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Non-Adventurers and the Quicksand


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Non-Adventurers and the Quicksand
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Andrea Jacksonv
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RE: Non-Adventurers and the Quicksand |
#16
07-16-2014, 07:59 AM
Heh, thanks for all the responses guys. It's good to know I wasn't mistaken, and that the real group of people that matter don't see it as a problem Big Grin
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RE: Non-Adventurers and the Quicksand |
#17
07-16-2014, 08:35 AM
yeah, I would just ignore them, or do what I am doing, every other post I am trying to make it as clear as possible that I am not, in fact an adventurer, enjoying the luxuries that the Hourglass has to offer.

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RE: Non-Adventurers and the Quicksand |
#18
07-16-2014, 08:48 AM
Having played through the MSQ for all three city-states, my read of the lore is that the Adventurers' Guilds share space with existing establishments. The Carline Canopy, for instance, serves a variety of dishes, one of which you deliver in the plotline to a non-adventurer. The proprietors of the taverns also happen to be the proprietors of the Adventurers' Guilds, and certain services (leves, for instance) are only available to registered adventurers, but the places themselves are taverns, and that's that. Yes, they're taverns primarily frequented by adventurers (due to the AG being there), but there's a variety of side quests at them involving people there just to have a drink, who need to contract an adventurer's services, etc.

So, yeah. The people in question are wrong both on lore and on behavior. There's no need to be a jerk; if you don't like what someone is RPing, don't RP with them.

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RE: Non-Adventurers and the Quicksand |
#19
07-16-2014, 09:06 AM
(07-16-2014, 08:48 AM)FreelanceWizard Wrote: There's no need to be a jerk; if you don't like what someone is RPing, don't RP with them.

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RE: Non-Adventurers and the Quicksand |
#20
07-16-2014, 09:06 AM
Wow.......wtf is wrong with people? *shakes head*

Sorry you had to deal with that. Sad
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RE: Non-Adventurers and the Quicksand |
#21
07-16-2014, 09:07 AM
(07-16-2014, 09:06 AM)Warren Castille Wrote:
(07-16-2014, 08:48 AM)FreelanceWizard Wrote: There's no need to be a jerk; if you don't like what someone is RPing, don't RP with them.

Can we get this on a banner? Fly it by on a blimp? Put it on shirts and hats?
Seconded.

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RE: Non-Adventurers and the Quicksand |
#22
07-16-2014, 10:06 AM
(07-16-2014, 08:48 AM)FreelanceWizard Wrote: So, yeah. The people in question are wrong both on lore and on behavior. There's no need to be a jerk; if you don't like what someone is RPing, don't RP with them.

This is how I feel about this entire thing.

The latter is the viewpoint I take entirely to the jerks and their RP and honestly their OOC statements just cemented it for me.
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RE: Non-Adventurers and the Quicksand |
#23
07-16-2014, 10:25 AM
(This post was last modified: 07-16-2014, 10:26 AM by ArmachiA.)
I don't feel like the Adventurer's guild houses a bar, I more feel like there's a Adventurer's Guild being HOUSED in a bar, kind of like a McDonald's being housed in your local Wal-mart. If your not an adventure you just can't walk over and use, like, the Guildleve services.

This does bring up a question from me though, and honestly something I've not thought about. How do you sign up for an Adventuring Membership? Is it like Sam's Club? 20 gil a month? Just walk up to the counter and fill out some paperwork?

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RE: Non-Adventurers and the Quicksand |
#24
07-16-2014, 10:27 AM
More or less... Yeah, seems to be. Remember, as far as (Ul'dah's) MSQ is concerned you sign on with Momodi BEFORE going to see your guild for your class. It seems to be a catch-all "This is what you do for work when you don't do anything else."

Hell, looks at Edda's group. They were clearly in over their heads but were all permitted anyway.

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RE: Non-Adventurers and the Quicksand |
#25
07-16-2014, 10:34 AM
I see! Thanks for that.

Then who really cares? If it's that easy to be an adventurer and not some invitation only hullabaloo with big secret meetings or whatever, then thats a weird thing to get stuck on lore-wise.

And many of you know I am a stickler for lore, myself.

There are many reasons why non-adventurer's would be in there and doesn't even look like it's closed off from them, it only says in a passing dialogue it's for Adventurer's.

They shouldn't have treated you that way, that was uncalled for.. and it was over something really too small to be argued.

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RE: Non-Adventurers and the Quicksand |
#26
07-16-2014, 10:36 AM
I'm pretty sure there's no system of "vetting" any "adventurers" based on... yeah Avere and Edda's group.

I think using the Quicksand and any other tavern that takes place within the other AGs are just fine so long as Non-Adventurers aren't going to say "but I took on this contract and got paid some gil, etc."

Guild services -are- guild services. But the Quicksand or any other tavern is not the guild service.
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RE: Non-Adventurers and the Quicksand |
#27
07-16-2014, 10:39 AM
The sign-up was all something we did upon entering the city. I can't speak for the other cities, but it was the case too for Gridania in 1.0, after being chased by a rather angry tree.

For any new characters, they're told to go talk to the Adventurer's Guild leader in their respective city after the opening cutscene. So while those couple of players can choose to believe it's the AG housing the tavern, since there isn't a way to force anyone to believe anything, I wouldn't consider them to be as accurate to the lore. 

Side Note: Anyone who got the collector's edition bluray (or probably some basic youtube searching  skills to find them) can watch the history section of the game lore and see that the adventuring guilds were made after everything else. If a person starts trying to argue lore, the easiest solution is probably to kindly let them know that's not the case for you, but if you're feeling a little more argumentative or want to prove them wrong, there are sources to back it up.

Other Side Note: There's a little cafe by the airship docks in Ul'dah that are also nice. I've used it to reduce the amount of text flying on my screen, or for a "quieter" setting. You may like it too. Smile

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RE: Non-Adventurers and the Quicksand |
#28
07-16-2014, 10:43 AM
(07-16-2014, 10:39 AM)Unnamed Mercenary Wrote: Other Side Note: There's a little cafe by the airship docks in Ul'dah that are also nice. I've used it to reduce the amount of text flying on my screen, or for a "quieter" setting. You may like it too. Smile
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RE: Non-Adventurers and the Quicksand |
#29
07-16-2014, 10:59 AM
With common courtesy kept in mind (Such as first-come first serve and respecting people doing plots in open world locations), I'm pretty sure unless you're stood in someone's FC house, no one else can really tell you to (as in, order you to) scram from a location. Most of the time, RP'ers just don't have that IC power, law-enforcement types excluded. If it happens again tell them to mind their own cup of tea ^^

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RE: Non-Adventurers and the Quicksand |
#30
07-16-2014, 11:05 AM
(07-16-2014, 10:25 AM)ArmachiA Wrote: This does bring up a question from me though, and honestly something I've not thought about. How do you sign up for an Adventuring Membership? Is it like Sam's Club? 20 gil a month? Just walk up to the counter and fill out some paperwork?

It's just filling out some paperwork, it seems (the MSQ has the proprietor having you make your mark in a big book). What's really interesting is the level of services provided for that simple act; for instance, the guild pays for your first two retainers, you get a free inn room, etc. You don't even have to do a single leve for any of that.

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MSQ through 2.2 spoilers!
We know Momodi has a fairly keen connection to the Scions of the Seventh Dawn, being that it's she who makes the formal connection between the Adventurer and the Scions. She also helps handle the whole Yugiri situation. We also know that the Adventurers' Guild in Revenant's Toll actively aids the Scions in return for their assistance in rebuilding. One wonders if the Scions and the AGs have significant monetary and social connections that explain their generally wide-ranging support for relative unknown adventurers -- you never know when one of them might prove to have the Echo, or otherwise serve the Scions' goals.

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