Thieves’ Guild?

The Grumpy Celt

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Thieves’ Guild?

If you were writing a book on a thieves’ guild, what sort things would you include?

If you were purchasing a book on a thieves’ guild, what sort things would you look for?

I wrote the Banking Guild book and am currently in the process of writing the Thieves’ Guild book. Currently, my approach is to have less Fagin themed material (of Oliver Twist with lessons in picking the pocket of a mannequin covered in bells) and more Godfather themed material (bribes, murder, blackmail, odd-standards of honor and brothers killing brothers).

I am also including real-world elements, such as gangland tattoos and confidence scams.

Further, it will include “families” namely different thieves guilds divided up into racial groups (gnomes, half-elves, humans, etc.).

That all said the book is for you. So, what would you include in a book you write and what would you look for in a book you would buy?
 

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Too much really. For my thieves Guild I use two great products, Rogues Den from Second Edition and Canting Crew by Troll Lords. Both of them have great informaiton for the Thieves Guild, although the rules part of Canting Crew leaves a lot to be desired.
 

Obviously, in thieves books, I'm looking for the same things I'm looking for in any good book. Good characters, believable interaction, good story, etc...

And then I realize where I am, and rework some of my notions.

I would point out that for most of the con games people play, it's dependant on people thinking they're COMPLETELY trustworthy, and thus, they wouldn't have visible gangland tattoos.

That said, especially in fantasy themes, the Fagin style of theivery works too. I at least, would like to see neat and creative ways to commit crimes. Burglary, throat and purse cutting, etc... It's not the only way to be criminal, but I think it should at least get a nod.
 

I would point out that for most of the con games people play, it's dependant on people thinking they're COMPLETELY trustworthy,

The con jobs will be presented to give DMs and PCs ideas and some frame work to operate in. They will also require high levels of charisma, bluff and/or performance to successfully pull off. They are also just one way for thieves to operate.

That said, especially in fantasy themes, the Fagin style of theivery works too.

For me at least the Fagin style of thievery feels over done, almost cliché. It seems like every single thieves guild in the entire multiverse has one of those mannequins stand in a corner. I dislike cliché and so I am taking it in a different direction.

I at least, would like to see neat and creative ways to commit crimes.

In terms of game mechanics, the book will include feats to help thieves resist divination (i.e. detect lie) and greater aptitude for things like slight of hand or performance. It will also provide rules for fencing stolen goods, and some magic items.
 

And here I thought someone was posting about the Thieves' Guild RPG from the '80s. Anyone else have fond memories of that, or am I alone? Sorry, that's a hijack, isn't it?

Okay... Lemme try and put my post back on-topic.

The game's concept was that all the players were thieves (with that title, go figure). Each release in the system dealt with a different aspect of the "trade" and was insertable into a three ring binder.

Wish I hadn't sold my copies now...
 

...

Thieves are a colorful, well-known subculture in my settings, one that merges at the boundaries with mercenaries, sailors, militia and other occupations. Thieves are very much a known quality in the balance of power in cities. Here are some examples of what I mean:

Broken Wheel

...It is an open secret that the Broken Wheel stands atop dank tunnels and storage rooms; so much so that it is the first destination for militia, Seafarers' Guildsmen or spear-armed retainers from the noble estates after any particularly grand theft or new outrage on the part of the Unseen Hands. Harand's patronage is an expensive and uncertain proposition, but thieves who do not pay the price risk being given up to the magisters to placate an angry mob or influential noble. Like most of the well-known rogues in Port, hard old Harand has cozy relations with militiamen and the Seafarers' Guild - and no shame in using those relations to his best advantage.

Unseen Hands

The thieves of Port are, in the main, common thugs and tricksters. They share much more with the Taxmen, or the dregs of the Seafarers' Guild, militia and worst noble retinues, than with the masterful rogues of Ammand legend. Indeed, there is some overlap between these organizations; the ruffian of today is spearman, seafarer or hired guard of tomorrow. An honest coin buys just as many friends. ... The society of thieves is an open secret in Port. Common folk know to avoid the rowdiest safehouses and waterfront taverns. The Seafarers' Guild and competent militia captains know who to lean on when the normal rough and tumble gets out of hand. Merchants and nobles know when and how to pay - or hire. As for the Taxmen ... well, no thief in Port openly crosses the Taxmen.

Reason
Principia Infecta
 

Hi-

yes, I remember the old Thieves Guild series from Gamelords, a truly fantastic set of 1E AD&D books.

ontopic;

In Silverymoon I have two guilds, one is the Assassins Guild, the other is the Thieves Guild. The Assassins Guild is run by a Lich with connections to Nayarlathotep, anybody poking their nose into cult business get a visit from the lads.
The Thieves Guild is along the lines of Robin Hood kind of, rob from the unworthy and evil, lookout for the High Lady Alustriel (She is the guild mistress after all and a Master Thief in her own right) and the city's well being.

So now you have two factions trying to gain the upper hand, one using the Mythos, the other using the good of it leaders and citizens. So basically what I am getting at is, thieves guilds dont have to be the same old tired mafia crap or the oliver twist formula. It can be a guild empowered to do good or evil but in a unique way.

Scott
 

The Banking book is very good.

For me:

A "job" generator: At every given moment something is going on in a guild, would like something that listed types of missions.

The "Fence": The exchange of goods.

Thieves of a different flair: Paper men, con artist, the thug, the cat, etc... all thieve packages how are they different.

What does the guild offer the player? What are the bonuses for a player to be a member? To me the biggest is hirelings and information, just what NPC are availabile, cost and knowledge is brought to the table?
 

Heres what I would want...

Random items in pockets. If I pick some one pocket what will I find. Rogues all do this at impromptu times.

Maybe a small random building generator. A lot thieves like to break into houses and steal stuff for the cash. I ran a whole group of basically rogue and one game session they just broke into a few houses and looked for a fence.

Also maybe a chart of what some common items might sell for. How much is that silver candlestick worth. What about that book.

Everytime I have thrown a thieves guild in for the party they basically turned into a bunch of thugs for the leader. What reasons would the thieves guild want the PC to go exploring the Ruins of Altros?

Hope that helps.
 

Hand of Evil said:
The Banking book is very good.

For me:

A "job" generator: At every given moment something is going on in a guild, would like something that listed types of missions.

The "Fence": The exchange of goods.

Thieves of a different flair: Paper men, con artist, the thug, the cat, etc... all thieve packages how are they different.

What does the guild offer the player? What are the bonuses for a player to be a member? To me the biggest is hirelings and information, just what NPC are availabile, cost and knowledge is brought to the table?

Hi Five to the Hand of Evil :cool: - yeah all of the above

plus information on 'the Shady side of society/Blackmarket/Underground' ie how does the concept of crime fit into a game world in a way that PCs can be immersed into it
Where do you locate a Fence when you need one? What does a Den of Iniquity look like? How do I hire the A-Team?

PS I like the Fagin-style Ratcatcher who is
-paying protection money to a Thug like Bill Sykes who is
-an enforcer for the local Gang who
-work for the Mr Temple who is
-an insider reporting directly to the Boss who is
-pulling strings in city hall
etc etc

If you can pull of that and have multiple gangs and Theives Guilds in one city then I'd be happy
 

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