Is it better to work for an influential noble or the adventurers' guild?

Is it better to work for an influential noble or the adventurers' guild?

Noble. Nobles are treacherous and schemy rich fucks who will promise the moon and fuck you shamelessly at the end. Adventurer's guilds are unions for and by murderhobos.

>fuck you shamelessly at the end
This doesn't seem so bad.

>adventurers' guild
Kill yourself.

>adventurers' guild
End yourself

At least nobles exist in good settings.
Also
>adventurer guild
Kill yourself

Adventures' guild is better. It is easier to swap and introduce new character that way.

Work for a god. Awaken it first, tho

Depends on your head for politics and intrigue. Can you actually make anything about having rapport with, favours from or information on said noble? If not, then a guild is probably more reliable money.

>tfw brainlets can't find work to be self-employed
Loot is its own reward, especially when it's unsanctioned and you have to murder a noble or two to get it.

noblewomen

>adventurers' guild
Ugh.

This name was used historically for mercenaries and merchants. Founders of East India Company called themselves 'adventurers'. It's fine as long as adventurers are willing to face risks and danger for profits. Doing adventuring out of good will and without compensation is not okay and destroys the reputation of adventurers.

>adventurers' guild
kys

>Doing adventuring out of good will and without compensation
loot and property is its own reward

>adventurers' guild
ugh

...

>influential noble
For serious settings
>adventurers' guild
For wacky settings

Where does Japan's #1 murderfox come into this?

>Japan's #1 murderfox

?

You mean jackal.

Seriously, what's wrong with adventure guilds? They seem to work well in animes.

Anime isn't generally designed to be interactive. Tabletop RPGs and anime have different needs, and something that works for one might not work well for the other.

I want to grope her ears. Consensually.

Problem with adventurer's guilds is they never go anywhere. You become a super-deluxe-ultra-platinum Adventurer SSS+ lv, 99 rank Omega and then what? What do they do when they've done everything? Do they retire? When do the adventurer guildmates stop adventuring?
It's a dead end of storytelling.

>adventurer's guild

Ugh

>Seriously, what's wrong with adventure guilds?
Nothing really
Those are just retards that think there's an actual difference between Adventurer Guild and Mercenary Guild

If you do your Mercenary Guild exactly like shown in anime, you're doing it wrong though

But it work great in a The West Marches style campaign. Get info, Go to dungeon, Get paid.

>Seriously, what's wrong with adventure guilds
Everything
>They seem to work well in animes
Apparently we were watching different animes

Mercenary "guild" = mercs army you hire, with their captain safeguarding the deal
Adventurer's guild = bunch of murderhobos and retards that penetrate dungeons and ancient ruins, but only if someone pays them for this

Know the fucking difference before you voice up your ugly face

If I'm playing a MMORPG like D&D 4e, adventurer's guild for sure.
If I actually get to do some roleplaying and experience a story, like when I'm playing every other version of D&D or other real RPGs, then whatever fits the setting

>Imma use harsh language, that'll show people /a/ doesn't mess around

Money and power through homicide!

>people who don't like adventurer guilds make new thread because they got BTFO last thread

>I have no arguments whatsoever, so I will shitpost instead
What did I said about voicing your ugly mug?

t. /a/ regular

>They seem to work well in anime
Except any show with such a thing is 100% trite cliche fucking garbage without fail

Projecting

Well that cliche anime is one of the most popular 2017 anime. Also the manga called Goblin Slayer also got an adventure guild.

>The main function of them is explaining away logistics, but they need more narrative space then dealing with the logistic issues would have needed. They are a self defeating concept in that regard.
>They are frequently a strain on in setting logic.
>They are utterly static and inactive as an organization.
>They have only the most superficial flavor, if that.
>They never specialize in dealing with with local issues, else they would cease being adventure guilds.
>Takes up narrative space of more interesting organizations.
>Only membership benefit unique to adventuring guild is (private) contract brokering.
>Not portrayed to have any control over the members it consists of and that represent it. No actual leadership structures or command chain that come with being an organization.
>Every guild function could be easily replaced by a shop or the town hall.
>furthers highly PC/adventurer
centric tone, creating an implicit "people that matter" caste that is different from normal people but not grounded in tangible reality.
>unrealistic uniformity across different locales.

Congratulations, every single point you have is completely wrong unless you specifically design your setting to be retarded.

>anime

Ugh

Ok, educate me so I cease to be wrong.

Are you suggesting the majority of adventuring guilds in media is in fact invalid when discussing adventuring guilds?
Sounds like the old "but my specific brand of communism that has never been tried works".

Veeky Forums doesn't like anything remotely japanese and likes to pretend that their poor understanding of history is all inclusive to any setting or possibility. It's like if you made a samurai in the pop culture sense, you'd just get a bunch of "ACKTHUALLY SAMURAI WERE ARCHERS, BET YOU FEEL REALLY DUMB NOW HUH?"
Disregard them and do what you want.

>Veeky Forums doesn't like anything remotely japanese
Speak for yourself.
And adventuring guilds are not an inherently Japanese thing.
They are a general pop-fantasy thing.

So your problem with adventurer's guild's is entirely with anime? You have absolutely no problem with the concept, just with the execution as a narrative tool in shows that don't take themselves that seriously?

Well they are fucking retarded, because the concept is simple. It's just like a hiring website, except it's done in a office with board.

A farmer post a job at the adventurer guild
Some new adventurers see the job and take it
Solved the farmer's problem and got paid

It's like playing Shadowrun, but in a medieval fantasy.

>adventuring guilds are not an inherently Japanese thing.
Tell that to the people who legitimately think that isekai anime are the only examples of adventurer's guilds.

I really enjoy the aspects of working for a rich patron of some sort. My current group is working for a university which has been fun.

Noble.

>all these gripes about adventurer's guilds
They existed in real life, ya fucking numpties. What do you think expedition and exploration societies are? If you go back and check logbooks from those sorts of groups and you'll see the occupations of many of the people going on expeditions listed as "Adventurer," because before pop fiction and things like D&D made the word seem impossible it literally meant 'professional explorer,' as well as 'mercenary.'

What you lot are getting hung up on is assuming it's some monolithic and singular fixture of the world, like some sort of international corporation.

>The problem with careers is they never go anywhere. You become a super-deluxe-ultra-platinum Surgeon making more money a year than god, and then what?

Would you rather have a comfy job that pays well, or a horribly perilous job that pays like shit but there's a chance of getting incredibly rich if you survive long enough?

What is "the concept" when you disregard all traits that differentiate it? I have no problem with mercenary companies, demon hunter societies, religious orders, arcane academies and so on, all of which are different from adventuring guilds.

What are the core traits?
>Organization
>connected to teams and individual heroes/adventurers/specialists all of which should be combat able
>must cater to all "classes" from a meta point of view
>can't infringe on individual agency of members
>brokers dangerous community tasks

Why the fuck do you start every thread with a stupid oversexualized image, you horny manchild?

>What do you think expedition and exploration societies are?
Different things.
They were:
>Gentleman clubs
>One time, limited time objective bound undertakings by private persons, governments and corporations.
>regular far trade

Mind that we are working with current vocabulary. You see that most arguments in this thread pertain to the thing presently understood as an "Adventurer Guild". Semantics have no bearing on that.
This thread is about
>monolithic and singular fixture of the world, like some sort of international corporation
Else the thread Title would be exploring or expeditions. It is only fair to assume The common meaning.

Probably because it grabs peoples' attention. It worked for you, didn't it?

>things are dumb because I define them to be dumb
Thank god we have people like you to enrich this discussion with your presence.

Which of those historical Adventurers where in "Guilds" though?

And don't we speak of RPG Heroes as "Adventurers"? Do you take issue with that? And why can't a guild of Adventurers in our Veeky Forums context not be called an adventurers guild?

I am not clear wherein lies the benefit to try and retrain Veeky Forums to think of the east india trading company when the term "adventuring guild" comes up. It is not an apt umbrella term for the plethora of historical exploration pursuits, especially with the guild component.

>What do they do when they've done everything? Do they retire? When do the adventurer guildmates stop adventuring?

they retire when they feel like it user and then do whatever they feel like in their old age

old dnd had you retire with followers and some kind of fort or tower when you got to a high level the idea isn't new