Thieves Guild: How would it work? DM Advice.

PCs are always special. While they should not contact the thieves' guild (and how do you do that, anyway? Do they have a visiting address?) there's no reason why they should have to do grunt work for that long. If the rogue in question is really good, then the guild might realise that, and make the character one of their "rising stars". He might still have to do the dirty jobs, from time to time, if only to prove his dedication, but most of it would probably be pretty simple and most of it could probably be done in down time.

You would need to consider what kind of thieves' guild this is, and in what kind of society it operates. If there are several thieves' guilds in one area, then there might be a turf war going on. One of the obligations of a member might be to lay claim to a small area and shield it against the operations of other guilds.

Also keep in mind that a thieves guild doesn't need to be made up entirely from rogues. All classes (with the possible exception of Paladins) can contribute in some way. Burglary, in a fantasy world, isn't really that different from dungeoneering, and one might meet undead guards, magical traps etc. just like in a regular dungeon. It has to be a bit more stealthy, but with a few silence spells that shouldn't be a problem.
 

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...most of it would probably be pretty simple and most of it could probably be done in down time.

Did I mention that the two rogues didnt tell the rest of the party what they were up to? I gave them an INT check to realize that there could be some conflict of interest between what the Guild wants of them and what their party wants of them. They joined up anyway.

Anyway, its an interesting enough story hook that I probably want to handle only some of it "off screen". Definitely, the initiation needs to be played out; whenever there is a chance of going to jail it needs to be played and whenever there is a conflict between what the party wants and what the Guild wants theres probably some play.

While they should not contact the thieves' guild (and how do you do that, anyway? Do they have a visiting address?)

You keep pestering the DM, saying that you are trying to Spot people behaving rogue-ishly or try using Innuendo and Gather Information. I brushed it off as "unsuccessful" for a couple sessions, but, with that sort of effort, a Rogue can probably figure out who the street operatives are. So, its not exactly in the Guilds interest to have two loudmouthed Rogues poking around; the Guild doesnt have much to lose by setting up a discreet meeting. Which is where we are next session. A rather reluctant Guild meets with two inexperienced and not-all-that-wise Rogues.
 

I tend to agree with the philosophy that Thieves' Guilds do not accept applications. Membership is by invitation only, and present members I assume would categorically deny the existence of any Theves' Guild at all. The simple fact that the PC's are soliciting membership is probably enough to put a price on their heads. If the PC's are frustrated by this, then I say they don't qualify anyway.
 

let the "meeting" be with a gang of cutthroats who simple mug the PC's and threaten to kill them if they dont hand over all their valuables.

Alternatively (or additionally), frame the PC's for some other crime, and have members of the Thieves' Guild blackmail them, or have someone tip off the law enforcement and have the PC's arrested on trumped up charges.

The PC's need to display enough wit and presence of mind to handle the heat. If they fight back strongly enough, then MAYBE they can be recruited for a dirty job or two.

Any decent Theves' Guild will probably not accept any members without getting dirt on them first. Blackmail is a good way to ensure loyalty.

Again, if the PC's object, then they probably don't qualify. The law of the jungle applies in force. These are thieves, after all!
 

Watch Donny Brasco (Al Pacino, Johnny Depp). It's all about an FBI agent trying to infiltrate the mafia. It's probably the best IRL film about a "thieve's guild" and how you join.
 

bondetamp said:
While they should not contact the thieves' guild (and how do you do that, anyway? Do they have a visiting address?)

It shouldn't be too hard. Hang out one night at a tavern until it closes. Find out who supplies the "good :):):):)". Tell them you're looking to make a name for yourself here, get into the business. If they need somebody, they'll use you. If not, they'll tell you to :):):):) off until they do. In that case, hang out with them, become friends, save their ass a couple of times, and there you go. You're in.

Now, if you're too good, you're going to be singled out for "replacement". No boss wants somebody too charismatic or smart or quick; they become a danger to you.
 

bardolph said:
I tend to agree with the philosophy that Thieves' Guilds do not accept applications. Membership is by invitation only

While I agree with your second statement, I don't with your first. They want all the fresh meat they can get their hands on - as long as it doesn't draw too much attention (if the law is tough - if not, who cares?). Not many people will be turned away - if only to keep them around to hang murder raps on, or use them as muscle against an uncooperative merchant or a rival gang.

Even in our world, where the cops are basically unchallenged, it's really easy to get into the underworld. It would probably take no longer than a month.
 

LostSoul said:

Even in our world, where the cops are basically unchallenged, it's really easy to get into the underworld. It would probably take no longer than a month.

Getting into the underworld is one thing, but the way I see it, getting into the "guild" should be quite hard. Secret societies thrive on being just that, secret.

One idea I've always wanted to run (and may yet one day) is a city where the guild is actually a very few members who know each other, but whose identity is not known to very many at all - all of the crime is actually conducted by youth gangs. The guild manipulates the gangs and keeps them at war. They make great patsies or cheap muscle. And of course, every now and then, one of them shows enough promise to be admitted into the guild. Actually, this is how the US mafia works, mostly. Except, of course, at the absolute upper eschelons, where you have to be Sicillian by birth, and mostly belong to one of the "Five Families".

There's a fantastic book called Octopus which details the rise of La Cosa Nostra in the US (sorry I've forgotten the author's name. I leant my copy out some years ago and never got it back.)
 

Another thought is, if you have an adventure already planned, see how you can tie this in with it or modify it to fit the circumstances. Here's a summary of what sort of task the Thieves Guild would expect out of the PCs:

* The task is a minor one that won't cause the Guild problems if the PCs screw up.
* The PCs do all the work, the Guild gets the bennies.
* If the PCs screw up, the task can't be traced back to the Guild.

Funny thing is that, except for the last part, this is how a Town Watch adventure I was in was played. (:


Cedric.
aka. Washu! ^O^
 

I always run my Thieve's guild's like the Mafia, the Tongs, and the Yakuza.

If the locale is multi-ethnic, and most D&D urban settings are (ELf, Dwarf, Human, Half-Orc, Orc, Halfling, Gnome, etc...), they will be mono-ethnic for 'made men' and everybody else can only be on the goon squad.

There's lots of difference (pecking order stuff) in my Guilds and lots of obscure rules.

There's also going to be a strong sense of regionalism and classism.

Chances are if you aren't from the underclass and you don't 'come from the hood' you won't get in. You may get hired by them as a goon, but you will never be made. Never be trusted. And will always be expendible.
 
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