Not a tremendous amount, which might seem odd, but was done purposely. Being a member of the Thieves' Guild is actually pretty boring. The real excitement is getting away with crimes when both the civic authorities and the criminal underworld have it out for you! We treat the Thieves' Guild of Lankhmar as a foil to be thwarted more often than not. If you want to run a game where everyone is a member of the Guild, you can, but we didn't include new mechanics or subsystems to cover that anymore than we did if you want to have the party all be members of the Sorcerers' Guild (another viable, yet boring option).
Originally shared by Jonathan Tweet Tonight, my "Lethal Damage" 13th Age campaign draws to a close. Meanwhile, the guys are work have talked me into running a couple D&D sessions for them. That was the day 13th Age was announced, and they're happy to play 13th Age instead. That will be my "Great Center" campaign, based in the imperial capital of Axis, the center of the world. It's my opportunity to explore the setting from yet another perspective.
From Voyageurs National Park on FB: Called “Catamaran” by locals, Bert Upton is among the strangest of historical characters on area waters. He lived in a hut built over a dug-out at Squirrel Narrows. Found frozen to death in the 1930s by Kettle Falls pioneer Oliver Knox; Upton was perched lifeless in the snow just a half-mile from his home. Shunning civilization, Upton defined the word hermit. First spotted rowing his crude log raft on Namakan, no one knows how he got there. Upton’s accent implied an English heritage but any personal inquiries brought a stony silence. Some suspected him a man fleeing the law; others saw a bizarre outcast; everyone knew he was peculiar. Just five feet tall and wildly unkempt, Catamaran wore hacked-off pants and walked barefoot with a stick. Winter demanded shoes but no socks, a cast-off Mackinaw, and a trailing cap made from the leg of old underwear. He was oddly religious, and suspicious of being poisoned. Surviving on snared rabbits and fish, he ofte...
Originally shared by Curt Thompson This is an interesting theory, but I notice the author has to omit one of the most important Heinlein novels to make it work. Time Enough For Love was written in the very early 70s and was a straight (heh) extrapolation of the chaotic and frenetic zeitgeist of that era. http://www.locusmag.com/Perspectives/2012/11/the-joke-is-on-us-the-two-careers-of-robert-a-heinlein/
Michael Curtis Should have an idea.
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ReplyDeleteNot a tremendous amount, which might seem odd, but was done purposely. Being a member of the Thieves' Guild is actually pretty boring. The real excitement is getting away with crimes when both the civic authorities and the criminal underworld have it out for you! We treat the Thieves' Guild of Lankhmar as a foil to be thwarted more often than not. If you want to run a game where everyone is a member of the Guild, you can, but we didn't include new mechanics or subsystems to cover that anymore than we did if you want to have the party all be members of the Sorcerers' Guild (another viable, yet boring option).
ReplyDeleteThanks, Michael Curtis.
ReplyDeletehow many random tables will it have?
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