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Is there a better way of writing the adventurers guild other than being a lite version of mercenaries?
I was thinking of leaning more into expedition, exploration and scientific studies (most prominently geography) other than odd-jobs and hunters
Better way as in what?

To draw the line between mercenaries and adventurers? I think the generic fantasy already done that, the only thing lacking is explaining mercenaries. But usually what considered "mercenaries" were joined with what considered adventures.

Maybe if you want it better written you could take off some of guild workload and make them highly specialized. As in "adventure guild card to enter city" to "monster processing". I mean think about the administration, and the staff need to fill just one guild. Guild who supposed to specialize in exploration were have to checked people guild card for city entry and maybe they are focused on subjugation but the processing is sent to merchant guild.

Idk tho, that's what the most I can think of
 
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the only thing lacking is explaining mercenaries. But usually what considered "mercenaries" were joined with what considered adventures.
with all due respect can you rephrase this part? in Indonesia if that's what you prefer
Maybe if you want it better written you could take off some of guild workload and make them highly specialized.
Make, instead of "take off".
Guild who supposed to specialize in exploration were have to checked people guild card for city entry and maybe they are focused on subjugation but the processing is sent to merchant guild.
What?
 
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with all due respect can you rephrase this part? in Indonesia if that's what you prefer
Biasanya di setting fantasy tentara bayaran (mercenaries) kurang dibahas, dan area dimana yang harusnya jadi tentara bayaran malah digabungin sama petualang.

Kek gk ada mercenaries guild tapi adanya dark guild gitu yang tugasnya bunuh orang. Jadi kek kehadiran tentara bayaran lebih kek dihapus dan dimasukin kategori petualang
 
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Is there a better way of writing the adventurers guild other than being a lite version of mercenaries?
I was thinking of leaning more into expedition, exploration and scientific studies (most prominently geography) other than odd-jobs and hunters
Yes... maybe...? I think so...
So, I agree with that follow-up question
better in what way?

Because I think I wrote a more logical version of the adventurer's guild in my story,
which I think is better and more suited to my tastes, but not necessarily better for the general audience.

So, I also wrote it somewhat similar to your idea. Like, it's for true "Adventurers" who actually go on journeys, and not "Adventurers" but stay in the same city.
However, the problem with my version is that "the guild" now has much less impact/influence to the overall story, as its role is now is very limited.
So you could say my version is much less interesting when compared to the typical Shonen stories.

Because now the guild reception area no longer has the classic mainstream quest taking, drop selling, and other common video game/rpg mechanics tropes.
You won't encounter that classic "newbie bullying" trope because there shouldn't even be a pub in the guild grounds.
The guild is now primarily used as record-keeping, information hub, and checkpoints. Just a small counter is sufficient.
In my story, I even made it so that sometimes it was attached to the government building, and not like a completely separate organization, because they are also involved in city entry permits and tolls and all that documentations.
Wanted posters, maybe, but definitely not quest taking.
So... it's that better?
 
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Is there a better way of writing the adventurers guild other than being a lite version of mercenaries?
I was thinking of leaning more into expedition, exploration and scientific studies (most prominently geography) other than odd-jobs and hunters
It mostly depends on what adventurers are in the story.
If they are the standard adventurers, then the standard guild kinda fits.

First question what adventurers are, then form the guild based on that
 
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Is there a better way of writing the adventurers guild other than being a lite version of mercenaries?
I was thinking of leaning more into expedition, exploration and scientific studies (most prominently geography) other than odd-jobs and hunters
Like freelancer?
It is caled adventure guild because they do "adventure" right? Maybe something like scouting new area or dungeons.
 
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So, I also wrote it somewhat similar to your idea. Like, it's for true "Adventurers" who actually go on journeys, and not "Adventurers" but stay in the same city.
However, the problem with my version is that "the guild" now has much less impact/influence to the overall story, as its role is now is very limited.
So you could say my version is much less interesting when compared to the typical Shonen stories.

Because now the guild reception area no longer has the classic mainstream quest taking, drop selling, and other common video game/rpg mechanics tropes.
You won't encounter that classic "newbie bullying" trope because there shouldn't even be a pub in the guild grounds.
The guild is now primarily used as record-keeping, information hub, and checkpoints. Just a small counter is sufficient.
In my story, I even made it so that sometimes it was attached to the government building, and not like a completely separate organization, because they are also involved in city entry permits and tolls and all that documentations.
Wanted posters, maybe, but definitely not quest taking.
So... it's that better?
Apologies for the late reply; life happened. But I like your approach to adventurers guild. Especially it acting as information hub and checkpoint. With this approach I think the profession "adventurer" isn't something you can flaunt easily because it's all risk and little worldly benefit, so the job/title adventurer carries more weight in its own.
 
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Apologies for the late reply; life happened. But I like your approach to adventurers guild. Especially it acting as information hub and checkpoint. With this approach I think the profession "adventurer" isn't something you can flaunt easily because it's all risk and little worldly benefit, so the job/title adventurer carries more weight in its own.

Super agreed! I like the way you think. 😄
 

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