History of Wild West RPGs (Part Two: 2001-2006)
8 hours ago
Part of the problem that 14-year-old players buy into that kind of bullshit is that the idea drifts upon the wind that assassins in D&D are something like the modern day syndicate Hit Man - a fellow who takes contracts for money. Gygaxian Logic dictated that a 'guild' had to be created where said contracts could be distributed out, where assassins could get together for coffee and cakes after the job, and of course the local officials paid just to look the other way. So once again, there's another trope ... the assassin stomping into your campaign and asking you straight up, "Hey, where's the assassins guild? How much do I pay them? Have they got any contracts for me?"
Can I just say: do we need more proof in this world that the originators of D&D were a bunch of really, really, flabbergastingly stupid pud-pounding morons?
Assassin: The role of this hireling is self-evident. The referee will decide what chance there is of his mission being accomplished by noting he precautions taken by the intended victim. Assassins are not plentiful, and some limit on the number employable during any game year must be enforced.
...there is no actual level above Prime Assassin, although there is power attained with the rank of Guildmaster.
"All assassins are part of the Assassins Guild."
If the assassination is being attempted by or in [sic] behalf of a player character, a complete plan of how the deed is to be done should be prepared by the player involved, and the precautions, if any, of the target should be compared against the plan.