Assassin's Guild Tweaks

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Skibbles
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Re: Assassin's Guild Tweaks

Post by Skibbles »

Curve wrote: Mon Apr 11, 2022 1:50 pm You have a point here. The issue is that the numbers make the argument disparate. There are a controlled number of assassins due to the application process an uncontrolled number of outcasts.
I'm not talking about the assassins but the employers - which are not controlled in any way. Anyone can place a contract, for any reason (or lack of one), and go without notice. How can this even be reported? What can a player even bring to the table if they suspect anything?

"Hello my PC got assassinated today. Nobody knows why - neither me or the assassin, but the contract went up weeks ago according to the killer. Can you look into all the RP that lead up to this just in case?"

I'm comparing outcast to employers, not to the assassins themselves.

With how many factions have 4-5 shops, and just how easy it is to make 100k in an evening or two just solo, I'm not going to be convinced that gold is an adequate gate in the slightest - especially when one recognizes that the employer cannot lose. Either the victim party dies, pays, or faces the threat of waves of killers. No risk. No consequence. Easy win just by talking to an NPC.

Some ideas to bring RISK and ROLEPLAY to this:

1) If the Assassin fails the contract becomes null, or maybe the contract loses a certain flat or percentile value of its total sum. I think this may even contribute to more contracts staying 'up' since the target may feel like they actually stand something to gain by taking the chance of facing a killer.

2) Methods in which a failed assassination attempt can blow back on the employer such as a dropped item that might give investigatory clues as to who paid for the death-note. There needs to be a chance for things to go catastrophically wrong in a murder-for-hire scheme which required 0-RP to hatch.

3) Methods in which a successful assassination attempt can have some contextual hook or basis to follow up on. Maybe an employer can leave a short string of instructions the killer must act on such as a message or method of murder? Call this the, "The Lanisters send their regards" clause.

Overall I'm just bewildered that Arelith has went from a time when Assassins were roleplayed every step of the way, when they could bring a message or an actual plot hook to the act, to a time when it's quite possible that neither the killer nor the victim even know why they're there in the first place.
Last edited by Skibbles on Mon Apr 11, 2022 3:24 pm, edited 1 time in total.
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Re: Assassin's Guild Tweaks

Post by Curve »

Skibbles wrote: Mon Apr 11, 2022 3:07 pm "Hello my PC got assassinated today. Nobody knows why - neither me or the assassin, but the contract went up weeks ago according to the killer. Can you look into all the RP that lead up to this just in case?"
I agree with you that there is a problem at the heart of the Assassin's Guild and that problem is interactive role play. The system assumes that there is roleplay between A) the target and B) the contractor and then separately between A) the target and C) the assassin. What is missing is roleplay between B) the contractor and C) the assassin. Without this role play everything feels disjointed and unconnected.

The above leads to this is from a thread a while back:
Curve wrote: Wed Dec 22, 2021 4:11 pm I have played a few assassins before the guild and since it started. I currently play an assassin. There are some issues.

-The guild promotes immediate search and destroy/shotgun PvP.
-The guild dissuades longer story line assassinations.
-The guild dissuades other non-guild, player created assassin factions.

If you try to play out more in-depth assassinations through the guild, you will lose the target to another Assassin who is less interested in the story or the buildup to the PvP or the target will pay off the bounty or just go into hiding.

The best way to play an assassin that promotes story over one and done PvP is to play outside of the guild. Sad but true.

Edit* The above poster also has a point. If the guild were a player made faction nobody would interact with it.
I play an assassin and try my best to make any assassination attempt I take to be fun and interactive. I refuse to participate in 'hit squad' tactics. I am the exception, honestly. From my perspective the assassin's guild would be better as a safe house/guild house type of thing with some type of contact mechanic between assassins and contractors.
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Re: Assassin's Guild Tweaks

Post by Skibbles »

I totally feel ya, Curve, and I must have overlooked that earlier comment you quoted.

My experience aligns with yours considerably, and over the years I've come to expect either minimum bid instant-hit turboganks or 'bounty taxing' (when PCs just economy-sap other PCs because there's no way to lose such a huge return on investment).

To me this update doubled down on all the worse parts of the guild and provided no incentive to dissuade its most tempting abuses and the shortcomings that you highlighted.
Irongron wrote: [...] the super-secret Arelith development roadmap is a post apocalyptic wasteland populated with competing tribes of hand-bombard wielding techno-giants, and strewn with the bones of long dead elves.

So we're very much on track.
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Re: Assassin's Guild Tweaks

Post by Curve »

No, you were right. I was being nitpicky in my previous post and lost sight of the forest for the trees. I agree with you.
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Re: Assassin's Guild Tweaks

Post by Watchful Glare »

I think it would be better, as a rule for assassinations, to bring back the 24hs rule and make it part of a rule you cannot bring any non-assassins to partake in it.

The idea of bringing eight people to assassinate someone else, is a gank with extra steps (or a more useful gank if you would). There's not only nothing preventing it, it's encouraging for any results oriented person.

I'd rather there be some measured fear of being alone because there might be a lone assassin in your house waiting for you, making you want to bring bodyguards wherever you go- Than just knowing it's futile because next discord gank your leadership role is done.
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Re: Assassin's Guild Tweaks

Post by -XXX- »

IMO if 8 players decide to go through the trouble and jump through all the hoops to execute a well-timed assasination, then they likely deserve the win.
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Re: Assassin's Guild Tweaks

Post by msheeler »

How about targets being able to go back to the guild and via something like an intimidate / leadership / bluff / persuade roll and some extra coin be able to get information on the person that took out the contract?
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Re: Assassin's Guild Tweaks

Post by Sincra »

msheeler wrote: Tue Apr 12, 2022 8:55 pm How about targets being able to go back to the guild and via something like an intimidate / leadership / bluff / persuade roll and some extra coin be able to get information on the person that took out the contract?
The Guild would not do this, it invalidates the confidentiality that clients rely on.

Edit: More so, the Guild would kill the person that actually opened the door and then the person that got inside.
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Re: Assassin's Guild Tweaks

Post by Hazard »

msheeler wrote: Tue Apr 12, 2022 8:55 pm How about targets being able to go back to the guild and via something like an intimidate / leadership / bluff / persuade roll and some extra coin be able to get information on the person that took out the contract?
I'd be against it, because then all the assassins would have to be killed. If a player can just .. bribe them (which is already possible, for some reason) or squeeze them for information, they're kind of terrible assassins and have betrayed their contracts. They should be killed and the guild destroyed, their reputation ruined.

There's a reason I've never used the assassin system and it's because they're awful assassins. You pay them to kill someone and their target just pays them more not to be killed? That's not an assassination guild, it's just a scam. I can't justify any reason why my characters would deal with such crappy unprofessional assassins.

Adding even more failures on top of that, and I'd expect people to just walk in there and kill the NPCs for constantly failing to deliver/backstabbing their clients.

I'm kind of surprised the guild hasn't been destroyed yet after so many years of them accepting bribes from targets. Bad assassins.
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Re: Assassin's Guild Tweaks

Post by Zavandar »

Hazard wrote: Tue Apr 12, 2022 9:12 pm
I'm kind of surprised the guild hasn't been destroyed yet after so many years of them accepting bribes from targets. Bad assassins.
it's about making money. in that, it is successful.

and people that don't respect the guild frequently learn to.
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Re: Assassin's Guild Tweaks

Post by Hazard »

Zavandar wrote: Tue Apr 12, 2022 9:17 pm
Hazard wrote: Tue Apr 12, 2022 9:12 pm
I'm kind of surprised the guild hasn't been destroyed yet after so many years of them accepting bribes from targets. Bad assassins.
it's about making money. in that, it is successful.

and people that don't respect the guild frequently learn to.
You'd make no money though, because no one would want to give you their business. An assassin needs a reputation for being reliable to do their job. No one would participate in an assassin organisation that accepts bribes from their targets not to be assassinated. It'd only make sense if it was your last gig ever.

There's no reason to respect the guild, and the system is only used because it mechanically allows removal of a leader.
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Re: Assassin's Guild Tweaks

Post by msheeler »

Sincra wrote: Tue Apr 12, 2022 9:05 pm
msheeler wrote: Tue Apr 12, 2022 8:55 pm How about targets being able to go back to the guild and via something like an intimidate / leadership / bluff / persuade roll and some extra coin be able to get information on the person that took out the contract?
The Guild would not do this, it invalidates the confidentiality that clients rely on.

Edit: More so, the Guild would kill the person that actually opened the door and then the person that got inside.
Yeah but we also have no way for a player to actually investigate who took out a contract. Mechanically we give one side an absolute win (the person who takes out the contact), since unless they speak about it themselves, there is zero chance of discovery.
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Re: Assassin's Guild Tweaks

Post by Hazard »

msheeler wrote: Tue Apr 12, 2022 9:27 pm
Sincra wrote: Tue Apr 12, 2022 9:05 pm
msheeler wrote: Tue Apr 12, 2022 8:55 pm How about targets being able to go back to the guild and via something like an intimidate / leadership / bluff / persuade roll and some extra coin be able to get information on the person that took out the contract?
The Guild would not do this, it invalidates the confidentiality that clients rely on.

Edit: More so, the Guild would kill the person that actually opened the door and then the person that got inside.
Yeah but we also have no way for a player to actually investigate who took out a contract. Mechanically we give one side an absolute win (the person who takes out the contact), since unless they speak about it themselves, there is zero chance of discovery.
What if there was some way to learn who took out the contract if you kill the player assassin? Like some sort of item they have to carry that would drop on their PC corpse? A contract. Maybe silly, but that way the blame is not so much on the guild, but the one who failed to do the kill, and it adds risk to the assassin and their reputation, rather than the guilds.
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Re: Assassin's Guild Tweaks

Post by seppuku me senpai »

Hazard wrote: Tue Apr 12, 2022 9:12 pm
msheeler wrote: Tue Apr 12, 2022 8:55 pm How about targets being able to go back to the guild and via something like an intimidate / leadership / bluff / persuade roll and some extra coin be able to get information on the person that took out the contract?
I'd be against it, because then all the assassins would have to be killed. If a player can just .. bribe them (which is already possible, for some reason) or squeeze them for information, they're kind of terrible assassins and have betrayed their contracts. They should be killed and the guild destroyed, their reputation ruined.

There's a reason I've never used the assassin system and it's because they're awful assassins. You pay them to kill someone and their target just pays them more not to be killed? That's not an assassination guild, it's just a scam. I can't justify any reason why my characters would deal with such crappy unprofessional assassins.

Adding even more failures on top of that, and I'd expect people to just walk in there and kill the NPCs for constantly failing to deliver/backstabbing their clients.

I'm kind of surprised the guild hasn't been destroyed yet after so many years of them accepting bribes from targets. Bad assassins.
the assassin’s guild is a business first.

the only thing they care about is money. you pay them to kill someone, they select a contracter, then go forward. The target is afforded the courtesy of being allowed to pay off their bribe. Player conduct wise, this is a very kind way of allowing the player to ‘opt out’ but also paying a fee to do so. It’s much harder now for a player to pay off the guild, they have to know there’s a hit on them first, so that problem shouldn’t be so much of an issue.

as for “why don’t we just kill all the assassins” well. let’s look at popular media sensation John Wick and his assassin’s guild for answers. John Wick, the assassin organization is a multi-million dollar international organization with favors from government leaders and people of import all over the world. Their organization is extremely sophisticated, complex, and wide spread. You can’t just destroy the organization by destroying the hotel as John Wick learns. You have to systematically get rid of every asset the organization has to completely get rid of them. That’s a lot of assets!

The reason these organizations are powerful and can get away with whatever they want “unfairly” is because they are extremely sophistiated, powerful, and complex systems made up of asset-arrays. They can get away with it because they will survive like roachs and then systematially delete you and all your loved ones for the insult. It’s this reputation that allows a guild like the assassins to survive despite however they conduct business. If you look at the Dark Brotherhood of Skyrim on the other hand… the Imperials are able to snuff out the assassin’s guild if you help them ensure to kill every living member at their base. In this instance, the assassin’s guild is not strong. They have severely waned in power without the Dark Mother and do not have the same resources as John Wick’s guild. When you. kill them, you get all of them because they are weak.

Now lets look at the Arelith Assassin’s guild. They’re a guild who seem to function soley on money, have their base in Andunor, a trade hub power house, and in the Shadow plane, a considerably hostile location for most goodly folk. They have the resources to maintain, to our readily avaliable knowledge, two store fronts. And they deal in huge contracts for lots of money. We can assume the reason no one has just killed them all is because it would just be a really bad idea and an extreme at of hubris to walk right into the bad guy’s lair and kill everyone thinking you’ll get out alive, or even sufficiently kill everyone so you don’t have people coming after you later.

alternatively, i think this is a very compelling idea ICly and would love to see some assassin inquisitions and IC plans to take down the guild. it could be very cool and interesting if people appreciate the very real danger of getting knifed at any point in time by assassins for messing with the guild. I think it’s important we consider the RP going on, the implications, and how to interact with it instead of saying “these assassins are bad” because of how its been portrayed thus far. it’s very unfair to those players. Very recently a character, while standing in the assasins lobby joked about how the guild was a joke. Then they got murdered by an assassin. I thought that was very cool and thematic. But it isn’t very cool to say all assassins suck because they don’t do it the way you want them to. please be nice.

I would like a way for contractors to leave messages with the bounty so if they want to be found out they can, or they can leave cool conditions for the hit like, make it look like an accident or, bury them at sea, kind of thing.
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Re: Assassin's Guild Tweaks

Post by Zavandar »

Hazard wrote: Tue Apr 12, 2022 9:20 pm
Zavandar wrote: Tue Apr 12, 2022 9:17 pm
Hazard wrote: Tue Apr 12, 2022 9:12 pm
I'm kind of surprised the guild hasn't been destroyed yet after so many years of them accepting bribes from targets. Bad assassins.
it's about making money. in that, it is successful.

and people that don't respect the guild frequently learn to.
You'd make no money though, because no one would want to give you their business. An assassin needs a reputation for being reliable to do their job. No one would participate in an assassin organisation that accepts bribes from their targets not to be assassinated. It'd only make sense if it was your last gig ever.

There's no reason to respect the guild, and the system is only used because it mechanically allows removal of a leader.
but it already gets a lot of business, and to assume all contracts go on settlement leaders is VERY incorrect. you're speaking in hypotheticals when the reality contradicts it.
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Re: Assassin's Guild Tweaks

Post by Drak »

What about a speedy messenger in the assassin's hall that players could use? But a special speedy? Like a hin in all black with a hood or something? This way a player can choose to tell a target via a special speedy, this way they know its real?
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Re: Assassin's Guild Tweaks

Post by Aelryn Bloodmoon »

Hazard wrote: Tue Apr 12, 2022 9:12 pm
There's a reason I've never used the assassin system and it's because they're awful assassins. You pay them to kill someone and their target just pays them more not to be killed? That's not an assassination guild, it's just a scam. I can't justify any reason why my characters would deal with such crappy unprofessional assassins.

Adding even more failures on top of that, and I'd expect people to just walk in there and kill the NPCs for constantly failing to deliver/backstabbing their clients.

I'm kind of surprised the guild hasn't been destroyed yet after so many years of them accepting bribes from targets. Bad assassins.
This sums up my feelings on the assassin's guild as implemented. I've used them once that I can recall, and it was just a bid to scare the target, with no actual expectation of it coming through. This is not to discredit the fact that there have been amazing assassins to RP with, but it does seem to me that the system reinforces every negative OOC and IC perception possible to have here.
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Re: Assassin's Guild Tweaks

Post by RubiRo »

seppuku me senpai wrote: Tue Apr 12, 2022 9:34 pm I would like a way for contractors to leave messages with the bounty so if they want to be found out they can, or they can leave cool conditions for the hit like, make it look like an accident or, bury them at sea, kind of thing.
I actually really like this idea a lot. It also makes it feel a little bit more like there is customization of how people will meet the knife...
Personally, I feel if a person is trying to get another government official to kick the bucket, there should be some sort of RP with the assassin and the client rather than it being 100% done by NPC. Idk. Maybe an appointment system with the assassin or group to hold a business meeting.
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Re: Assassin's Guild Tweaks

Post by 2d6 emotional damage »

smaller thought,

in the assassin's guild there's a big book of recipients. it's description says that it lists all the people who have ever been assassinated by the guild. it's clickable, but does not open a dialogue. it could help a lot if it updated whenever someone was successfully killed with their name.

you could make it deeper to also write if someone paid off their bounty too. this way the bounty placer at least knows what happened to their 100k deposit for murder. it's just neat and auto-updating, still anonymous so no one gets outed, just whoever got knifed has their name recorded. i imagine this kind of infallible record keeping could be handy for dms too.

and selfishly, i wish you could just auto kill someone with the assassin dagger, building off my earlier thought.
like, lets say i've set up this elaborate kill scheme to kill someone with poisoned drink. but eating poisoned food doesn't work mechanically to body someone. it would be helpful if i used my dagger on a living target and they got a little pop up menu that says "hey there's a knife, what do you do?"
and you either say 'yes' and willingly die, or 'no' and do some sick evasion. it would just be helpful for the more RP heavy hits. you can always go to mechanics to body someone regardless of consent, but it would be nice if there was a graceful way to do it stylishly. it might also remove the weird adversarial nature of assassin vs target if there's some kind of narrative cooperation going on that happens in the moment.
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