: A drug ring that deals not only in narcotics but also illegal substances such as poison and nefarious alchemical items.</p><p>Pro: Members get the poison use ability.</p><p>Con: Loyalty to the guild is enforced by drugs. All members suffer an addiction.</p><p></p><p>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.</p><p>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).</p><p>Con: Every month, each member must pay 'union dues' - they have to give some amount of gold to remain in good standing.</p><p></p><p>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.</p><p>Pro: In the city, members have an 85% chance to find the magic item they are looking for (instead of the regular 75%).</p><p>Con: ?????</p><p></p><p>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?</p><p></p><p>Thanks for your help - Insight is always appreciated</p></blockquote><p></p>
[QUOTE="Mistah J, post: 5656818, member: 29527"] 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 [/QUOTE]
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