COMMUNITY - FORUMS - GUILDS
The Making of an Adventurer's Guild

The Adventurer's Guild



Services Provided

Primary

  1. Guides, tests, and distributes quests to adventurers.
  2. Provides a central location in a settlement for submitting all types of requests that are completed by adventurers, such as gathering, subjugating monsters, escorting caravans, surveying, etc.

Secondary

  1. Confidential and protected document delivery to any guild location (cost based on number of hops).
  2. Distributing notices to other guild branches (additional cost per scope).

Guild Branch Location and Components

  1. Ideally, the guild branch would be co-located with the tavern;
  2. Display board with publicly displayed quests; and a
  3. Receptionist

Adventurer Application, Identification, and Ranks

Application

Adventurers must pay a fee to join the guild. Upon acceptance the adventurer will be provided with a wooden physical identification with their identity and the rank of E etched into it.

Identification

The identification is proof of identity and guild membership and rank. Upon skill rank increase, the adventurer's physical identification will be relinquished and replaced with the next rank's physical identification.

Skill Ranks

Skill ranks are merit based. Upon sufficient achievements the adventurer's rank will increase. Some ranks may also require knowledge and ability tests. Ranks determine which level of quests they are authorized to accept. Rank E can be skipped by proving ones capability.

  1. Rank E: Beginner rank.
  2. Rank D: Settlement rank.
  3. Rank C: County rank.
  4. Rank B: Duchy rank.
  5. Rank A: Kingdom Rank
  6. Rank S: World Rank
  7. Rank F: Member must return to rank E within a time-limit or be expelled from guild.

Flow for Accepting and Distributing Quests

  1. Requester signs Contract (1) with guild.
  2. Guild posts ranked notice of the request and distributes the notice to other guild branches (if applicable fee was paid).
  3. Properly ranked adventurer accepts the notice and signs Contract (2) with guild.
  4. Adventurer completes Contract (2).
  5. Guild informs requester and completes Contract (1).

Administration

Structure

Headquarters: Maintains list and ranks of all adventurers. Hires and assigns HQ and hub personnel. Maintains records for and approves A and S rank ups.

Hubs (Duchy seats): Maintains records for and approves C and B rank ups. Hires and assigns branch personnel.

Branches (Settlements): Maintains records for and approves F, E, and D rank ups.

Records

Branch reports to hubs (1eyr / 7days): New membership, consolidated quest completions/failures, and rank ups.

Hub reports to HQ (2.14eyr / 15days): Consolidated branch reports.

Qualifications for next tier rank ups (immediately): Members records that have met the requirements for rank C and A must be sent to the appropriate hub or to hq, respectively.

Membership transfers(anytime): Branches may request the records of members.

Contract Templates (see link)

Contract 1 (Between Requester and Guild)

  1. Request details.
  2. Guild determined deposit (refundable).
  3. Guild posting fee.
  4. Time limit.

Contract 2 (Between Guild and Adventurer)

  1. Request details.
  2. Reward.
  3. Time limit (Contract (1) time remaining).
  4. Penalty for failure.

Remote Notice Contract

  1. Selection: Adjacent settlements / County / Duchy / Kingdom / All
  2. Fee based on selection.

Delivery Contract

  1. Item to be delivered.
  2. Fee based on distance.

Identification Anti-forgery Methods

Material, crests and other intricate engravings, inlays of gems or other materials, encoded expiration dates, etc?


11/25/2019 11:29:10 PM #1

Purpose of Thread

To collectively and comprehensively define an Adventurer's Guild, and determine how it can be run using npcs / opcs, game mechanic obstacles, and how to overcome those obstacles. This is a living document that will be updated as the concept is refined.



Core Arguments

Pro

reserved

Con

reserved


11/25/2019 11:30:37 PM #2

Game Mechanic Changes

Required

  • Contracts (see link)

As contracts are written in ink, they cannot be modified once written on. If a person chooses to sign a blank contract or a contract with blank fields, then they accept the risk that such action entails. Fields can be permanently written on at any time. However, if either party disagrees with a field, then the contract is effectively wasted.

Suggested

Customized contracts that are simple for NPCs, but complex for PCs. Allowing for OPCs to offer contracts to NPCs and PCs


11/25/2019 11:31:11 PM #3

Currently Known Game Mechanics

Supporting

Contracts are not modifiable when signed by both parties.

Obstructing

"Contracts need to be signed by the parties in a single session" due to the potential of modifying the contract after one party has signed it.


11/26/2019 1:23:29 AM #4

Posted By Tarloch at 5:39 PM - Mon Nov 25 2019

That is certainly an ambitious project, good luck!

Aye it is. I hope that Contract 2 can be mostly automated by using the same npc employee rules that would be necessary to create a contract to go harvest 10 apples.

  1. if possible, the npc/opc receptionist/desk receive the requester's requester signed Contract(1) and hold on to it.
  2. The adventurer that has been promoted to be the branch, hub, hq master would ensure that Contract(1) is acceptable and sign, if it is.
  3. The master would then create the necessary contract for Contract(2).
  4. The npc/opc receptionist/desk would then offer Contract(2) to individuals with the proper identity and physical id.

11/27/2019 2:32:29 AM #5

Contracts

Requirement: Signing contracts when not in the presence of the other party.

Reasoning: Contracts need to be able to be signed without both parties being present. So that an offline guild official can review and sign a request when he or she comes online.

Obstructing Game Mechanic: "Contracts need to be signed by the parties in a single session" to prevent modifying the contract after one party has signed it and before the other party has signed it. -Snipe


Potential solution: As contracts are written in ink, they cannot be modified once written on. If a person chooses to sign a blank contract or a contract with blank fields, then they accept the risk that such action entails. Fields can be permanently written on at any time. However, if either party disagrees with a field, then the contract is effectively wasted.

Benefits of this solution: PCs can pre-write contracts for their npc / opc shopkeeper. Such as:

Examples of solution:

Simple Trade Contract created by a player owner of a shop and offered by npc/opc shopkeeper:

I, Avastar, the requester, agree to give 10e to blank in exchange for 100 apples.

Request expires in 1 eyr.

1e penalty for failure.

Signed Avastar.

Signed blank

Custom Rank-E Requester Contract sold by the guild for 1e:

I, Avastar agree to give 1e to Adventurer's Guild in exchange for 10 apples upto 100 times.

I agree to pay a non-refundable 1e posting fee, minus the cost of this contract, 1e.

I agree to pay a refundable deposit of 20% of the total reward, blank. This contract is void if the calculation is not correct to the nearest 1e.

Request expires in 1 eyr.

Refundable deposit is returned for failure, minus any successful portion.

Signed Avastar

Signed blank

In the above example. Because the deposit field is left blank, the guild could cheat Avastar by putting in an incorrect amount. However, the same clause protects Avastar.

Likewise, Avastar could put in an incorrect deposit amount, however the contract would not be accepted and Avastar would need to pay another 1e to buy a new contract. Effectively, the contract is free if submitted without mistake.

The guild would permanently fill in the italics information before selling the contract.

Custom Contracts: During contract creation, the scribe could mark which fields the story engine would keep track of. Contracts could be analyzed by scribes to determine each field's (story engine) effect, to ensure they were inscribed correctly. Or, custom contracts could be excluded from the story engine.


11/27/2019 3:55:43 AM #6

You normally wouldn't be able to keep one party's involvement blank. In order to make this situation happen you would have to no longer be completing the templated contracts, you would just be writing on paper. In such a situation the game wouldn't treat the object as a contract, but like a book.... just words on paper without any legal binding. You might be able to convince players of the legality, but NPCs wouldn't accept it.


11/27/2019 4:09:34 AM #7

Since NPCs hand out contracts, can an OPC do the same? If so, then how does the PC create the 'half-signed' contract for the OPC?


11/27/2019 4:26:52 AM #8

Posted By Avastar at 8:09 PM - Tue Nov 26 2019

Since NPCs hand out contracts, can an OPC do the same? If so, then how does the PC create the 'half-signed' contract for the OPC?

You wouldn't be able to create a half-signed contract. You would need to be able to program the script of your OPC to sign contracts. How intricate you can make that script remains to be seen. There has been talk of some things you can do regarding scripts, but how well it recognizes whether to sign a contract or not on certain conditions... not sure.

In DJ#7 it briefly mentions OPCs with regards to contracts.... but that was with "stock contracts".


11/27/2019 4:34:00 AM #9

Snipe hunter commented on that earlier today. Its not an official state.


11/30/2019 3:14:11 AM #10

What are the game mechanic differences between an association and a guild? For the brief information I found, it seems like a neutral organization, like an adventurer's 'guild', would be better as an association than a guild.