Re: Locking skills behind guilds?
I think organized crime guilds make sense, but only if you're not obligated to remain with them.
What I'd really like to see out of a thief or assassin guild in an RPE is the concept of turf, whether it's a fantasy game or cyberpunk. If you're a thief with no connection to the local honorable thieves guild and you steal from someone on their turf, or rob a protected shopkeeper, they'll go after you if you won't join and pay dues. The same applies to assassins. If you join, you have to follow the rules, and if you refuse or leave after joining, you're marked.
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