Mentioned in chat about the need to expand on why the cities allow it. Bribes is one thing, but if the city allowed anything to happen to the 'Convention' then the retaliation would be huge. Not only from the thieves, but also from the economic sanctions that other cities would put on them at the behest of the thieves. A city would be ruined if it allowed the 'Convention' to be disrupted.
-How secret is the convention..really? You could go anywhere on the spectrum but the size and games of it tends to say that it would be common knowledge in the right circles. Or, depending on the geographic separation of the guilds, it could be known by the 'planners' and then guilds are notified in a certain amount of time prior to the event to maintain as much security as possible.
I expand on those questions because I see more plot ideas.
- If you assume a city could be destroyed by ruining the convention then there would be big thoughts for players outside the guilds. A neighboring city might be getting underrun by another city and what better way to destroy them then by ruining a convention taking place there.
- Knowing the location of the city would be very valuable information to the right people. PC's may just know the right people if they can learn the location. Word travels fast once it is announced so they must beat it to the punch. Perhaps that is how it gets announced as well. The guild who figures out where the event is being held gets some prestige to add to the other games listed above.
- It could be that the cities actually bribe the guilds to use their city as well. If the cities convention is a success they probably get many visitors in the after math to hear stories and possibly try and make some after convention purchases.
An extremely powerful set of ideas. As MJS said, this one bears the stamp of greatness.
It can be divied, and remodeled, and reset into any world, and all of it still holds together, so long as there's greed and caution in the human heart. Brilliantly done, overall. Congratulations. Go to Comment
yeah, I know it should technically be my submission, but Murometz worked for a long time on this and I really mainly helped with the organization and the day to day planning. He did all the background information, the guilds, and the entire base idea was his.
Okay. This starts out as the stereotypical "mobster warfare story". The tale also presume a highly romanticized version of a thief's life, as one can hardly imagine murderous gutter scum playing these "noble thieves' games" in a realistic setting. Magic items as rewards in thieves' games also seem a little far fetched to me.
On the other hand there is a lot of love and affection in this post. The roast is particularly enjoyable. There is also a lot of love put into the different guilds and I salute that. A good resource for any GM indeed.
In retrospect I notice the exceptional high score awarded to this post by other Strolenites. It seems that traditional thieves guilds in high magic settings is to their taste.
That is a matter of taste and preference.
From me this sub gets:
4.0 Base for good subs
+1.0 for diligence and affection
-1.0 for features that I find not to my liking
4/5 Total score Go to Comment
I give these out so rare that I almost hate giving them out. But this one is definately worth the effort.
Good job Mur and Sras... I tip my hat to you both... wonderful job.
I would like to say that, everything is set up perfectly. There is a lot of information that doesn't bog down in the particulars. The added events are a nice touch, this just speaks of time and effort put into it. This is a v2.0 submission.
The added brief description of the thieves guilds is wonderful. Enough odd flavor to begin any amount of mayhem to the players.
It is rumoured that a sort of little people living deep in the green woods have magic acorns. If they throw and hit someone with by one of these acorns the victim will experience temporary madness for a small duration of time, making the babbling victim easy to capture of kill.