A Safe Haven for Outlaws, or the Thieves' Guild revisited.

Company of Dwarves seeking thief for dangerous mission. Find a group or village to play with here.

Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby hearthling4 » Fri Jan 13, 2012 4:15 am

Starting small is the only way to do it. This idea is kind of a long run concept. Are you interested in starting a small community of outlaws?
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby shotgunn902 » Fri Jan 13, 2012 5:03 am

real outlaws and over zealous rangers are going to wipe the bloody floor with you if they catch wind of this in their neighborhood fyi
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby Kriegwolf » Fri Jan 13, 2012 9:07 am

When I become a king there will be no outlaws.
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby SirScrotsScribe » Fri Jan 13, 2012 3:21 pm

I think It sounds fun, would probably fail but that doesn't mean you shouldn't try it out. One thing though, is that you are trying to make a village of outlaws....with laws......just think about that. That whole "kill the previous leader" thing is cool, but outlaws wont want to be told what to do unless its more of a kinship in raiding. (pirate ships were very much a democracy)

but either way:
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby Flame » Fri Jan 13, 2012 4:35 pm

anyway if this will fail, try to think to crate the opposite. A guild of paladins. You know, you're just trying to put some vault toghether and nothing else, thieves are everywhere and are already safe.
Paladins are no-where and are hard to protect. That is a challenge.
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby Jackard » Fri Jan 13, 2012 5:51 pm

because this game needs more thieves right??
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby Patchouli_Knowledge » Fri Jan 13, 2012 7:18 pm

Jackard wrote:because this game needs more competition right??
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby hearthling4 » Fri Jan 13, 2012 7:39 pm

Well, given that all endeavors ultimately fail in HnH (from straight-up raids right down to world reset every so often), this is as interesting a way to die as I can think of right now. So PM me if you're interested, know of a good site, have ideas for how to make it work and the like.

And hey, if we can set up some sort of chaotic democracy I'm all for it. Heck every last detail of this plan can change if it won't work out, I just want the main concept to remain intact.
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby Jackard » Fri Jan 13, 2012 8:05 pm

Patchouli_Knowledge wrote:
Jackard wrote:because this game needs more competition right??

Would you really label a group that relies on theft in this game as 'competition'? The concept sounds pretty small time to me.

And if they move onto production, do they remain simple thieves or become a full-blown faction?
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Re: A Safe Haven for Outlaws, or the Thieves' Guild revisite

Postby Flame » Fri Jan 13, 2012 8:40 pm

Everybody here play the war and the barbaric age. Sigh.
To when the conquer of the world under a law ç_ç?
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