Pretty sure the point was that dragons and magic aren't realistic and don't make any more sense than adventure guilds.
Do try to learn some reading comprehension, after all, you must be over 18 years old to post here :^)
Pretty sure the point was that dragons and magic aren't realistic and don't make any more sense than adventure guilds.
Do try to learn some reading comprehension, after all, you must be over 18 years old to post here :^)
> responding to a bait thread
> posting in a bait thread to call it a bait thread
> thinking about posting in a bait thread to call it a bait thread
> thinking
Japanese are so tied to their dedication to work that they can’t even imagine adventuring without a 9-5 schedule.
And what I find hilarious is that in a lot of anime that has a guild structure, that structure becomes meaningless over time. Look at Fairy Tail for example: the guild structure is "important" for maybe the first 80 chapters, and then abandoned in favor of heavy plot. The guild hall becomes the place where friends hang out and the guild becomes meaningless.
Bump
No "adventurer guild"
However, we do have a Mercenary Guild that will:
>take on security contracts for VIPs for any duration of time
>act as plainclothes scouts to gain info on rival nation-states or count out troop numbers
>spy on foreign VIPs
>act as support troops in the invent of all-out wars
>protect roads, keeps, act as town guards when the normal army is over fucking someone up
>search abandoned temples, ruins, etc. will return anything noteworthy they come across after a finders fee
>occasionally help the army/church hunt down bigger monsters
>probably some shady under the table stuff if you pay them enough
Basically an adventurer guild but we play them off as low-magic medieval, privatized KGB
But most importantly when they do uniformed stuff, they're all hilariously tacky Landsknechts or over-jeweled magic users
Rank and file starts to matter less when your merry band of misfits has saved the world from multiple apocalypses, recruiting half of our enemies along the way, disappear for 8 years and your guild-master position gets shuffled more often than Lucy's bust size.
Man fairytail would be such a comfy guild to join.
If adventurers are normal people thrust into unusual circumstances, an adventurer’s guild makes no sense. In that kind of story, nobody goes looking for adventure, because adventures are usually awful, at least while you’re having one.
On the other hand, if the characters are exceptional people with extraordinary capabilities, an adventurer’s guild makes perfect sense. You can’t simply draft those people, so you may have to treat them as contractors— and if you want to mobilize a bunch of them to deal with terrible threats, an adventurer’s guild, or something like it, isn’t a bad idea. You could think of it as being something like a fantasy Justice League.
So it really depends on what you’re aiming for, in terms of the setting.
I bet you think Skyrim is a good roleplaying game too.