
(09-11-2014, 04:46 PM)undefined Wrote: In other words, because such a guild would deviate from the same newcomer-friendly and readily-found structure that, OoC, allows for players to easily locate them, sign up, etc. ... then the developers won't bother?I don't necessarily see it as lazy, but rather the way the devs want the setting to work. Their preference is to make sure that adventurers are seen as integrated and legitimate organization within the setting, and that even the "shady" ones have a sort of redeeming feature that grants them that legitimacy.
That's understandable, if lazy. Then again, many a development team prove lazy these days.Â
Rather than lazy, it's more like a clash of setting expectations. See also: every argument in World of Warcraft ever about the legal status of warlocks.
As for eliminating organized crime, I would applaud Merlwyb if she were able to do so in such a fashion. That's Vetinari levels of clever, right there, especially if she uses a similar system.
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Current Fate-14 Storyline:Â Merchant, Marine
Current Fate-14 Storyline:Â Merchant, Marine