Though I do enjoy strolling their the landscape and having idle chats, I find that my darling character has a need that cannot be satisfied with tavern banter and flower picking. What she desires is a sense of belonging, of activity, of excitement! And what better way to earn both riches and rewards than a Thieve's guild?
But what makes a Thieve's guild enjoyable to other players? Is it the size of the guild? Or is it the constant flow of activity? Or is it the notable change of improvement within the guild, and perhaps a chance to be acknowledged throughout the different settings? Or is it the members themselves that supply the excitement?
I am willing to hear all sources of input! Tis' also a Furcadian location, if that changes anything, I would like to know as well.
But what makes a Thieve's guild enjoyable to other players? Is it the size of the guild? Or is it the constant flow of activity? Or is it the notable change of improvement within the guild, and perhaps a chance to be acknowledged throughout the different settings? Or is it the members themselves that supply the excitement?
I am willing to hear all sources of input! Tis' also a Furcadian location, if that changes anything, I would like to know as well.
Though I do enjoy strolling their the landscape and having idle chats, I find that my darling character has a need that cannot be satisfied with tavern banter and flower picking. What she desires is a sense of belonging, of activity, of excitement! And what better way to earn both riches and rewards than a Thieve's guild?
But what makes a Thieve's guild enjoyable to other players? Is it the size of the guild? Or is it the constant flow of activity? Or is it the notable change of improvement within the guild, and perhaps a chance to be acknowledged throughout the different settings? Or is it the members themselves that supply the excitement?
I am willing to hear all sources of input! Tis' also a Furcadian location, if that changes anything, I would like to know as well.
But what makes a Thieve's guild enjoyable to other players? Is it the size of the guild? Or is it the constant flow of activity? Or is it the notable change of improvement within the guild, and perhaps a chance to be acknowledged throughout the different settings? Or is it the members themselves that supply the excitement?
I am willing to hear all sources of input! Tis' also a Furcadian location, if that changes anything, I would like to know as well.
Miss wrote:
Is it the size of the guild? Or is it the constant flow of activity? Or is it the notable change of improvement within the guild, and perhaps a chance to be acknowledged throughout the different settings? Or is it the members themselves that supply the excitement?
^^^Most of that. But mostly what I bolded. You also have to elect a leader or a council for your theives guild. It won't work if you don't have leadership.
You will need to have a few different spots for a theif. Manners, dungeons, streets. Those are where you do the best theiving- and of course a guild headquarters. Furc is pretty broad so you should be able to find a suitable place for each. You just need the people. ^-^
I hope this helps?
I had thought that that would be a key factor. I had also guessed that leadership is important as well, and I will likely have my character as the founder, and leader, at first, then branch outwards into trusted others.
There are plenty of large, manor-like houses, a small dungeon, and more streets than you can shake a stick at. The players around me, though, aren't as shady (or maybe they are, which is unlikely), as to be considered thieves. But time will tell.
It does help, thank you!
There are plenty of large, manor-like houses, a small dungeon, and more streets than you can shake a stick at. The players around me, though, aren't as shady (or maybe they are, which is unlikely), as to be considered thieves. But time will tell.
It does help, thank you!
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