GFC - Personalities

Denalor

Mongoose
A couple of days ago I had need to create a typical Thieves Guild, so I grabbed the „Guilds“ section of GFC and roamed through more closely than I had before.

There are some issues that I have probably misunderstood.

1) If you create a Novice character according to RQ Deluxe, a “Blacksmith” or “Craftsman” will start with their chosen Craft skill at maximum INT (Craft skill taken with background option)+10(Profession)+30(free points). Average human INT is 13, let’s assume 15, so we end at Craft 55%

2) Apprentices (GFC page 32) end with a Craft skill of INT+20 (capped at half the master’s/employer’s skill). I.e. the assumption is that 10 free points (max) were spent on this particular craft skill.

3) Masters (as defined in GFC page 31) need to have 80+% in their craft (or lore) skill. I.e. at least 55 free points (again assuming the INT15) must have been spent on this skill. To achieve that expertise, you need to create a veteran character (novices may spend maximum 30 free points on a skill, seasoned max 50).
Well, actually, as you also need to have Influence 60+% you’d also need to spend approx. 30-35 free points on Influence leaving you with a mere 10-15 remaining free points to spend on skills like Evaluate, Commerce or Lore (Guild).

4) Officers (as defined in GFC page 31) obviously are also at least veteran level. I’m sort of hand-waiving the creations rules here and just use the general experience level as stated in RQ Deluxe page 191, since I can’t really see how you’d manage to achieve the kind of skill levels demanded with a veteran character (too many advanced skill which would cost a lot of free points).

5) Page 17 of GFC tells you to create INF personalities. Page 18 states that novice characters are at a cost of 0 Affinity points, seasoned cost 1, veteran 2, master 3 and heroic 4.

Now, that would mean that each GFC-Master (who is at least a veteran character) costs 2 Affinity.

Take your average-sized novice guild, SIZ10, with a lot of influence in town (INF20). That guild has 30 Masters and 6 Officers. To buy 36 veteran characters would cost 72 Affinity ! Unfortunately you only have 16.

So… have I delved too deeply into rules mechanism mysteries ? Am I the only one who’s kind of “bothered” about that ? Do you ignore the affinity cost for experienced personalities ? Or what ?



BTW: Association SIZ is obviously capped at 21, all other characteristics appear to be open-ended. At least INF, since the Affinity table on page 7 lists 81+ for SIZ+INF, i.e. INF can obviously go up to at least 60. Still, when creating novice associations I typically cap at 21 (max plus min of 3d6-rolls, just like capping characteristics of races)

BTW2: did anybody ever try to create the kind of blacksmith that is given in GMH page 29 ? That guy has spent more than 600 free points !

BTW3: for the above mentioned Thieves Guild I obviously did not take Craft as the respective skill but rather "typical" thieves' skills (Mechanisms, Streetwise, Sleight, Stealth, , ...)
 
Denalor said:
Take your average-sized novice guild, SIZ10, with a lot of influence in town (INF20). That guild has 30 Masters and 6 Officers. To buy 36 veteran characters would cost 72 Affinity ! Unfortunately you only have 16.

So… have I delved too deeply into rules mechanism mysteries ? Am I the only one who’s kind of “bothered” about that ? Do you ignore the affinity cost for experienced personalities ? Or what ?

It doesn't particularly bother me, but I can understand why it might concern others...

My suspicion is that it wasn't the intention of the author that you used the full character creation rules for PC's to generate all the members of the guild. - Rather when you decide that the town has a Master of the Blacksmith's guild you need to give him an 80%+ Craft skill. (30 Master smiths in a town seems remarkably high too!).

The rules for creating adventurers above novice level are fairly arbitrary values anyway, and probably need to be updated in light of subsequent changes to the various magic systems (It is the old problem of RQ's generic approach to magic doesn't actually work for any of its settings). You could "reverse engineer" rules for GFC guild members by writing up suitable NPC's at the various levels (apprentice, master, officer) and then looking at how many points they need to spend to get there.

Another thing to consider. The Character creation rules are designed to generate adventurers. Their lifestyles and experiences would suggest they pick up a variety of skills from a number of different sources. A Guild Apprentice who is indentured to a master and is dedicated to his profession may benefit from an accelerated development in the guild skills at the cost of other more general skills. (so when generating Guild masters or officers allow "free points" spent on "guild skills" to add skills at 1.5 or 2x the amount spent (if you got 2 skill points in guilds skills for each free point spent, the 55% the master needs to spend would come down to 28%, making it possible for a seasoned character) - This may still leave you short of points to create all the required NPC's, but it will reduce the deficit.
 
Back
Top