What are ways to have an adventuring guild that isn't retarded.
If you wonder what I mean by retarded then you are part of the problem
What are ways to have an adventuring guild that isn't retarded.
If you wonder what I mean by retarded then you are part of the problem
A penal colony in which prisoners are sent in to clear dangerous monsters out of an area on the newly discovered continent. Enforced by a few high level NPC's who don't give a shit if you die cause that's the point of the colony.
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You do realize this is a thread to make fun of the other threads right? That I'm calling out the idea of adventuring guilds as stupid and that they make no sense? That their are better ways to do them.
What are ways to have dragons that isn't retarded.
If you wonder what I mean by retarded then you are part of the problem
Most adventures are commissioned, not by random commoners, merchants, and petty barons who can be threatened into submission by two or three outraged adventuring parties working in concert if they renege on their obligations, but by powerful dukes, kings, emperors, and merchant guilds who, before the adventuring guild was established, regularly refused to pay adventurers after their jobs had been completed and had strength enough of their own to repulse any adventurer attacks.
If your universe has so many adventures and dangers abound that you have hundreds or thousands of adventurers, treat it like a work union. Benefits, work regulation, etc. Why would an organized country/kingdom/etc allow random civilians to get their hands on mounds of gold and ancient artifacts that could potentially overthrow their rule? Base it on Teamsters or Longshoremen, or something.
I use what I call the Wayfarers guild. Rather than being a guild of, by, and for adventurers, it's more of a conglomerated banking/transport/mail/merchant/mercenary guild that is allowed to operate across most national borders as long as they pay tribute/taxes. They will contract individuals, often referred to as adventurers, to undertake tasks and odd jobs that the guild either doesn't have the available man power to tackle, or doesn't want to risk their resources directly. It's only ever referred to as an adventurers guild by locals on frontiers and dangerous borders, where the number of adventurers, mercs, and bounty/treasure hunters greatly outnumber the bankers and merchants you'd find in them in more civilized lands.
Tl;dr
Make them the EIC
"Ironic" shitposting is still shitposting.
It's a mercenary company that is still on the up and up, and without a current war it takes monster-hunting, caravan protection and tomb-raiding jobs to keep itself flush with cash.
Or, in a situation like the Keep on the Borderland, this mercenary company has become the de facto expeditionary force of the Keep or whatever other home base the PC's are based from.