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*Pathfinder & Starfinder
The Pros and Cons of Guild Membership (Help wanted)
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<blockquote data-quote="Mistah J" data-source="post: 5659229" data-attributes="member: 29527"><p>Wow. Thanks so much for that. I agree with you here 100%. I called them 'thieves guilds' in my original post here on the boards in order to convey what I was talking about quickly to everyone. My plan for these uh.. let's go with criminal groups.. has always been like what you mention - smaller bands that, at most, control a distinct section of one city - they are certainly not world-spanning.</p><p></p><p>Your right too about less focus on their particular brand of crime and more on their particular brand of identity. I didn't want to write out every last thought I've come up with for each guild because a) I didn't want to bore people with unneeded details and b) I didn't want my request for a specific mechanic (the Con of Group D) to get lost in a sea of text.</p><p></p><p>However, it is interesting because I was discussing the matter with my wife the other night and she pointed out the same thing: Groups A, B, and C have identities that are more defined - one is an inner city gang of street toughs and urchins, one is a group of foreigners, and the other started as a simple union of labourers and workers. It is easy to see how members of these groups can identify with themselves and what kind of community they would create.</p><p></p><p>The last is so far just a group of... shady merchants? Black market specialists? I think the reason I'm drawing a blank on the mechanics of this guild is because they aren't as fleshed out.</p><p></p><p>So please, help me flesh them out! I was thinking that rather than focus on a 'thieves guild' mentality - Group D might be more like a secret organization. Stuff like, if you know the right pass phrase or hand gesture, the merchant your talking too might just have what your looking for - even if its illegal to sell or own. Rather than be a tightly knit group like the others, this one works on the basis of cells and anonymity - one member may only know and deal with a few others and one boss. That boss might control a few groups but they have a boss too and so forth - up the pyramid until you reach the mysterious cabal or shadowy manipulator at the top - if there even is one.</p><p></p><p>Anyway, any thoughts on how to give Group D some more identity would be very helpful. I feel once I have a better understanding of who they are, a drawback to being a member should emerge. I'm still interested in your ideas on those too though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, </p><p></p><p></p><p>Group A is the Coal St. Runners - scary how the same ideas circulate between like minds!</p></blockquote><p></p>
[QUOTE="Mistah J, post: 5659229, member: 29527"] Wow. Thanks so much for that. I agree with you here 100%. I called them 'thieves guilds' in my original post here on the boards in order to convey what I was talking about quickly to everyone. My plan for these uh.. let's go with criminal groups.. has always been like what you mention - smaller bands that, at most, control a distinct section of one city - they are certainly not world-spanning. Your right too about less focus on their particular brand of crime and more on their particular brand of identity. I didn't want to write out every last thought I've come up with for each guild because a) I didn't want to bore people with unneeded details and b) I didn't want my request for a specific mechanic (the Con of Group D) to get lost in a sea of text. However, it is interesting because I was discussing the matter with my wife the other night and she pointed out the same thing: Groups A, B, and C have identities that are more defined - one is an inner city gang of street toughs and urchins, one is a group of foreigners, and the other started as a simple union of labourers and workers. It is easy to see how members of these groups can identify with themselves and what kind of community they would create. The last is so far just a group of... shady merchants? Black market specialists? I think the reason I'm drawing a blank on the mechanics of this guild is because they aren't as fleshed out. So please, help me flesh them out! I was thinking that rather than focus on a 'thieves guild' mentality - Group D might be more like a secret organization. Stuff like, if you know the right pass phrase or hand gesture, the merchant your talking too might just have what your looking for - even if its illegal to sell or own. Rather than be a tightly knit group like the others, this one works on the basis of cells and anonymity - one member may only know and deal with a few others and one boss. That boss might control a few groups but they have a boss too and so forth - up the pyramid until you reach the mysterious cabal or shadowy manipulator at the top - if there even is one. Anyway, any thoughts on how to give Group D some more identity would be very helpful. I feel once I have a better understanding of who they are, a drawback to being a member should emerge. I'm still interested in your ideas on those too though :) Also, Group A is the Coal St. Runners - scary how the same ideas circulate between like minds! [/QUOTE]
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The Pros and Cons of Guild Membership (Help wanted)
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