— 09/07/2023 8:21 PM

Next up is thoughts on Guild. NSR. Unusual take on encumbrance. Your aptitude for a check is the weight of your loadout - the attribute value. Check are roll-under D20+aptitude. Which means if your gear is light enough, it's possible to roll negative (a crit). Better weapons deal more damage, but are heavier. The economic system is kind of brutal. Gold is heavy. It doesn't take much gold to completely fill your available burden. Fortunately, it doesn't count towards your loadout, but things are expensive. Until you can pay the fees to become a guild member, your choices are funnels, or hiring out to a guild champion, where you are paid peanuts and do not get a share of any adventure spoils (unless you managed to pocket it before it was seen by the champion). Once you can pay into the guild, the guild takes 10% of all spoils, but your payout and max burden increases with your guild rank (pay to level up), and you have access to guild craftsmen, hirelings and pack animals, all at a cost, of course. Combat is all opposed, meaning you can take damage when you attack and deal damage when you're attacked. Missed ranged attacks give the defender the option of closing to melee range for next round. There is no mechanical differentiation for any gear or spell of the same grouping - that's purely narrative. Examples for starting loadout gear are pretty hilarious.

I picked up a copy of the Guild PDF because Luke Gearing contributed to the bounties/jobs zine. Overall it's a clever idea. It could be fun to run for a low-stakes, couple of session palette cleanser, but there's not much all that compelling about it. I'd run it, but there are many others I'd like to do first.