Richard Develyn wondered
> RQ2 had a section on Alchemists Guild, Free Sages, Thieve's Guild,
> Horsemasters Guild, and so on. RQ3 doesnt. What is the situation with
> guilds in Glorantha? In particular, I'm interested in Alchemists
My take on this is three-fold:
- These guilds were in large part to give previous experience. RQ3 has
a
different approach to this, so the guilds weren't needed.
- The Sartarite cities are in fact much smaller than was implied in
RQ2,
and these extensive guilds probably don't exist in most cities. In
particular, I wouldn't expect Thieves Guilds in most of the cities on
the
RQ2 map -- the cities simply aren't big enough to warrant an
organization
of thieves (to say anything about even a handful of full-time thieves).
A
few cities, such as Jonstown or Boldhome, might have rudimentary guild
structures. (And huge ones like Nochet certainly would.)
- Alchemists in particular didn't really make RQ2 more fun. You'd get
that
dreadfully boring Blade Venom or other poisons.
I suppose there's also
4) RQ3 is generic, and guilds aren't.
So I think guilds were dropped as being not too typical of Glorantha
(and
certainly not Sartar or Prax), and hardly a standard model for a generic
culture.
Joerg Baumgartner (via Hotmail)
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