While it can be nice to have Thieves become regular Dominion Rulers, it could also be interesting to have these characters at times embark on a different path. Lately I have been thinking about adapting the Dominion Rules to cover Thieves Guilds. I am pretty sure it can be done, but I have only gotten as far as to the initial idea yet. I'm thinking rather than lands, the Thief will take over parts of a city's criminal population, collecting taxes (extortion), but also having to fight off threats to his organization or even threats to the neighbourhood which law enforcement cannot handle.
Also, perhaps the War Machine mechanics could be used to handle gang wars or clashes between different organizations?
Some specifics on the Dominion Rules:
1. Size: While towns and villages may be controlled by one single guild, Cities are often divided into districts where several Guilds will compete for control over a single City.
2. Location: City, Large Town, Town, Village
3. Population: Population of the District controlled.
4. Dominion Resources: Use the table from the Companion Set, but type of resources might be changed? Alternately, this is what the Merchants in the district posess... Or Maybe this will instead be according to the average social status of the population in your district? High end crime gangs will be able to make more money?
5. Income: Based on resources above.
6. Visitors: Other crime bosses may come and check up on you.
7. Troops: These are your goons
8. Tournaments: Hmmm...do Thieves have something equivalent?
9. Confidence Level: This would be replaced by a value of how well you control the population. Pretty much the same thing, isnt it?
10. Dominion Events: Many of these events can be kept, though Law enforcement would also be an issue here.
Thoughts, so far?
Havard

