Post artwork and screenshots of your favorite adventurers guild, talk about how they operate in your setting, and just share your overall thoughts on them.
>>94807013don't like them, but that picture is extremely cute
>>94807025Agreed, obviously cats are adorable but more than that it just nails that comfy feeling of coming back after a harrowing quest and relaxing by the fireplace.
>>94807013
>>94807025Neytirix's style rules. Also she's /ourgal/
>>94807013>talk about how they operate in your setting, and just share your overall thoughts on them.Straight up "adventurers guilds" are a stupid concept, an artefact of the setting being meant for gaming. I use veterans societies, private law enforcement agencies, organized crime, political parties, secret societies, workers unions, academic societies et cetera to fill the role. Players can come into contact with these one way or another and get offered a plot hook. They are always an ad hoc group brought together in the beginning by something specific, because groups of generic "adventurers" roaming the land fpr the express purpose of "adventuring" is not something I think makes sense unless they're bored aristocrats just fucking about. And at that point they're nobles and can impose upon the hospitality of other nobles instead of going to the local McAdventurers franchise.
There are no adventurers guilds in my setting.
>>94809658>>94809724Finally people that understand what a guild is.Guilds should manage a trade or occupation. Adventurer is not a trade or occupation, it's just being a hobo. How can you manage and structure violent vagabonds begging for work. It makes no sense. At least be part of a mercenary group.
>>94812005The Hunter Association is straight-out the best implementation of an actual Adventurers Guild.
>>94807013My current game has an informal organization known as the Troubleshooters, named after a local legend who rose to notoriety during the Prosunkeonite Revolution by enacting vigilante justice on looters from high places with very good aim. She inspired a bunch of copycats to do the same, and now she has what is essentially a vigilante militia.She's taken over a bar, renamed to Kate's Court, and from there she recruits and manages other Troubleshooters that bear her mark: a simple wooden plate with a lead bullet melted onto it. Wear it with pride, and people known you are vouched for by Kate herself. Which comes with the promise that if you overstep the rules of the Troubleshooters, Kate will shoot you dead. It's been 2 years since the Revolution came to an end, and no one is actually in charge. The city has been carved up between dozens of militia, and the greater factions who they swear loyalty to, but no group has enough sway or might to actually call the shots yet. Which means that a lot of problems fall through the cracks. Sometimes because they happen outside of anyone's claimed territory and they don't bother to deal with it, sometimes because its a problem that crosses between areas with contesting militias and they need a neutral party. Sometimes because a faction COULD send in their own guys to solve the problem, but doing so would cause an incident. Any number of reasons why the locals would appeal to outside help, or the factions would want a neutral third party to handle it.
>>94812472>but no group has enough sway or might to actually call the shots yet.Have they considered a council of representatives from each group?
>>94809724So what do you use instead as a hub?
>>94807013>talk about how they operate in your settingusually acts as the outright local administration>guildmaster does the towns taxes and heads local development projects and sends and receives orders with the nobility>adventurers are also effectively militia-men and town guards >inns largely exist for the large amount of transient travelers, weaponsmiths and blacksmiths are there to support the large amount of broken weapons, bakeries to provide food that isnt tasteless or magically altered>because adventurers do not have permanent roots and do not actually do their own farming or food production but have gold in ridiculous amounts to spend, prices on basic commodities are extremebasically, the town will be THE hotspot to get someone who can solve your problem, no matter how strange, dangerous,or unusualand also the place to get any item you want, rare, magical, or otherwise
>>94812005>Guilds should manage a trade or occupationadventuring is an occupation> Adventurer is not a trade or occupation, it's just being a hobo.the players have a very specific loopthey get called in to do dangerous work that involved a lot of combatyou could call them mercenaries, but that conjures up a very different mental image of people in matching uniforms who act as a private army, which the party rarely resembles> How can you manage and structure violent vagabonds begging for workthe party gets paid to do a job, the guild gets a commission for connecting the customer to the partymy players generally prefer it over just having a specific quest giver or wandering from town to town and asking if anyone needs help> At least be part of a mercenary group.as mentioned, even if you are technically mercenaries, you get a different mental image of what they dowhenever i have my party called mercenaries in-universe, my players universally all react negatively and insist that they arentmercs are either standing guard for someone or are acting as an army, not delving into catacombs to kill skeletons to retrieve a ring someone droppedyou wouldnt call a real-life contractor a mercenary even if thats what they are, my players wouldnt be called mercenaries even if thats what they are
>>94807013Informal label given to informal organizations. They are formed by successful adventurers wanting a base. Often having retired adventurers training new ones.Maybe in the future they'll become formal and take cuts from jobs but as of now they're more like clubs.
I have one in my game. They act as "free" room and board as long as the players stay affiliated with them, and a place to gather information. If someone dies it also makes it easier to have someone new join them. In game, they're government funded but adventurers are private contractors able to take whatever work they want. The organization is an answer to a steadily growing monsters problem. Having adventurers spread out all over doing random jobs is more efficient than keeping barrack's full of government employees in every city, and they can react much faster to situations without the bureaucracy in the way. It also boosts morale since people get to see what they perceive as heros in their town rather than squads of nameless guards. The masses love their celebrities.
>>94807013>talk about how they operate in your setting, They don't.>and just share your overall thoughts on them.Adventurers are just another type of mercenary, in the context of my setting.Useful at times, but very often trouble makers.
Been watching Konosuba
>>94807013>and just share your overall thoughts on them.Not a fan of the modern trend to make fantasy mundane. Give me epic stories and purposeful journeys, not a series of menial tasks done for money.
>>94812005>Finally people that understand what a guild is.Or, stop autistically obsessing over precise definitions that don't actually matter, and accept that the concept of "common usage" is a thing.
>>94812005>Adventurer is not a trade or occupationExcept in the settings where it is, such as the ones where the concept of an Adventure's Guild originates. Trying to argue against adventuring being an occupation in a world where it clearly is one is like trying to argue for atheism in a world with active gods in it.
>>94807013My game is a hexcrawl in a D&D frontier. There are 3 guilds that are, roughly, the Merchant, Fighter and Priest guilds. The Fighter's guild has a dispensation from the crown nominally claiming the land. They're allowed to have arms and commit military actions in defense of the crown's land and citizens, and raise companies for specific actions. They're also the frontier law-enforcers, so once you're signed on and sworn in you can arbitrate disputes.The Merchant's guild is agreements to fill orders, prospect and transport goods. If you want to take the cargo somewhere, you've got to put up collateral for its value before you're allowed to have it. If you want to fill the order, you have to buy the contract for 10% of the cost that you only get back if you fulfill it in time. If you prospect, you've got to establish a resource location on the frontier, secure it, bring a surveyor there, and help them stake a claim by building a homestead.The Priest's guild are an evangelising organization from one of the other kingdoms (sorta--it's nominally independent but in one of the other kingdoms). Their jobs are mostly "go here, learn thing, cleanse of influence of the bad gods." But what they really want are artifacts and to learn about who lived in the frontier 400 years ago and where'd they all go and why?
>>94807013Alright so in my setting I've narrowed down the types of quests you'd find on the notice board at a guild. Like you send your problem to the Guild hoping an adventurer will accept it and the mangers file it into one of these categories. >Monster Hunting>Bounty Hunting>Search and Rescue>Collection>Body-guarding>Delivery Am I missing any?
>>94825084Information gathering missions like scouting, exploration and infiltration?Can also have larger scale raids and fort clearing but those can go under Monster/Bounty hunting.
>>94812256From Hunter X Hunter, right? I haven't watched it, fill us in on why it's the best
>>94815037They've convened such meetings a couple of times to hash out informal agreements, but the only faction that has a strong sense of how to actually govern the city and proposed writing formal articles of governance is the reformist faction that is most closely tied to the previous regime, so the other factions called it a sham and refused to acknowledge it.The important factions are, roughly:The new founded church whose worshipers started the riots that ignited the revolution, which is more concerned with consolidating their new religion than governance but which commands a lot of popular support and wealthThe reformist faction of the old regime that supported the revolution and got its leadership wiped out by reprisals as a result, such that they are now a headless snake without the power to act on any of their original plansThe local masonic order who got wealthy building the city, which maintains that it is neutral and has made no open power plays but everyone knows what whoever comes out on top needs the masons on their side if anything is going to work so they are playing all sides because they can be kingmakerThe military leader that made the revolution effective (a former Major in the regime's army) who has the strongest military force but squandered his initial position to take over because he wanted a 'legitimate government' to fill the role instead. Now he regrets that because the power vacuum has gone on so long that he is afraid that foreign interests are going to jump in and take them over while they are divided and weak so he's ready to declare himself king if that's what it takes to keep the city from being conqueredA growing collective of merchants and artisans trying to establish a ruling mercantile class/oligarchy to take over instead as the new nobility. They absolutely want to see the old traces of the regime, specifically the reformers, ground into the dust and stripped of all power so that they can take up their spot
>>94807013It's really a Union more than anything else. The "Guild" part is practically sarcastic and they're mostly concerned with keeping the government from passing laws banning adventurers every time one of them burns down a building or kills the wrong monster.
>>94809658Adventurer=contractor. And now you realize how stupid you've been about this the while time.
>>94830468Really, when you think about it, the best benefit of an 'Adventurer's Guild' style organization is having the numbers to apply pressure on people who don't want to pay for services rendered. When you are dealing with a handful of murder hobos, you can promise whatever you want and when the time comes and the monster is dead there's really nothing that forces you to pay out. What are they going to do, un-kill the monster? You already got what you wanted and you don't expect to need their services again of these four random vagrants so who cares if they are mad?A guild, even an informal one, changes the math on that. Now you are not dealing with 4 random weirdos, you are dealing with 4 random weirdos who have backing and the guild will make collecting payment from your ass a priority because the guild wants its members to make money. As a larger organization, trying to withhold pay comes with more risk and consequences.
>>94825239Oh great suggestion, I'll file those as "Intelligence"Large scale raids and fort clearing, while something an adventurer can do, to me those sound like jobs more fitting for a standing army. Like the government takes care of raids, wars, etc while adventurers handle the Ogre kidnapping woman from a dinky hamlet
>>94834178Even in a low-mid power ceiling setting adventurers can still have a roll in wars. That of assassinating enemy commanders or dueling enemy champions.There's also the effect that having your own champion in a squad can have where even if 1 champion can't do much against 100 soldiers, 1 champion flanked by a squad of allies to stop them from getting surrounded can defeat a few enemies at a time repeated over the course of a long battle and tip the scales locally. They might even slay hundreds of enemies over an hour. Would make for a good reason to bring your own champions to deal with the enemy's.A bit different to mercs that come in larger squads rather than as parties and specialists.Unless you just don't want big battles to be a thing adventurers participate in. Keeps things simpler to focus on heroics and not inter-kingdom politics.