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Kromm 12-10-2015 05:34 PM

GURPS Dungeon Fantasy 17: Guilds
 
The strongest hero
In direst adversity
Needs the fastest friends
— Armsmen's Guild motto
GURPS Dungeon Fantasy doesn't have much use for polite society. Town is where you go to sell loot, resurrect unlucky friends, charge power items, buy gear, train, and find your next quest. While there are people and organizations there, the majority of them are monopolies that exist to separate delvers from their cash. Most of the rest are sticks the GM can use to beat players who get the bright idea of debasing coin or robbing Ye Olde Magick Shoppe.

Yet even hack 'n' slash fantasy is full of heroes with connections, be they barbarians who come from tribes, clerics who serve temples, knights of noble birth, or rogues who belong to the Thieves' or Assassins' Guild. Knowing the right people back in civilized parts can mean having access to the right gear and information, and perhaps a few extra sword arms, when you're nowhere near civilization. That's when GURPS Dungeon Fantasy 17: Guilds comes in handy.

This supplement covers every sort of organized backer an adventurer could want, from secretive conspiracies and criminal syndicates, through merely exclusive noble courts and universities, to armies and religious congregations that are only too happy to recruit. Learn what they want from delvers and what delvers can get from them. Buy social traits that give you a real edge in town. And revel gleefully in the world of secret languages and impressive-sounding titles.

At the end of the day, it's all about retiring rich and powerful. Grab Guilds and get a leg up on your future – and sweetheart deals on cool gear, special training, and competent henchmen right now.


Store Link: http://www.warehouse23.com/products/SJG37-0333

simply Nathan 12-10-2015 06:17 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Not my cup of tea, but I'm sure it has stuff in it that will be useful to me. After all, Clerics did, Allies did, Henchmen did, and Summoners probably does too.

More DF is always a good thing.

Joe 12-10-2015 06:34 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
This looks awesome to me. Consider it bought!

evileeyore 12-10-2015 07:11 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
No doubt it's full of things I already do... but just like Wilderness will be invaluable for paring it down to the essentials.

PK 12-10-2015 07:11 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
This is actually directly relevant to our current DF game, where we have an Adventurer's Guild and two PCs recently found themselves nominal leaders of an orc tribe. For the latter, Tribal Rank is much simpler than trying to treat the orcs as Allies with several limitations.

Turhan's Bey Company 12-11-2015 10:55 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by simply Nathan (Post 1961359)
Not my cup of tea

Even the teacup guild? [1]



1. So totally not in this book.

Not 12-11-2015 11:04 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Who represents the Lollipop Guild?

Kromm 12-11-2015 11:17 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1961517)

Even the teacup guild? [1]

1. So totally not in this book.

I'd like to submit the following evidence:

https://youtu.be/qtT9BU64z28

I think that may qualify under some of the more violent guilds.

Turhan's Bey Company 12-11-2015 12:20 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Not (Post 1961519)
Who represents the Lollipop Guild?

See p. 4.

Quote:

Originally Posted by Kromm (Post 1961521)
I think that may qualify under some of the more violent guilds.

[Considers writing up the Martial Arts style.]

Christopher R. Rice 12-11-2015 04:55 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1961537)
[Considers writing up the Martial Arts style.]

This is something I've been noodling too: Dungeon Fantasy Martial Arts. So far I have a style for wizards who focus on Flame Jet, double-wielding pistol crossbows, and sword-and-board fighter.

simply Nathan 12-11-2015 06:52 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1961517)
Even the teacup guild? [1]



1. So totally not in this book.

I've been trying to find a satisfactory build for "dormouse adventurer" PC for a few years. Teacup Guild might be right down his alley at 4 PM.

Rasputin 12-11-2015 09:24 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
What would be an appropriate amount for a non-member to bribe a guild into an AR?

GWJ 12-12-2015 08:36 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Ghostdancer (Post 1961614)
This is something I've been noodling too: Dungeon Fantasy Martial Arts. So far I have a style for wizards who focus on Flame Jet, double-wielding pistol crossbows, and sword-and-board fighter.

Brilliant idea *_*

Christopher R. Rice 12-12-2015 08:39 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by GWJ (Post 1961756)
Brilliant idea *_*

I've got a fairly respectable way to deal with style familiarizes too. I'll probably put it in Pyramid - though it could be a full-length book too.

Stelknecht 12-12-2015 09:00 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
I'll be looking forward to the dual-crossbow-pistol style. I had a player try to make that and I ended up houseruling some things that I was ok with, but never fully happy. I look forward to seeing what your take on it is.

Turhan's Bey Company 12-12-2015 09:31 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Rasputin (Post 1961677)
What would be an appropriate amount for a non-member to bribe a guild into an AR?

If you're talking about paying off the organization as a whole or trying to get a favor out of an organization you're entirely unconnected to (say, walking into the temple to ask for something rather than asking for something in return when the temple asks you to go out to find the Lost Relic of Whateverness), that's not a bribe. That's just buying goods and services from them, so you use whatever rules you'd usually use for buying stuff. Many ARs are really just targeted discounts, so paying someone to give you a cheaper price seems self-defeating.

However, if you're talking about paying off a guild leader to make a decision in your favor, that might be good for a bonus on a some other AR roll. Following the bribery rules for Contacts (p. B44) is probably a good place to start, but it might be worthwhile to make it riskier: roll against some social skill, and on a failure you offend the leadership and have all your group's ARs turned down. But, again, keep an eye on your cost-benefit ratio.

Tinman 12-12-2015 10:16 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Thank you T.B.C. it's a good book & I'm already finding ways it's useful in my DF campaign.
I'm a big fan of most of the stuff you have written for GURPS.

Blind Mapmaker 12-12-2015 04:25 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
A very useful book, especially for novice GMs and those who want to move away from pure DF. At the same time it plugs in very well into DF. Personally I would have loved worked examples like those Dungeon Magic Styles better than the generic guild types, but I can see how they can be immensely helpful. Maybe we can get worked examples as a follow-up? Or a new sub-series?

For those who want to know more: I posted a review on my blog.

Pseudonym 12-13-2015 11:35 AM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Bought it, and reviewed it.
http://pseudoboo.blogspot.com/2015/1...17-guilds.html

Overall, I was surprised at how useful it looks, and it engages a lot of creativity and idea making gears for me.

Varyon 12-14-2015 02:03 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1961771)
Many ARs are really just targeted discounts, so paying someone to give you a cheaper price seems self-defeating.

Of course, paying off a particular individual so that he sells goods/services belonging to the guild to you at a discount might be an option. He sells to you at a pre-established (say) 20% discount that you actually shouldn't qualify for in exchange for a bribe equal to 10% of the item's list price. You get the item at a 10% discount, he discreetly pockets the bribe, and the guild only gets 80% of the list price.

Of course, all these numbers are just off the top of my head - I haven't decided if I'll buy DF17 yet.

Humabout 10-22-2018 05:59 PM

Re: GURPS Dungeon Fantasy 17: Guilds
 
A little grave-diggy, but here are two custom guilds I've written up for my capaign setting, if anyone is interested:

The Fisker Clan
The Royal Mercantile Guild


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