Rarely have I seen a Thieves Guild that I could believe in. I know that we’re talking about a game – in a fictional world – in a fictional setting, and I know that a lot of concepts in the game come from real-life origins, but something about the Thieves Guild just rubs me the wrong way. Count the Assassins Guild in there for good measure, too. So, in this article, I’m going to talk about an alternate way of representing a Thieves Guild.
What IS a Thieves Guild?
A Thieves Guild is a collection of assassins, thieves, and other criminals who must pay an operating fee to a local (usually clandestine) criminal organization, in order to gain permission to ply their craft. The fee may either be paid in regular dues, or as a cut for individual jobs. Failure to pay the guild (and getting caught) results in punishment “up to and including death.”
One might say that a Thieves Guild is like any other guild in that its purpose is to spread the work fairly among those in the trade. In reality, though, it’s more akin to a crime syndicate seeking money and power.
~~~ Rewinding time down memory lane… ~~~
“No Tourq, you can’t cut his purse and expect to get away with it – you’re only level 1.”
“But I have this Pick Pocket ability, and my bonus is +10%.”
“Look, you can do it, and you might take his purse, but the Thieves Guild is more than likely to take notice and hunt you down.”
Say Wha…?! Perhaps you’re unlike me and have had a better time dealing with this part of the game. Back in the early days I swear this was the one issue that made me hate the idea of playing a thief, rogue, or assassin. Why would my character have to be part of a guild, or at least be on the run from a guild? I don’t remember my character class description ever really warning me of this issue, so why make it a big deal in the game?
Some possible rules of a Thieves Guild:
- You must pay a fee to become a member of a guild.
- The guild has a hierarchy of bosses that must be obeyed.
- 10% (or 20%) of everything you steal must be paid to the guild.
- You may never steal from a guild member.
- You may never steal from beggars or the poor.
- You may never steal from merchants or nobles who have paid a guild exemption fee.
~~~ annnd 26 years of gaming gives way to the hissing coming from my brain…~~~
The other day I was reading the news about how it is now illegal to pay blackmail, ransom, and extortion money to the Yakuza. Forget about the fact that the victim can now be taken to jail, and focus on the term Yakuza. The instant I read the word Yakuza was the exact moment I realized my problem with Thieves Guilds.
Yakuza, Triads, Mafia, cartels, even street gangs are the modern equivalents of Thieves Guilds. Thinking of a crime syndicate in such a manner reaffirmed my problem with Thieves Guilds, while simultaneously helping me believe in the possibility of a Thieves Guild.
My problem is that I think of a Thieves Guild as the absolute most basic, undefined, vanilla crime syndicate, interested only in money. When I think of the Yakuza or Mafia, I instantly have a vision of a well-defined criminal organization, one that has identity and purpose. Of course, that well-defined vision of modern criminal organizations comes easy, if not from the vast media portraying the subject, then the centuries of documented history. Real Thieves Guilds, on the other hand, are few and far between – there’s only speculative documentation of actual Thieves Guilds in late medieval France, and not much else…
~~~ and that is why I challenge the common notion of a Thieves Guild ~~~
Yes, I know this is a game with dragons and fireballs and voluptuous, promiscuous barmaids, but that isn’t enough for me to believe that a vast criminal empire is out to make sure I don’t steal from some visiting merchant, traveler, or tourist. I simply can’t believe in a setting where I have to pay to steal.
Thievery is a crime of opportunity, not a privilege. Will the Thieves Guild be there…
- when little Timmy steals a piece of jerky from his brother?
- when the beggar pockets a trinket while in the back corner of the market?
- when the thug holds up a drunk merchant in a dark alley?
- Hell, will they be there when the rogue sneaks into the manor and lifts the stack of gold from the master’s coffer?
I would certainly lose immersion in the game if they did. I doubt that members of the Guild would (or could) maintain control of all, most, half, or even 10% of all thefts in their town or city. I severely doubt they would expend the man hours needed to investigate such crimes.
I find it far more likely that a Thieves Guild would operate more like a common street gang or modern criminal syndicate. Take a few pointers from the Yakuza, Triads, Mafia, and Cartels. For instance:
- First and foremost, the Thieves Guild is interested in money and power. When it comes to gaining more of either, the Guild does not discriminate; it will employ whatever illegal means that have proven to get results. Stealing, gambling, blackmail, prostitution, contract killing, extortion, and even the old standby “protection racket” are all fair game.
- The highest members get paid dues by those that are directly underneath them, who are paid in dues by those directly underneath them (and so on), all the way down to the lowest members. This is like a group of guys who, together or not, commit crimes and give a cut of the score to their boss. It’s your typical pyramid scheme.
- Typical members include bosses, money-makers, and enforcers. Since the bosses make the most money, members typically strive for upward movement. Generally, those that are good at both making money and enforcing make the strongest, most successful bosses.
- Members typically have a special dialect or cant that is difficult to detect and/or decipher by common folk. Marshals and inquisitors who specifically target the guild have an easier time following or noticing the language.
- Many times the Guild is largely left alone by nobles and politicians. Such people usually have a use for the guild, or are themselves targets of the Guild.
- The Thieves Guild does not worry about local thieves and low-profile dealings, as that can never be truly regulated. It’s the certain members who have their small territory or niche infringed upon that get antsy. That becomes less of a Guild issue and more of a personal attack or war.
- The Thieves Guild might have an actual name (like Yakuza, Triads, or the El Cortez Cartel), or it simply may just be known as “The Guild.” Membership is usually exclusive, as opposed to simply allowing just any thief to gain membership.
- The Guild (or individual members of the Guild) aren’t going to go after every petty crook that’s trying to make a living; they’re going to go after those big time movers and shakers who make a splash in their town.
In conclusion,
You can see obvious differences between Thieves Guilds and crime syndicates, and similarities. I simply can’t believe in a group of thugs who have to pay membership fees in order to steal or commit crimes in their town or city, with the repercussions of not doing so being injury or death. Sure, members would pay dues to their superiors, but it’s to a specific person (one boss higher), not the Guild as a whole. Your “boss” is someone you know, have known, and spend time with on a daily or weekly basis. Having to gain permission and pay dues to begin a “safe” life of crime is what drives me nuts.
I’m not saying that a Thieves Guild is not exactly believable; I’m saying that to make it believable, I need to inject some realism into it. Thieves Guilds are largely works of fiction, whereas crime syndicates are largely works of history. Telling me that I have to deal with the Thieves Guild is one thing, telling me that I have to deal with the damn Yakuza is something else entirely. I think that if you blend the two, you’ll add a much more plausible and potent element to your game’s story.
Challenge accepted!
Your objection appears to be mostly that the guild shouldn’t be omniscent or over-involved with any criminal activities when they arise. If the guild is as defensive about their turf as certain street gangs, there will be signs they have prior claim or informers. It’s a very special guild who somehow magically knows of any/all crime in their patch. Of course it’s in the interest of those who pay protection to inform the guild of any trouble. They only want to pay once to avoid becoming a victim…
In all your examples, the guild is unlikely to get involved unless they have something at stake and won’t get involved unless somebody knows this is happening. It’s why snitches and blabbermouths are despised…
* Timmy’s brother won’t involve the guild with the jerky unless it’s a matter of honour and Timmy isn’t ‘made’. Or jerky is a euphemism for narcotics shipment or other exotica.
* The beggar chooses a stall or a market protected by the guild and is seen by someone..
* The thug may roll the wrong merchant or choose the wrong alley to work in – and again, is seen.
* If the master hasn’t paid protection, oops. If he did, it depends on the kind of protection and the guild whether they decide to pursue the matter. Most respectable guilds will investigate discreetly. Important to note that if the rogue is a guild member, the guild may have provided intel or even sanctioned the job.
There is a tendency to consider thieves’ guilds as vaguely benign and omniscent. This has arisen from a Bowdlerised Robin Hood mentality, the conceit of ‘good’ thieves guilds and friendly spy networks out of David Eddings et al. The reality of these guilds is different, even in fiction. Cervantes, Charles Dickens and Fritz Leiber have given examples of non-benign guilds. There’s a reason Ali Baba goes into hiding when he finds the stash of the forty thieves. They’re out to kill him!
So are those ficticious guilds still benign? Probably not. There is a tendency to romanticise criminals but it’s important to remember they are still profit-making bodies who trade on theft. The clue after all is in the name… 🙂
satyre is right, the Guild (or whatever you want to call it) will only act against independent thieves who effect the bottom line. Like the criminal syndicates, a certain amount of ‘outside’ crime is useful to propel people into signing up for ‘protection’.
Also, remember that most criminal syndicates (the Yakuza, the Triads, the Mafia and many more) started out as rebel organizations against the ruling class (usually foreign, but not always) and slowly slide into complete criminality. But their interior legend places them as heroes and protectors of the “people”.
satyre & Sean: I read both of your comments and said, “Well, yeah, you’re both right, I guess…”
Really, my argument ends up losing steam. At first, I was totally against the idea of a Thieves Guild, but then after i started writing this article, comparing Thieves Guilds to modern crime syndicates, my argument didn’t carry as much weight as I wanted. Still, I now have a much better idea of how I’m going to inject a Thieves Guild into my campaigns from now on.
Thanks for commenting!
I think it’s a case of Grognard frustration. Thieves Guilds back in the day (D&D 1E) were as you described and like everything else in the game, required players to do certain things: You’re a 7th level fighter? Here’s your keep. A 6th level cleric? Here’s your acolyte. 8th level magic-user? Meet Bob the apprentice. You’re a thief? Welcome to the all-knowing, all-controlling guild, oh and by the way you are automatically a member.
Granted you didn’t have to do anything, but those were the rules and assumptions of the game, and like most everything old-school it was ill-defined and heavy handed. Which brings up the most important point, you have to define and develop the elements of your setting/campaign.
Chris – Thanks for the article. You do identify some things that bug me about thieves guilds in some games I’ve played in and helped me think about them in a way that make future games I run a little less cheesetastic.
Hi, I’am a leader of an underground organization in Amsterdam. I am currently trafficking over 450 thieves throughout my company. I can assure you we never have promoted murder or assassins, although when needed, thieves will act in violence. Thieves and hit-men (assassins) have a completely different view. Often hit men feel as if they are the alpha and only they have the right to live in peace. While thieves see it as an art, 90% of all thieves started stealing because it was needed for survival, then it mutates into a want, then an addiction. Bottom line, thieves and assassins NEVER get along in the real world. Just wanted to make that clear.
Ummm… thanks? for that comment?