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Thieves’ Guild?
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<blockquote data-quote="Byrons_Ghost" data-source="post: 2084438" data-attributes="member: 7396"><p><strong>Motivation</strong></p><p></p><p>This sort of ties in with the last few posts. Basically, pretty much every Thieves' Guild or gang I've seen in a D&D setting is just a group of greedy antisocial types who decide to get together and rob people for no real reason. Without background, or connections to the society at large, or a motivating reason for the group to exist, there just isn't much cohesion.</p><p></p><p>The motivation angle could work for individuals as well- one of the key elements of the noir and crime genres is examining how these people got into the lives they lead, tracing things from the starting point to the gallows. Obviously this is mostly up the PCs, but some sort of background packages such as used in Spycraft or D20 Modern could flush things out mechanically.</p><p></p><p>In a similar vein, someone mentioned packages for criminal specialities, which would be great for me. I've been wanting to run an all-thief game for some time, but didn't want to just give everyone rogue levels (or use the gestalt option). I've got a sort of levelled template system worked out for criminal specialties, sort of like the Heroic Paths from Midnight, but it isn't nearly done yet. So something like that, or another method to "criminalize" the core, non-rogue classes, would be quiite cool.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 2084438, member: 7396"] [b]Motivation[/b] This sort of ties in with the last few posts. Basically, pretty much every Thieves' Guild or gang I've seen in a D&D setting is just a group of greedy antisocial types who decide to get together and rob people for no real reason. Without background, or connections to the society at large, or a motivating reason for the group to exist, there just isn't much cohesion. The motivation angle could work for individuals as well- one of the key elements of the noir and crime genres is examining how these people got into the lives they lead, tracing things from the starting point to the gallows. Obviously this is mostly up the PCs, but some sort of background packages such as used in Spycraft or D20 Modern could flush things out mechanically. In a similar vein, someone mentioned packages for criminal specialities, which would be great for me. I've been wanting to run an all-thief game for some time, but didn't want to just give everyone rogue levels (or use the gestalt option). I've got a sort of levelled template system worked out for criminal specialties, sort of like the Heroic Paths from Midnight, but it isn't nearly done yet. So something like that, or another method to "criminalize" the core, non-rogue classes, would be quiite cool. [/QUOTE]
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