Making mercenaries relevant
Posted: Fri May 06, 2016 12:39 am
We all know that since generalisation, a change which I love by the way, the mercenaries have little incentive over being guildless. They've very few abilities, tasks pay very little still at least in my case, and there are no guild services. I joined the mercenaries some time ago with my main and while it's a nice RP option I half regret it given where we are now. I'm not asking for masses of power, I don't necessarily even want new abilities, just something to make mercs feel like a thing rather than just a name.
I understand the GMs do not intend mercs to be a military force, I agree. It may not line up with how the GMs see mercs but I think of them as a kind of agency that hires out their members for people who need a fighter for whatever reason, there are lots of things in the lost lands that are dangerous and scary from bandits to simple wild animals that have become a threat for a local settlement. Partly because of their association with the artisans I also imagine the merc leadership as a group who would wish to perform what we would call in the modern day a branding exercise, encouraging the idea that coalition mercenaries are competent professionals to distinguish themselves from freelancers and common thugs. We all know how valuable reputation can be in business. Here are some suggestions within this context, I hope this at least starts some useful discussion for the GMs.
Guild shop:
Some kind of worn symbol, be it a cloak, jewellery, or so on that identifies you as a coalition mercenary. Think of this as like having a company's branding on the side of a van, make the coalition mercenaries a visible presence so people get used tot he idea of having them around and are more comfortable approaching the coalition with jobs.
Maybe some practical, rugged clothing or weapon sheaths in order to generally encourage smartness of appearance of coalition mercenaries and make them look more professional.
Barracks:
I see this as more of a hostel for mercenaries between jobs, perhaps have a guild point cost for rent and/or a stable paid for in GP. That said given the new bank system in Haiban which I love the need for the barracks storage is slightly reduced.
Guild services could include repairs, healing or limited amounts of training for GP. Having well maintained equipment would be good for the image of the organisation as a whole, having access to repairs and apothecary services for GP could also be seen as getting mercs back out into the field faster which means more money. Training means more competent mercs which is flat out good for business. I'm not suggesting all three, just throwing them out and seeing if any stick.
If abilities were to be added I'd like to see them for heavy armour since now I'm finding leather scale with tumble far more effective than metal plate, I think I'd rather see that generalised though.
I understand the GMs do not intend mercs to be a military force, I agree. It may not line up with how the GMs see mercs but I think of them as a kind of agency that hires out their members for people who need a fighter for whatever reason, there are lots of things in the lost lands that are dangerous and scary from bandits to simple wild animals that have become a threat for a local settlement. Partly because of their association with the artisans I also imagine the merc leadership as a group who would wish to perform what we would call in the modern day a branding exercise, encouraging the idea that coalition mercenaries are competent professionals to distinguish themselves from freelancers and common thugs. We all know how valuable reputation can be in business. Here are some suggestions within this context, I hope this at least starts some useful discussion for the GMs.
Guild shop:
Some kind of worn symbol, be it a cloak, jewellery, or so on that identifies you as a coalition mercenary. Think of this as like having a company's branding on the side of a van, make the coalition mercenaries a visible presence so people get used tot he idea of having them around and are more comfortable approaching the coalition with jobs.
Maybe some practical, rugged clothing or weapon sheaths in order to generally encourage smartness of appearance of coalition mercenaries and make them look more professional.
Barracks:
I see this as more of a hostel for mercenaries between jobs, perhaps have a guild point cost for rent and/or a stable paid for in GP. That said given the new bank system in Haiban which I love the need for the barracks storage is slightly reduced.
Guild services could include repairs, healing or limited amounts of training for GP. Having well maintained equipment would be good for the image of the organisation as a whole, having access to repairs and apothecary services for GP could also be seen as getting mercs back out into the field faster which means more money. Training means more competent mercs which is flat out good for business. I'm not suggesting all three, just throwing them out and seeing if any stick.
If abilities were to be added I'd like to see them for heavy armour since now I'm finding leather scale with tumble far more effective than metal plate, I think I'd rather see that generalised though.