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Old 12-11-2015, 10:55 AM   #1
Turhan's Bey Company
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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Originally Posted by simply Nathan View Post
Not my cup of tea
Even the teacup guild? [1]



1. So totally not in this book.
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Old 12-11-2015, 11:04 AM   #2
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Default Re: GURPS Dungeon Fantasy 17: Guilds

Who represents the Lollipop Guild?
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Old 12-11-2015, 11:17 AM   #3
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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Originally Posted by Turhan's Bey Company View Post

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.
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Old 12-11-2015, 12:20 PM   #4
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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Who represents the Lollipop Guild?
See p. 4.

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I think that may qualify under some of the more violent guilds.
[Considers writing up the Martial Arts style.]
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Old 12-11-2015, 04:55 PM   #5
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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[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.
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Old 12-12-2015, 08:36 AM   #6
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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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 *_*
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Old 12-12-2015, 08:39 AM   #7
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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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.
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Old 12-12-2015, 09:00 AM   #8
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Default 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.
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Old 12-11-2015, 09:24 PM   #9
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Default Re: GURPS Dungeon Fantasy 17: Guilds

What would be an appropriate amount for a non-member to bribe a guild into an AR?
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Old 12-12-2015, 09:31 AM   #10
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Default Re: GURPS Dungeon Fantasy 17: Guilds

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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.
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