This article originally appeared in d20 Weekly

Guildcraft

Guildcraft

Published by Bastion Press

Written by Peter Leitch, Chris Maxfield, Mark Somers, and Wes Nicholson

96 pages; $24.95

Guildcraft fills a niche left void in the world of the d20 System for some time now. Guilds were a vital element in the social, political, and economic development of the European nations during the Middle Ages and the Renaissance, periods upon which high fantasy is loosely based. As such, guilds have long been alluded to in d20 System fantasy games, but rarely were of particular interest to players except, in the case of the wizards' guild, as a means of stocking up on magical wares.

Now, with the addition of Bastion Press' latest sourcebook, guilds can play the prominent role they long should have (those familiar with Warhammer will appreciate the value of guilds). GM's will find them a source of intrigue, while players will seek membership for the benefits they offer.

It's apparent from the start that the organizations heavily lean towards those players might find enticing to join. As a result, and to some dismay, it doesn't include anything approaching a gravedigger's guild, smugglers brotherhood, or physicians union, even though these and others like them would have obvious value in an RPG.

Similarly, the guilds are clearly "world neutral." This is a boon to those who want to use them quickly and easily, with minimum fuss. That doesn't mean they lack characterization, depth, or gaming potential, however. But what it does mean is that the authors have played . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: December 4, 2002


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