I like to think of guilds/factions as groups of likeminded individuals, which allows for certain members that are less than legitimate and those who are altruistic working together but under eachothers noses, can make it feel like there real tension happening as there's an internal push and pull that the players can influence the future of.
I like how in the Dragon age games, the guilds evolve change and are absolved into other guilds. Like how the chantry church birthed the inquisition who disbanded and went on to become the seekers of truth who then went on to become the templars. The templars eventually became an arm of the chantry to enforce their control over magic and mages. The sanctioning of mages diverted into another guild called the Circle. And all mages who escaped or refused to be sanctioned were called apostates.
Also be prepared for weird guilds and trade distinctions. Historically Speaking Mantua-making and then general dressmaking were a separate trade than tailoring, and as such dressmakers wouldn't be covered by the same guilds as the tailors. This is because whilst Women were allowed to serve as assistants to Tailors, they weren't allowed to become actual independent Tailors under the Tailor Guild. As such when Women's fashions shifted to favor looser fitted garments (the Mantua), the Lady Tailor's Assistants left to become Mantua Makers, and as the Tailors didn't particularly care for Mantua Making, they let the Mantua Makers do their thing. And from then on out Women's Dresses, even after the Mantua went out of fashion, were made by Women Dressmakers, not Tailors. Creating two separate trades, where there was once one. (Then Mass-production happened)
There is always more You can do with this concept. The example You gave just show that circumstances of history, economy and culture can heavly influence the forming of such guilds as well :)
I've always thought of Adventurer's Guilds as more or less just being a Mercenary Guild by another more fantastical name. Like you say they fulfill more or less the same role, so it doesnt make sense to have both of them operating in the same place in the same manner. However I don't think that means Adventure's Guilds are necessarily a bad idea, its just good to be mindful when using them that they're pretty much just a reskin of something like a mercenary company or bounty hunter association with a more high fantasy aesthetic.
I have so many questions about mercenary guilds and bounty hunter guilds. Mainly, to avoid obviousness of adventurers for the protagonists and antagonists.
@@lordtea7688 OK in the foundations of such guilds for mercenaries or bounty hunters should there be special requirements like patriotic loyalty, a religious affiliation or a particular family connection? Another, is can mercenary guild leaders for a sort of peace council between their guilds as to establish a neutral ground between jobs? Should bounty hunter guilds require a no criminal record of any kind as a special requirement?
@@jamestipton3342 A lot of these questions are very case-sensitive. It would highly depend on the culture and geo-politicial dynamics in the world. Remember, there is no such thing as "universal design" in terms of how things should be done. Some guilds may or may not implement those things you are asking about. The question always is - why? If a bounty-hunter guild require a no-criminal record, why would that be? Is it to avoid other guildmembers to hunt each other in case of a bounty? Also what "bounty" those bounty hunters hunt? Is it only a criminal bounty? What if a neighbouring state put a bounty on a revolutionary leader? He may not be a "criminal" but someone who fight for freedom and against a totalitarian ruler, but... he may have commited a war-crime "for the greater good" Would that guild now take a bounty on that person? In those cases you need to think about the context and what the upper echelons of a faction want and don't want.
Instead of speculation, maybe you could have research. Traditionally, they did not come together to solve goals, but instead control the reputation of their goods and services, and collectively bargin with the powers that be. Coming together to achieve economies of scale, achieve goals that required collective action, and trade were more beneficial side effects of the socializing that resulted from the guild.
I like to think of guilds/factions as groups of likeminded individuals, which allows for certain members that are less than legitimate and those who are altruistic working together but under eachothers noses, can make it feel like there real tension happening as there's an internal push and pull that the players can influence the future of.
I like how in the Dragon age games, the guilds evolve change and are absolved into other guilds. Like how the chantry church birthed the inquisition who disbanded and went on to become the seekers of truth who then went on to become the templars. The templars eventually became an arm of the chantry to enforce their control over magic and mages. The sanctioning of mages diverted into another guild called the Circle. And all mages who escaped or refused to be sanctioned were called apostates.
Thank you for reminding me about Dragon Age, almost forgot about that gem (at least the first game)
Also be prepared for weird guilds and trade distinctions.
Historically Speaking Mantua-making and then general dressmaking were a separate trade than tailoring, and as such dressmakers wouldn't be covered by the same guilds as the tailors. This is because whilst Women were allowed to serve as assistants to Tailors, they weren't allowed to become actual independent Tailors under the Tailor Guild.
As such when Women's fashions shifted to favor looser fitted garments (the Mantua), the Lady Tailor's Assistants left to become Mantua Makers, and as the Tailors didn't particularly care for Mantua Making, they let the Mantua Makers do their thing. And from then on out Women's Dresses, even after the Mantua went out of fashion, were made by Women Dressmakers, not Tailors. Creating two separate trades, where there was once one. (Then Mass-production happened)
There is always more You can do with this concept.
The example You gave just show that circumstances of history, economy and culture can heavly influence the forming of such guilds as well :)
I've always thought of Adventurer's Guilds as more or less just being a Mercenary Guild by another more fantastical name. Like you say they fulfill more or less the same role, so it doesnt make sense to have both of them operating in the same place in the same manner. However I don't think that means Adventure's Guilds are necessarily a bad idea, its just good to be mindful when using them that they're pretty much just a reskin of something like a mercenary company or bounty hunter association with a more high fantasy aesthetic.
I have so many questions about mercenary guilds and bounty hunter guilds. Mainly, to avoid obviousness of adventurers for the protagonists and antagonists.
Then ask away :)
I do continuational videos from time to time so i might take those into account in a another video
@@lordtea7688 OK in the foundations of such guilds for mercenaries or bounty hunters should there be special requirements like patriotic loyalty, a religious affiliation or a particular family connection? Another, is can mercenary guild leaders for a sort of peace council between their guilds as to establish a neutral ground between jobs? Should bounty hunter guilds require a no criminal record of any kind as a special requirement?
@@jamestipton3342 A lot of these questions are very case-sensitive. It would highly depend on the culture and geo-politicial dynamics in the world.
Remember, there is no such thing as "universal design" in terms of how things should be done.
Some guilds may or may not implement those things you are asking about.
The question always is - why?
If a bounty-hunter guild require a no-criminal record, why would that be?
Is it to avoid other guildmembers to hunt each other in case of a bounty?
Also what "bounty" those bounty hunters hunt? Is it only a criminal bounty? What if a neighbouring state put a bounty on a revolutionary leader? He may not be a "criminal" but someone who fight for freedom and against a totalitarian ruler, but... he may have commited a war-crime "for the greater good"
Would that guild now take a bounty on that person?
In those cases you need to think about the context and what the upper echelons of a faction want and don't want.
@@lordtea7688 Thank You!👍
Instead of speculation, maybe you could have research.
Traditionally, they did not come together to solve goals, but instead control the reputation of their goods and services, and collectively bargin with the powers that be. Coming together to achieve economies of scale, achieve goals that required collective action, and trade were more beneficial side effects of the socializing that resulted from the guild.