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Thread: Guilds represented abstractly
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01-12-1999, 09:08 AM #21Kenneth GauckGuest
Guilds represented abstractly
But this kind of depth can be done "on the fly" without complicated rules.
Take some notes about the produce and craft work of various regions, keep
the occupatons table in the DMG handy (p. 105) and you have all you need to
develope a role play situation all the way. Keeping track of it when no
players are asking about it is a waste of time better spent on something
else, unless you just like to do it for your own satisfaction. For example
I trace the geneology of my noble NPC's. Not useful, really, but I like it.
Kenneth Gauck
c558382@earthlink.net
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01-13-1999, 02:29 AM #22
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Guilds represented abstractly
In a message dated 99-01-11 03:03:39 EST, zero@wiredweb.com writes:
>
Were you comparing IS to the previous Starfire-Empires, or IS2 to
IS? IS2 (as I playtested) was way out of my league, and I loved the system!>
I agree with you about the complexity-- there is a lot to track, even if you
let some/most of them do 'something else' for a domain round or two. Addding
varied types of guilds would add a lot of color to the game, but I am unsure
that we really need that added workload to a game. Let's just argue that RL
guilds would specialize in specific crafts, but BR guilds don't.
Lee.
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