General Story Idea Dump by The Forum Lurker//IfYouHaveAnyIdeaButItStillInDraftAndYouWantPeopleToReadIt,YouCanWriteHere//TheLimitForCharacterTitleIs151

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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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I don't have any idea yet but i have a concern about 'gap'. So, i wanna write down "The Pro & Cons" of GAP.

1. The classic AGE GAP
PRO: It's cute, different perspective from different age, simple conflict.
CONS: It really have bad taste when one of the party is under 20.
Note: Age gap is called gap because it have wide gap not just 1 or 2 year.

2. Height gap
PRO: It's cute, every formula is peak (Short king X Tall Queen, Tall ML X Short FL), you can create funny misunderstanding.
CONS: It really weird if the gap is too wide.

3. Social gap
PRO: I can think any pro with this gap other than a delusional wet dream.
CONS: Too standard, too bland.

4. Gap moe?
It's not really a gap between two people.

There's not much 'gap' genre when I recall it again. That's it for today report.
 
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Apologies if this isn't the right thread, but I'm curious. Has there ever been a skill/item in (isekai) fantasy where it's more or less a "Magic EMP"? Like say, there's this one item; if deployed, will disable magical circuit in a certain range. People can't cast magic and all magical beings will be... disabled temporarily. Knocked out. Or killed, if that's what you prefer.
 
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Apologies if this isn't the right thread, but I'm curious. Has there ever been a skill/item in (isekai) fantasy where it's more or less a "Magic EMP"? Like say, there's this one item; if deployed, will disable magical circuit in a certain range. People can't cast magic and all magical beings will be... disabled temporarily. Knocked out. Or killed, if that's what you prefer.
yes
the simplest example I can think of right now is slime isekai, when the big-boobed purple secretary oni died
 
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Apologies if this isn't the right thread, but I'm curious. Has there ever been a skill/item in (isekai) fantasy where it's more or less a "Magic EMP"? Like say, there's this one item; if deployed, will disable magical circuit in a certain range. People can't cast magic and all magical beings will be... disabled temporarily. Knocked out. Or killed, if that's what you prefer.
usually there is spell like silence if the magic based on word

honestly kind of OP, because of that make them hard to deploy. I think its best written as kind of barrier like in JJK. Some barrier that unable mana being use in certain quantity, or barrier that not allowing specific type of magic.
 
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when the big-boobed purple secretary oni died
I can't believe I just got a massive fucking spoiler for tensura in a thread about story ideas...

Has there ever been a skill/item in (isekai) fantasy where it's more or less a "Magic EMP"? Like say, there's this one item; if deployed, will disable magical circuit in a certain range. People can't cast magic and all magical beings will be... disabled temporarily.
Any Indonesian should know this. And ever since I tried to look into rl occult stuff a while ago, this has always been on my mind. How is it that the concept of "absolute magic/spiritual EMP" so alien to both Western and Eastern fantasy writers?
 
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Apologies if this isn't the right thread, but I'm curious. Has there ever been a skill/item in (isekai) fantasy where it's more or less a "Magic EMP"? Like say, there's this one item; if deployed, will disable magical circuit in a certain range. People can't cast magic and all magical beings will be... disabled temporarily. Knocked out. Or killed, if that's what you prefer.
How is it that the concept of "absolute magic/spiritual EMP" so alien to both Western and Eastern fantasy writers?
D&D has had the concept of an 'anti-magic field' for some time.
 
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Apologies if this isn't the right thread, but I'm curious. Has there ever been a skill/item in (isekai) fantasy where it's more or less a "Magic EMP"? Like say, there's this one item; if deployed, will disable magical circuit in a certain range. People can't cast magic and all magical beings will be... disabled temporarily. Knocked out. Or killed, if that's what you prefer.
No exactly what you want, but the super-power of the MC in To Aru Majutsu No Index is kind of that. Except he need to touch the magician with his right hand.
 

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