White Dwarf’s best era for AD&D-focused content spans issues 10–40, with later issues featuring broader system-agnostic material. Here, Olivier Legrand explores thieves guilds—an underdeveloped aspect of the core game.
What’s it about?
The article frames thieves guilds as medieval mafias. Not all thieves are members—muggers operate independently—but specialists like locksmiths and burglars are typically involved. PC thieves, unless incognito, are approached within 24 hours and blindfolded before meeting the guild. Membership requires signing a contract outlining duties and benefits; betrayal means assassination, refusal means exile.
Guild members owe a 20% cut of all thefts, though it’s unclear if dungeon loot applies. I’d prefer this fee folded into training costs to avoid bookkeeping and player frustration. The guild offers jobs, but this feels best suited to one-on-one sessions, as many party members are not suited to a guild job session. Interestingly, the guild won’t rescue captured members—though I’d allow the guild to have jailers ‘on the take’.
Legrand details guild hierarchy: lieutenants oversee districts or operations (kidnapping, racketeering, recruitment), and the Guildmaster could be anything from a noble with a double life to a crime lord who is either feared or praised by the poorer townsfolk based on how cruel and ruthless they are. The article covers street-urchin apprentices, instructors, specialists, and the make-up of a spy network, with contacts in inns and shops to protect informants. It also explores guild headquarters, political ties, rival factions (merchant guilds, local authorities, assassins), and internal power struggles.
It's worth noting that the guild structure outlined feels less secretive than a cell-based one that I often see.
Is this a keeper?
Yes. This article not only explains a guilds operation and structure but also provides neat guild based adventure hooks. This is a ‘best of’.
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