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Bludgeon

Guilds - new big expansion

22 posts in this topic

Posted (edited)

This project combines and upgrades several of my old ideas into something more cohesive.

Various cards allow characters to gain favours with one of three guilds. A favour works pretty much like a spell but effects are stronger in general. Favours are harder to get than spells as well. A character has no limit of favours he can have.

Three new denizens can be found who will let you become a member of one of the guilds. Once a guild member, favours you use of that guild have an improved effect.

Components (final?)

- 3 denizens

- 6 membership cards

- 46 adventure cards

- 2 city cards

- 6 dungeon cards

- 36 guild quest cards (12 per guild)

- 45 guild favour cards (15 per guild)

Edited by Bludgeon
TavernSkell and Alarin like this

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Have you considered making the Guild requirements more specialized? Like the Fighter's Guild might require you to have X Strength in Battle to join their ranks, then you just pay your 2 Gold or so as membership dues. Mages might need a certain amount of Craft and / or Spells to prove they're adept at the occult, while Scoundrels might need so many Objects and gold to prove their skills as a thief. Not sure about Rangers though my first thought is to have them focused on Followers (guiding people across the land, gaining animal companions, etc.).

Makes membership less about discarding things you've collected and more about reaching milestones and paying occasional dues, and makes each feel a bit more unique.

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Making guilds more unique from each other is the goal I have in mind, and I appreciate your ideas.

I first have to make all four membership cards, then I will know better how to develop other cards.

Reedstilt likes this

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Posted (edited)

GUILD CLASSES

How to put them together during play:

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description:

95cbb235e21161c3.png

 

CLASSES

351cd7b42803088f.png 634aa698e76fc3bf.png

a52ffb5ad1f624cf.png 5f2e954f00896b5d.png

94693fbae733a41d.png 5e3885fc06f7fbf8.png

6aecf2a6f2e74965.png ab153ab19f4e0d65.png

Edited by Bludgeon
Alarin likes this

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I'm liking this conceptually, but I'm concerned that the current implementation is too sprawling to be practical. How many copies of each card would be needed in, say, a full 6-player game? Can everyone be part of the same Guild? If so, you'll need almost 100 cards just to account for guild membership and the leveled bonuses, assuming you put both Adept, Expert, and Master abilities on the front and backs of each.

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There will be 2 copies of each guild card, meaning no matter the number of players there's room for 2 members per guild only. That gives 8 cards per guild, 32 cards in total.

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Ah, I see! I missed that you had edited the card list in the original post. That's significantly more manageable. 

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I also just noticed that in the original post you mention that there might be 6 Guilds? Any idea what the other two could be? I briefly considered a Hunter or Explorer Guild but I think those themes could potentially be folded into the Ranger Guild. An Assassin Guild could be interesting, gaining favor for defeating other players, among other things. Maybe a sort of Clergy Guild to serve whatever morality-neutral religion is based in the Temple. Or make the Assassin Guild restricted to Evil characters and the Clergy Guild restricted to Good characters (or not-Good, and not-Evil, respectively, if Neutrals are allowed to join too).

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No no , just four guilds. The main reason is the more guilds you make the lower the chances of encountering a card from your guild.

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I really like the idea behind this expansion. I'm relatively new to talisman 4th after playing the 2nd edition in my youth. I rediscovered it after getting out my old game to play with my kids. Will this expansion be put on talisman island?

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Very cool idea. Great minds think alike -- with the kung-fu / shinto corner board I made earlier this year, I used the same template for "Techniques" as you did for action cards. Similar way that they're used too. I gotta get that expansion (and the others I've been tinkering with) to Jon soon so that y'all can see them. :)

I really like the advancement idea. That's really well done. 

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Update!

- removed actions completly from this expansion. If you liked them, I'm working on turning fate points into fate cards, and they will have very similar feel

- added new category of cards: guild quests

- changes to all 4 denizens

- fully redone guildhouses, minor changes to other adventure cards

- updated table of contents

- partially redone fighter and scoundrel skills  

Edited by Bludgeon

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Another big update - replaced skills with guild classes.

EDIT: added several more quests.

Edited by Bludgeon

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