This sums up a lot of my problems with Adventuring Guilds.
I would also add:
>Adventuring guilds are too large, too powerful, or too common.
In the real world, you don't have exorcist guilds, or private investigator guilds, bounty hunter guilds, wildlife control guilds, or coast guard guilds.
If "adventuring" tasks are rare, then you might see wandering professionals, or a small agency in the biggest cities.
If "adventuring" tasks are common, then you probably want an army instead of a guild.
>Adventuring guilds are too generalized
The same organization does archaeology, espionage, assassination, odd jobs, escorts, couriers, wildlife management, mystery solving, diplomacy, smuggling, blockade running, extortion, heists, debt collecting, repossession, bounty hunting, research, etc. And somehow they're always the best people for the job, and they never piss off local governments?
"Adventuring guild" is just an even campier version of "thieves guild" or "assassin's guild", which are already very campy ideas.
If you want to railroad your PCs into an interesting and dangerous organization, just use a military corps, mercenary company, crime syndicate, terrorist group, or rebel insurgency. They can do pretty much all the same quests.
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