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Post by joshuagoliath on Jan 3, 2014 7:24:53 GMT
Over on the PB boards, someone had brought up the question of guilds. Well, that caused me to think. So, I went and dug up some old files, transferred them into a single word document, and cleaned them up. Now, this is by no means a "perfect" example, but, it's one example of some guilds that aren't "field specific" (IE, magic guild, thieves guild, etc). So, I present here, the Guild of the Hammered Nail. Background: A few years ago (ok, more than a few), I was playing in a game where the adventuring party was getting ready to retire. At the same time, the GM was leaving, so I was taking over the role. The group decided to form a guild that next generation adventurer's could ACTUALLY benefit from (our old GM was an ass about actually getting use out of a guild, but you pretty much HAD to be in one). In short, they formed the Hammered Nail. Over time, the Hammered Nail became a key focus in that groups games, and had mass amounts of usage. It worked great for the players to see some benefit as guild members, without just handing them stuff. It worked great as a plot device when I wanted certain things (especially if I wanted them in a specific place). It was a tool that, as players, they liked to help build and grow, taking a lot of the work off of me.
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Post by joshuagoliath on Jan 3, 2014 7:27:04 GMT
Oh, and that's just a rough sketch of the main chapterhouse. By NO means complete. There were actually tons of warehouses, property sheds, bungalows for rent, etc etc. The entire chapterhouse grounds are about 1 mile by 2 miles.
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