Anyone read “Green Law of Varkith”?
I’m about 3/4 through, and although I like a lot about it (especially wanting to attach it to a Planar Codex intrusion-by-Dis type campaign), I don’t understand the central fictional conceit at all.
What does the institution of guilds have to do with combating the scourge of Heroes, at all? As in, how? If “The Five” had been a guild, would they not have rampaged? If Varkith had had guilds, would they have changed the fact that The Five demolished their /standing armies/? “The Green Law exists to prevent any individual from growing too powerful” – but how does it do that?
What does it mean “to be alone, is to be exiled”, and how does that translate into “everyone must join a guild”? The lawkeepers are supposed to hunt down the guildless, although imperfectly: how? What disadvantages are there in being in a guild, anyway – why would anyone?
Additionally, the game text recognizes that the PCs are “unique” (and, implicitly, “heroes”), in a setting built around brutally repressing heroes. How do these two things interact? So far, it doesn’t seem to.
I get it, I get it; it’s just an excuse to force everything into a guild-centric mold, cause that’s what the game supplement is about. But internal to the fiction, I just don’t get it.