Alright, you're all a part of the Adventuring Guild. As your first adventure, you're sent on a C-class mission to

>Alright, you're all a part of the Adventuring Guild. As your first adventure, you're sent on a C-class mission to...
>user, where are you going?

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...

You know it's a propaganda poster because a Russian is dressed nicely, has food, and is refusing liquor.

>C-class mission
Is the objective to serve as bodyguards for a drunk bridge-builder? If so, I refuse to accept it.

Maybe you shouldn't have joined the game in the first place then.

>refusing to go the land of the waves
user there is some premium trap ass over there and if you refuse I'm gonna have to call you a premium faggatron.

>guilds exist as a business organization
>adventurers guilds product is...adventure?
So are we like a theme park full of orcs and people painted like zombies? Can i be the lich this time?

You fail at reading comprehension

The DM is asking why user is leaving, not asking for input. I'd leave too, that sort of organized and quantified Adventurers Guild and missions is really boring and rarely works

We've already had this conversation Dave, you are the dragon's ass

I did fail at reading. I bow head in shame now.

Adventurers' Guilds, so far as I can tell, are essentially organized bounty hunting.

What really happens:

>I have weapons-grade autism the name of an organization
>I try to act cool by leaving but I actually don't
>implying anyone would give a shit if I left

>It's that retard complaining about the name of a guild that's standard for D&D and RPG games

No one needs to hear of your autism. Play your game, bitch to your DM and look like an annoying dickweed in front of everyone else who don't give a shit, or make your own special snowflake everything is realistic and makes sense world. Quit trying to bait the same arguments here.

>that's standard for D&D and RPG games

I was actually discussing this recently with a friend of mine. The big issues here are:
a)What the hell does an "adventurer" even do, precisely? How is a guild supposed to regulate this?
b)Why is the king not doing anything about all these competent individuals gathering under one roof? Are guilds part of an international corporation or are they tied to only one specific region, and people can only carry out jobs within it?
c)If the king has nothing to fear from all these armed, loosely-defined mercenaries with no ties to his authority, why is he not using his own armed forces to quell the issues adventurers deal with regularly? It's not as if adventurers are particularly specialised either, given the range of their quests.

The only way you can really justify the presence of Adventurer's guilds is if you define what adventurers are, and why they're not just glorified mercenaries. In our case, we came up with two solutions:
1) Adventurers are like 18th-19th century aristocratic Big Game hunters, and the Adventurer's guild is like their social club. Here they meet, brag about their exploits, mention potential places to explore and organize expeditions, while the establishment provides food and drink.
2) The Kingdom is at war, the able-bodied men are at the front, all adventurers are elderly, young or crippled and the Adventurer's Guild is the Home Guard. These ragtag teams of battered men are sent through differently ranked missions to deal with minor issues and infestations across the kingdom that may hamper the war effort or threaten civilians. While this limits the potential range of possible missions, it also allowed us to design "Dad's Army D&D", with classes such as "Cripple", "Mailman" and "Veteran from the previous war".

>"friend"
Don't bullshit. These are the same generic arguments made on Veeky Forums every time that get proven stupid. Because you idiots are too stupid to get over your own misconceptions

>Fun is proven wrong
Pictured, you. Exactly you, including age and obvious autism.

This.

This thread only exists because guy and OP (likely the same person) have chosen to ignore all the refutation they've been routinely served up in the fifty times they've made these threads.

Everyone, just ignore this troll thread. OP is irreversibly retarded and will not argue in good faith.

>Says the trap loving Faggatron

>guild system
>you sign up for the guild and become an apprentice
>mentored until you can do it on your own and train to be a master
>meanwhile the guild looks after your interests and protect your trade

Why did we ever get rid of guilds?

It tends to form a monopoly and shuts down any and all competition while asserting their own preferences and ideals over the market.
The guild basically decides who is good enough to do the trade and it can be based on literally anything they want.

Sounds like you don't like the Free Market, user.

>Adventurer's guild is like their social club. Here they meet, brag about their exploits, mention potential places to explore and organize expeditions.
... it is also a place to pick up jobs that have bounties placed on them by people too afraid/weak to do them themselves.

I'm not sure what the problem is.

Why do people get so triggered over people having fun with things they don't like? Holy shit, do you really have nothing better to focus your hate on? Whether or not this thread exists, the fact that people like something in their games you don't is entirely harmless. It cannot hurt you in ANY way.

don't need to repeat yourself.

you're the one bitching about other people having fun by having adventurer guilds.

unless your idea of fun is baiting Veeky Forums with the same arguments over and over again.

Ignore him.

It hurts the integrity and dignity of the pen-and-paper RPG genre.

>the integrity and dignity of the pen-and-paper RPG genre

The way I see it, it's accreditation for badasses. If you're good enough to be a member of the guild that means that whoever chooses to employ you can be confident that you can go out into the wilderness and deep into the forgotten places, find what is valuable there, kill what is dangerous there, and bring your discoveries, knowledge, and valuables back to the civilized world. If you're sent to find someone you can track them down. If you're put in the middle of a battle you can change its course. You've proven you're a cut above the ordinary and so are afforded privileges and trust by those in power.

You're right OP, fun things aren't fun and I should feel bad for liking things.

>tfw everyone is falling for the bait

Anyway..
>Adventurer guild
>is owned by the king
>heavily regulated
>has a limited area of operation
>members MUST go to missions in groups of three
>new members are chosen by the king and the king only
>funded by the kingdom (and loot)
>no ranks at all
>ALL loot belongs to the kingdom and no exceptions are made

A lot of people just really underestimate what the king did and didn't have control over.
Hell in general he didn't have command over the total fighting force of the country.

Claiming that an adventurer's guild would be regulated is silly because in general ALL military force wasn't actually under the king. There was no standing army and skilled fighters trained themselves with their own money and time. The king probably had a small detachment for protection and guards who were well equipped and trained, but he wasn't going to win any wars with his own soldiers.

Things would probably just end like any other group with combat abilities
>just pay tribute and if we call you to arms, respond, otherwise all these other combat groups are gonna get at you and its really just going to be more trouble than it's worth

overestimate*

>You and your team are operating off licence.

So, basically, king's personal secret police/thugs for hire.

>Operating without a license
>You are being chased by the king's knights, if caught you'll have your legs cut off and forced to work cleanin the floors of the castle for the rest of your life

Sounds like you don't like freedom of association, user.

That's what makes the game fun.
If someone out there has a problem, and no one else can help, and they can find the party they can hire...

>a.)
Adventurer is a catch-all term that sounds better than "archaeologist, mercenary, cartographer, explorer, exterminator, militia, diplomat, spy, and sometimes merchant person." A guild of such people can afford to connect via their strengths while supporting each other in a unified movement that requires multiple sectors to work as a whole, hence becoming a guild while still covering a large base of jobs
>b.)
It's fiscally more responsible to leave monster hunting etc to the private sector. You spend less on training soldiers to get save-or-die'd, and promote local economies in monster heavy areas to boot. Besides, there's nothing to stop the king from recruiting the better and more senior members. Also there's no reason to assume that the guild is international, or even country-wide.
>c.)
It's entirely possible that the guild receives government support and economic incentives. And again, if recruitment is possible then why would he worry about free training?

I've typed a bit out before, so feel free to read the three posts here
>archive.4plebs.org/tg/thread/56338079/#q56339399

It's just a fancier, more palatable term for Mercenaries' Guild.

It always feels weird coming into a thread like this because when I think of "adventurers guild" the first thing that comes to my mind is the Hunter X Hunter organization instead of whatever isekai trash OP is reading.

I like to think the guy in back is sad about the state of young adventurers these days

like he's a old school sword and sorcery hero and now a days it's all anime stuff

Not that I hate anime or anything I just think thats funny

Ok neat, I actually kinda like the classic "adventuring guild" trope, so long as you weave it into a larger narrative later in the campaign OR allow us to rise higher in the guild and eventually have the party as the directors of the guild in a kind of sandbox campaign.

Cheers boss, what's our first contract?

Poor GM

>These damn kids today, don't even wear proper armor.
>I know, Grofnar.
>Back in our day, we'd whip those greenhorns into shape. They'd cut their teeth on Hobgoblins and Bugbears.
>I know, Grofnar.
>Damn good there aren't dragons proper anymore, or these new adventurers would get killed by the score... Just like Raga and Gibbs. I miss those guys.
>There, there, Grofnar.

Adventurer's Guilds are stupid trash meant to run the characters through the DM's pre-generated crap. They can be kind of fun for a low-effort campaign but for anything with an actual story you need to try pretty hard to make an adventurer's guild compelling.

>In MY day you were lucky to start your career with a STICK! you'd fight Rats because everything else would kill you and god help you if you were a Wizard
>I know, Grofnar.
>Now It's Plate and Gishes everywhere, and Goblins want from a real threat to brain dead vermin.
>I know, Grofnar I know.

>Why aren't you doing fantasy MY SPECIFIC WAY that I GREW UP WITH and not these SHITTY ANIME KIDS

grow up OP

I'd rather deal with a million annoying Naruto kids than your elitist bullshit.

>AND REMEMBER WHEN ORCS WERE UNQUESTIONINGLY EVIL?
>Grofnar-
>LIKE THE BLACKS!
>Grofnar take your meds please.

See, if they were actually presented like that, fewer people would have a problem with them.

No they won't. Someone will bitch regardless and make cunty threads like this

Dnd Cityscape says they kill monsters and map out the location that said monster lived

Mercenaries in dnd just fight in wars or act like a town guard I belive

>people actually use guilds in their games.
Unless you flavor adventuring guild beyond the Adventurer's Guild its pretty lame.

Oh god, this post is terrible. Sorry about that I'm really fucking tired.

Do they offer life insurance?

Yes

and dental

this works for artisans, modernisation means it's more efficient when you control the trade and education to stop dispensing formations to become an accomplished artisan and only form drones that know how to do a part of the job as they need way less learning time and coddling.

Like for an adventurer's guild if you're not in a world where individuals can elevate themselves as badasses supermen, you're quickly gonna turn into an army/militia or be irrelevant.

So if I die and get resurrected can my skeleton claim my insurance or do I have to have skin?

Way i see it, usual problem with adventurer's guilds is ease of admission.
What does membership entails?
Right to bear arms
Right to deal with artefacts
Right to trade in exotic materials (collected from the monsters)
Freedom of movement betwween cities, fiefdoms, even kingdoms
Probably access to a banking system and reliable postal service

If we try to look at analogues, what will spring to mind? What i can "see" is Knight Templars. Really.Instead of hunting monsters they were supposed to go to crusades, but the rest clearly has parallels

Holy fuck new thread topic right here.

Do Animated dead get to claim their own insurance? Do Heroes who've been raised get to?? Should Adventuring guilds/mercenary outfits sell level insurance with a flat payout to cover the cost of buying items to make up for lost levels???

Welp I know what business my Necromerchant is expanding into next

That's not how thread derailing works

But it's a much better vector for discussion than pointless arguing over subjective preferences. I wasn't even the user who posted it, I just genuinely think it's an interesting question to address in a setting where this would be commonplace

you mean animated right?

Resurrection gives you your skin back

any ways i'd say no to the skeleton getting money

I guess authentication of the soul is where it matters. I'm sure lich is still considered the same person identity wise

First off, Insurance is market failure at its finest (if your premiums will be more than you expect to collect, you would be irrational to buy, if less it would irrational to sell to you) so the only way it works is the guild runs a resurrection shop, you get an attempted resurrection once a year, if it fails, your next of kin gets the cash and your name gets put on the Big Plaque (adventurers require two years of service in good standing to qualify)

Adventure Hook: Nearby Kingdom is enacting a law preventing private companies from insuring their own workers with their own products, give them a taste of EXTREME CAPITALISM

What if I came back as a revenent and needed the money to fulfill my purpose?

So I guess my ghost would have a better chance at getting the payment than my skeleton?

But user, that’s literally the only fighter-for-hire mission they ever go on in the entire series.
Everything else is official political business on behalf of their own people.

Honestly at that point you would be unfit to make decisions and your power of attorney should take over

>Adventurer's Guild
>"Standard" for D&D

Alright, let me break down why this is shit.
>>Alright, you're all a part of the Adventuring Guild. As your first adventure, you're sent on a C-class mission to...

>you're all a part of the Adventuring Guild. As your first adventure
YOU DON'T SEND A BUNCH OF NEWBIES ON THEIR LITERALLY FIRST ADVENTURE WITHOUT SOME KIND OF PIGGYBACK MENTOR.
Your goal as a guild is to allow the newbies learn from the experience of their seniors, not let them die off in their very first adventure because no one knows what the fuck they are supposed to do.

>C-class mission
What the fuck is this gay shit? Are we in a fucking highschool or something?
If I want to divide available missions into tiers, you better fucking believe I'm not gonna do the kiddy tier "C, B, A, S(?)" division.
The tiers would be called something badass like "Eagle, Gryphon, Chimera" or something like "Knave, Knight, Lord", or even the fucking chess ranks.
Hell, I'd rather rip-off the SCP tiers (yknow, Keter, Euclid and all that). Not this limp-wristed dumb ABC shit.

>We're sending you on a Knave-class mission
Such an improvement

Cringe

Is this b8? The stupidity is so bad to the point of confusion

yeah mentors makes sense

and while am not thrilled by the ranking system names the idea it self makes sense, you don't send newbies at a dragon but the problem is some times you just don't what will show up so what looked like just goblins turns out to have a lich mastermind behind it


I kind of like Knave Knight Lord

>this desperate to keep this garbage thread alive.

Drink bleach. No really. The world and your parents are better off not taking care of you.

>"You're all part of an adventuring guild"
>Okay...
>"As your first adventure, you're sent on a C-class mission to..."
>Okay...
>"Return a watch to a nobleman."
>Okay. Shit, how hard can that be?

>4 months later
I just want that fucking watch, man.

>Guildfag is so buttblasted, he just mumbles "kys"

>I'll try roleplaying
>go to con with mindless railroad dnd 5e "adventure league" session that is just a series of scripted 'balanced' encounters
>"here is your printed out character with the approved bonus items to bring to more league games"
>into the trash it goes
>go to rpg meetup, everyone only plays 5e or Pathfinder
>play in mindless railroad Pathfinder game where lvl 1 characters forced to ambush a lvl 14 wizard. Doing well (because grease still makes people trip) until quicken invisible, force cage on self, teleport away (because the cage only allows teleport to get out).
>mention that sometimes players should run away from superior threats, DM says "yeah, I'm trying to teach my players that but they don't get it"
>DM and players at meetup have never heard the term Old School Renaissance
>"here is our approved magic items that you can bring to our living campaign games"
>into the trash it goes

Damn, new school sucks.

>weaboo guild
>standard for d&d

But what if your attorney is also undead?

The greatest "I am a virgin" thread here.

Try playing something that's not DnD.