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Thieves Guild: How would it work? DM Advice.
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<blockquote data-quote="Gizzard" data-source="post: 470259" data-attributes="member: 527"><p>This is the way I see it; but my (rogue) players seem to see the Guild mostly as a place to train or set up further adventures. Hence the question about what the Guild would do with incompetent (low level) but pesky applicants.</p><p></p><p> </p><p> </p><p>This is also along the lines of what I imagined would happen. But when you break it down into game terms, its a little harder to hold together. The two most promising areas probably are theft and drug dealing: </p><p></p><p>Illicit substances: Is it fun for my players to be low-level drug dealers? Eeek! I can probably gel something up that's fun for the short term; but I know my players are thinking "Thieves Guild", not "Drug Dealers Guild". The dealing itself must be terribly boring, but by focusing on the scams and the territorial dangers maybe the job is interesting.</p><p></p><p>Theft: I wonder if a street boss just turns his guys loose in a certain area and tells them to come back with X gold pieces by next Tuesday. Or else. This seems reasonable to me, and it would certainly add a bunch of tension to the players lives. But from a DM point of view its not so tightly controlled as the drug dealing scenario.</p><p></p><p>As for Protection & Gambling, I dont really have any ideas for fitting the players in in an interesting, long-term way.</p></blockquote><p></p>
[QUOTE="Gizzard, post: 470259, member: 527"] This is the way I see it; but my (rogue) players seem to see the Guild mostly as a place to train or set up further adventures. Hence the question about what the Guild would do with incompetent (low level) but pesky applicants. This is also along the lines of what I imagined would happen. But when you break it down into game terms, its a little harder to hold together. The two most promising areas probably are theft and drug dealing: Illicit substances: Is it fun for my players to be low-level drug dealers? Eeek! I can probably gel something up that's fun for the short term; but I know my players are thinking "Thieves Guild", not "Drug Dealers Guild". The dealing itself must be terribly boring, but by focusing on the scams and the territorial dangers maybe the job is interesting. Theft: I wonder if a street boss just turns his guys loose in a certain area and tells them to come back with X gold pieces by next Tuesday. Or else. This seems reasonable to me, and it would certainly add a bunch of tension to the players lives. But from a DM point of view its not so tightly controlled as the drug dealing scenario. As for Protection & Gambling, I dont really have any ideas for fitting the players in in an interesting, long-term way. [/QUOTE]
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