Posted By Hieronymus at 5:55 PM - Sun May 05 2019
Honest question. Why would you need to coordinate adventuring across such vast distances? And for that matter, why would someone have any interest in what is happening in a part of the game world they themselves are not playing in to the extent that they want to provide a service for it?
Adventuring guilds strike me as one of those things that really don't need to scale up like that and in fact are extremely localized in their purpose. Each biome, for instance, is going to have very different characteristics and therefore different opportunities for adventuring. And most adventuring is probably going to occur spontaneously anyway. Players will buy some supplies and just head out of the settlement into the great beyond.
The purpose is to have a tool readily available. This tool is not just for individual players but for rulers, as well.
What happens when a monster (a lich, undead curse, crazed magical NPC/Player with a talent) razes your kingdom? Especially when you do not have the resources within your kingdom to deal with it? Would you bend yourself over a barrel and beg other kingdoms for help? Would you use alliances and strain relationships and compel aid? And do you really think foreign powers would really give a damn enough about you to risk their power- that they have painstakingly spent the time to build - with no clear benefit? Do you throw all your hard-earned meagre resources into a wildfire that you don't certainly know will be resolved?
Originally players would not know of the opportunities available to them and their specific skillsets abroad unless they are closely, ultra-mega, in bed with groups, powers, persons that have a far reach or meta-game. This forces players into guilds, militant factions, parties, etc. which they may not want to join and which may be restrictive. Information is important.
If an emergency were to happen in one part of the map, a ruler would never know that a non-legendary person in another part of kingdom, or Elyria would be able to help. There is no established means to do this. Or should each ruler spend the funds to establish the infrastructure to message every person in Elyria every time he needs help. Heavens knows how hard and far he will have to look and the costs of it too.
And again, the individual benefit is immeasurable. As a farmer who needs a temporary field hand to reap his fields. As a scholar who needs an armored guard from city A to city B. As a lord who needs a pesky group of bandits removed from his lands.
And besides, there are lots of auxiliary services that can be offered once you have a well-established group such as an adventurer's guild. I'm going to roll out more information and ideas after DSS and lengthy talks with monarchs and noblemen. But to give an idea, I'm already in charge of the library of the Mage's Guild and intend to have libraries throughout Elyria, offering and collecting basic information, selling curated book sets on skills, and providing simply things such as newspapers.
There are guilds already established in the game but they serve to allow for like-minded people to congregate and interact. The adventurer's guild is like eBay, Monster, Indeed, Craigslist - you get the idea. It's structured to be an efficient tool to get you what you need, no matter what you are
Guilds can post their own requests. An alchemy guild can have a standing post to gather herbs. A blacksmithing guild can have a standing post for ores. An explorer's guild looking for people specialized in certain combat, or with certain skills to help them in a new, dangerous region. This centralized forum ensures that as many people can see these requests because everyone knows where to look.
This is also a good tool for migrants who are looking to establish themselves in regions or traveler's needing quick cash. A resource like this makes it even more compelling to find legitimate sources of money when you're tapped out instead of robbing and raiding.