Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Sangwa

Pages: 1 2 [3] 4 5
31
Guilds Forum / [Guild] Imperial Scholars Guild
« on: January 15, 2008, 08:53:20 am »
The Imperial Scholars Guild

Icon of the Dark Empire's Arcane Force, the Imperial Scholars Guild has been recording history, creating art, guiding thought and developing magic since its early days, with unique contributions to the Imperial Arcane Library, the Empire's culture.

We have improved our structure by creating a sensible hierarchy, a motivating graduation system and several objective goals. And now we require more members.

Hence this call for those whose intellect, will and wit are keen on improving and creating technology, art and other material capable of improving not only the Empire's cultural and intellectual patrimony, but also Yliakum's.
We seek the aid of those who wish to be better informed, so you will require to be mindful of our characteristics:


Note: The following details are also applicable to the Arcane Force (the organism to which belongs the Imperial Scholars). This is due to the fact that the Imperial Scholars Guild is currently a project meant to allow the creation of new Arcane Imperial Guilds, while realizing its structure and objectives.

Structure

Paths & Hierarchy
By dividing the several fields of the mind into several Paths and making these share parallel hierarchic levels, we have guaranteed a structure that allows our members to focus on a single study while permitting their cooperation in other areas.

The following chart illustrates the ranks:



Leadership
Full-fledged members (i.e. not aspirants) can orchestrate study or development groups by recruiting subordinates. Mavens and Elders do not usually participate in these groups, the previous being charged with supervising everyone's works and the latter belonging to the Elder Council.


Elder Council - Management
Each Path has a representative in the organism that manages the Arcane Force. This organism is the Elder Council, whose members decide the fate of the Imperial Scholars and everyone else in the Force.
One of the Elders is chosen to be the Archsage: a member that represents the Force in the Empire's Over Council.


Starting and Advancing the Career
In order to apply for the Imperial Scholars, one simply has to communicate his or hers interest to a member. Another way is to visit our head quarters and fill out a form.
The Imperial Scholars have established a graduation system. This allows our members to have their deeds acknowledged and graded, so that they can keep track of how they are faring within the Arcane Force and determine whether they have met the requirements to progress to positions of further responsibility.


Complementing Informations

Methodology
The Scholars believe plainly in the three virtues: Unity, Order and Power. These transcribe into teamwork, organized thought and usefulness.
This doesn't mean that Scholars will always have to work together. It just means that everyone's deeds will benefit the Guild as a whole.
Another important concept is that the Dark Empire believe its ways to be the most suitable and therefore seeks to instruct everyone interested, because that knowledge will bring them closer to the Imperial way of thinking.

Objectives
The Arcane Force's goals are to provide magical, intellectual and spiritual support to every Imperialist and to keep growing in every way possible to attain greater levels of enlightenment.

History
The Imperial Scholars were formulated by Setmot, the mysterious, at a time when the Empire became strong enough to support its division into different Forces.
After much planning and resource gathering, Setmot and Eolas were responsible for starting out the Imperial Scholars as a Guild, but it was another one who commanded it after Setmot's seclusion.
That person was Phinehas. Being an intellectual of renown, he was able to attract to the guild the aid of very dedicated Imperials like Doshot and Parallo, whose deeds helped develop greatly the Imperial Guild.
However, the crippled Archsage left his duties to follow his own ways. Thus it was Eolas who saw most of the Scholars' evolution, being present as an Archsage when the Guild earned stability enough to develop important notions such as the use of hierarchy, Paths and funding.
It was during this period that the Imperial Scholars Guild began developing some of its most pertinent works.
After carrying out his duty as the Archsage with the longest reign, Eolas left the representative and diplomatic duties and settled as an Elder, with Emperor Greenmoon taking up his Council task and further contributing to the state the Imperial Scholars Guild currently finds itself in.

We hope this simplified promotional poster has caught your interest. It does not contain any detailed information though, for that you can read The Arcane Structure, found in our registry at the Imperial Headquarters.

32
Wish list / More Depth
« on: November 22, 2007, 11:23:55 am »
This wish follows a process of thought I've been developing through the discussion of several different aspects. It leads me to believe that the setting would benefit from the following combined implementations (some of these have been discussed, but not grouped):

-Removal of Progression points.
Why: Because progression points make fighting a priority through OOC means.

-Increasing road travelling danger + periodic sieges from beast from the labyrinth, rogues, etc.
Why: Because there must be a plausible reason why people must learn how to fight.

-Interbreeding should be revised and Krans shouldn't marry.
Why: There should be a reason why the races are still distinct and proud: it should be because even though they cooperate without racism, there should be this feeling where members of the same race couple with the same race (in normal psycological conditions) and therefore consider their race to be special. The current system does not cope with biology or psycology considering that if they currently can all breed and find each other attractive they should consider themselves a single race (ie there seems to be no distinctions in taste [a menki finding a furrless female ylian attractive] and biology [they can interbreed and produce fertile descendency], like it usually happens amongst different races in most settings and in real life)
Krans not marrying is pretty obvious I guess: they do not reproduce, they do not have hormones, they are unattractive rocks.

-NPC handed quests should be more general and capable of being role-played between players.
Why: Because NPCs should be consistent parts of this MMORPG instead of being accessories. And because that's the only reason I see to have the current NPC dialogue system: if you can not role play with them, why should you care how immersive the system can be?

Concluding: This is a sum of aspects that I believe would improve the setting and the role play experience. Why? Because together, these would give Role Players clear guide-lines and improve how the system supports their gaming.

33
Guilds Forum / Improving Guild Directory
« on: October 28, 2007, 03:00:48 pm »
Well, hello there.

Just to mention I've been improving the Guild Directory. At least as far as its aesthetic is concerned. As it was guild people were making posts that differed too much from each other, didn't stand out nicely, had confusing links and contained extra information we didn't request.

I've edited some already, and I should be done with the others in this week. I know full well what was the last post (Imperial Guard) so anyone posting anything that doesn't look like the first posts there will have its entry deleted. I've changed the first post to add that entries should look like the current ones do. Well half of the current ones by the time I'm typing this.

To those who got their stuff edited, see if everything's right.

This way I think the Guild Directory list will be a better reference.

34
General Discussion / Detailed Setting: Addresses
« on: September 02, 2007, 12:46:29 pm »
With the arrival of Guild Houses, and the continued existence of important buildings that always occupy the same disposition within Hydlaa through the updates, I believe it's justifiable to add a bit more depth to the organization of the towns. I'm not sure if this exists already, and if it does, do forgive the redundancy, but I believe making up Street names and such is becoming necessary.
Having an actual address helps a lot, since some people might prefer to tell someone to head to Jeffer's street rather than pointing or being followed towards it.

It's obvious that it would also add to the role play experience.

35
Guilds Forum / Guild Spotlight: The Explorers
« on: April 23, 2007, 06:33:49 pm »
The Explorers
Interview with Mordaan, Leader.




IC:

Q: I know the Explores are a very old guild. When was it established? Can you tell me a bit about its history?
It was established on May 11, 2003 by Havena Tanuviel.
I think a brief story of Havena is called for... Havena was blinded as a child and many years later had her sight restored by a healer.
With newfound sight, her zeal for exploring the world was limitless. She went everywhere and saw everything.  So she founded the Explorers Guild.
We have been exploring the land and all it has to offer ever since.

Q: What have been the Explorer's greatest challenges?
Hmm, there was an incident recently when one of our members, Sepid, a dark mage, had a run-in with a well respected guild... Elemental Light. He hired an assassin and things went horribly wrong.
He was punished but through the ordeal we learned a lot about ourselves as a guild and in the end it made us stronger.

Q: If I asked you to describe your guild in one sentence, how would you put it?
We have a quote, that puts things perfectly: "We're here to see the world and have a blast doing it—together!"

Q: What can we expect from the Explorers' members?
Anything, really.  We are a neutral guild and our members are free to pursue their own lives and interests.  So we are individuals joined by a common thread of exploring and defending those who wish to do so peacefully. 

Q: How does it feel to lead such a guild?
Certainly there is a great pride.  I think with any land such as Yliakum, it is inevitible that there will be those who yearn for knowledge about the world and all its wonders and secrets.  It is a great honor to be in a leadership role with such an old and noble guild.

Q: Is it a demanding task?
Not as much as I thought it would be.  Our members are not in need of supervision.  They are free to explore the world in their own way.  My role is really as someone to turn to and make some tough decisions, but so far that hasn't happened much.  But then I have only been leader for a few months.

Q: What's the most marking experience you've had in the Explorers?
Well, Explorers have a reputation of getting places not many others dare to go.  Some of my more memberable accomplishments have been reaching the top roof of the Broken Door, the skull in the death realm, and the roofs of the utlics in East Akkaio.
Also, organizing games, like hide-and-seek, was a lot of fun and a most memorable time.

Q: Tell me about your relation with the other guilds of Yliakum...
We have many friends.  Like I said we are a neutral guild so we have no official alliances, but guilds like The Felines Lair and the Knowledge Seekers have been good friends to us.  Many more I'm sure my predecessor, Nilaya, would know.


OOC

Q: What would you like the other players to know about the Explorers?
Mainly that we are still around and alive and kicking.  We are always open to those who appreciate exploring as we do and wish to join us.  Also, our 4th anniversary is coming up and I hope to have a big ingame celebration.  I'm not sure what exactly we are going to do yet but it should be fun.

Q: What makes you keep with Planeshift?
For a lot of people, after awhile things get boring and they leave.  I have been around for over 3 years now.  I try to not to take things too seriously in terms of the incompleteness of the game.  I'm not the type to play 24/7 but more occassionally, a few times a week maybe.  I think the guild keeps me going a lot.

Q: What additional game features would most benefit your guild?
Well rumor has it (ahem) that guild houses might be somewhere on the horizon.  Now THAT will be a great thing.  For me, I am looking to the day that alchemy and potion making are implemented.  Picking fruit and plants and making potions sounds like something I would really be interested in learning. That and other means of travel than on foot. And of course more places to explore. *laughs*

Q: Do you have any recommendations for the guilds that are starting out?
I would say take things slowly and plan properly.  Nothing good ever came by starting a guild on a whim.  Have some people you *know* will want to be in a guild with you long term and plan things together with them rather than the 'ol "I'm starting an uber guild, join now!".

Q: What's the biggest problem in your guild?
I would say activity...or lack of it.  But I guess that's true of all guilds at one point.  Like many long term guilds, we go through ebbs and flows.

Contact Information:

Website/forum/email: Explorers' Website, Explorers' Forum.
Link to promotional thread on PS forums: Here.

36
Wish list / Spell Checking
« on: March 26, 2007, 12:10:04 pm »
"A new idea that could be used in the game mechanics"

I was thinking that it could be nice to have a real time spell checking system in PS.

Why?

Because I think it would help me, and other players, learn their English better and have cleaner, more comprehensible conversations. It is also advisable in a game where you have to speak with NPCs...

How do I think it should be done?

I'm not sure how the way things work with game mechanics. I'm not too keen on computery stuff. But I have some ideas on how things should look: instead of having words underlined in red, there could be just a small dot placed in the top right or left corner of a word when it is not right. Underlining is annoying, specially when it is red. Makes you feel uncomfortable with writing words that are not English or that are misspelled on purpose.
 
So it would look like: "/me 'writtes" but it wouldn't be a ', it would be a small dot.


The Problems People Might Pose:

What if I play a Klyros that prolongates Ss and Zz? (Example: Sssneaky little hobbitssss!)
That wouldn't be a problem. You would have a little spot there, or whatever, marking a word you already know is wrong. So you'd just check to see if that's what you really wanted and get on with it. Seeing some small dots or other subtle marks wouldn't be as annoying has having your whole text underlined in red.

What if I don't speak English?
Well. You shouldn't be able to read this and most of what is told in PS anyway. So why should it bother you anymore?

What if... Hey! I like that idea.
Great!

:P


37
General Discussion / Planeshift, Roleplaying and More.
« on: March 07, 2007, 11:30:22 am »
Planeshift is a Massive Multiplayer Roleplay Game, right?

I know you've nodded your head, or said "right", "yes." or some other affirmative expression. However, I really doubt some of you fully understand what it means. And that's why I'm here!

Now let's start with the first part: "Massive Multiplayer." That means there's a lot of people around here. But they're not just around, each by itself. They're interacting! And what's the most important thing in these situations? Social behaviour! Most of us know about this, we're used to living in a community. It's about being polite, respecting the community's rules and enjoying the company of others.

Now off to the "Roleplay Game" part! Well. There's not much humble Sangwa can tell you guys about this. You have guides and you can even look it up in the dictionary! And wikipedia. Oh, how I love good technologies. But anyway, it's all about playing a role, using your imagination and sometimes external help, like rulesets and stuff.


Say. I haven't helped you with anything yet, now have I? I should get to the point.
And the point is: we know what these seperate concepts mean. But do we know what happens when they merge!?

Taddaa!!! A place where you must be social and polite while your imagination runs like a river! Or a nose bleed if you're not doing things right.
But that's it! When these two fantastic things get together you enter a game with some requirements (you need a moderatly good computer, internet connection, to be social and you need to follow the game rules) and all its advantages (endless fun, meeting nice people)!

Hmm... I'm not sure if you've grasped the depth of it. So I'll use the following two sentences to illustrate what I mean. These tell what you shouldn't do when playing with people. This way you'll know how these kind of things work.

You don't play a First Person Shooter when you feel like walking around in a park. Well, you might. But if there are people around, they'll be annoyed that you're not taking the game as seriously as they are, because you're just walking around the scenario when they're trying to get some fighting.

You don't play football when you want to play basketball. It's possible, but you'll annoy everyone else. They'll get mad at you because you're spoiling their game, always picking up the ball when you should be kicking it.


In a Massive Multiplayer Roleplaying Game you always have people around.  And you are supposed to roleplay. So it's quite normal that your guild is a roleplaying guild, that you are roleplayer, that you have roleplayed and engaged in several roleplays, that you have started roleplay plots on your own, that you participate in everyone's roleplaying and not just events and quests.
What is not normal is playing a MMORPG thinking you're allowed not to roleplay. What would be the sense of a roleplay if you didn't have to roleplay? What is not normal is that you think roleplaying is a sort of responsibility, or something you need to do or people will shout at you and think less of you, it's also not normal to think that you have these things called "roleplays" that you have to ask and join instead of a single roleplay game where everyone is requested to take part in from the second they choose to log in.

A roleplaying game is meant for you to have fun roleplaying. And the better you get at it, the more fun it becomes.

So have fun!

38
Guilds Forum / [Guild] Imperial Guard
« on: February 04, 2007, 01:14:15 pm »

Introduction
The Empire's dedication to the martial fields has been stern and objective over the times. Draklar and Setill, former Warlords of the Dark Empire, left for us to inherit a set of examples in leadership, tactic and skill.
Even today the Empire holds true to its military functions, through the Imperial Guard, a Guild created to protect the Dark Empire's brethren and their ambitions.

Structure
The Imperial Guard has a solid structure, in order to allow a competent commandeering of its units.
After surpassing a trial phase as recruits, members are designated to occupy active ranks, each with its specific purpose, as you will soon see below.
Leadership within this Guild is determined by Imperial Title, some ranks even requiring a certain tier of command from their occupiers. The Imperial Guard assumes itself as a Company of the Dark Empire's Army, being divided into Platoons, and Squads.


Uniforms & Insignia
Order within the Imperial Guard is vital. Members on duty must be plainly visible as being such, since their actions and will become the Imperial Guard's.
To this extent Imperial Guards are given uniforms, adorned at the chest with insignia that distinguish ranks.


Ranks
Recruits: This rank belongs to those who wish to join the Imperial Guard, but have yet to prove themselves as capable officers.

Mercenaries: These members are not imperialists, therefore forfeiting any leadership within the guild. Their trainning and sustenance is guaranteed by the Empire, as well as luxuries for successful missions.

Enforcers: These valued officers sustain the front lines and take part in any issues requiring close combat intervention.

Artillery: Adepts at ranged combat, Artillery units are expected to provoke casualties on the opposers' side before they have a chance to strike back.

Supplymen: Responsible for supportive chores such as healing, repairing and the transport of supplies, men designated to this task force tend to mobility and tactical issues. Usually a temporary duty for all but the leading multi-guilded individuals within.

Scouts: These agents are required to earn information about the terrain and the opposing force. They must be fast, stealthy and durable individuals. In this rank it is common to witness the presence of both multi-guilded stable members and Shadow Force temporary volunteers.

Tacticians: To occupy this rank one requires the the title of Commander or above. Tacticians, as their name indicates, have the duty of planning out strategies, and controlling the positions of their fellow Imperial Guards.

Special Guard: To occupy this rank one requires the title of Captain or above. The Special Guard is a special task force, its members usually multi-guilded so that they can be present at other Imperial activities in order to protect them. Their leadership and outstanding battle skills make them versatile units, expected to succeed in the most complex of situations.


Discipline & Trainning
Those who are charged with the duty of watching over the Empire's safety must possess a flawless discipline. They must be steady to offer their superiors, or their subordinates, the best of their abilities.
Members are assigned their duties, or freetime, by a Tactician or the highest titled amongst them. These duties usually consist in the following: Patrolling and Trainning.
Those assigned to Patrol duties are expected to walk around in squads, with their weapons close by and their senses keen on their leader's orders.
Recruits and Imperial Guards are trainned daily, from the start of their career to the end of their lives. Besides the regular physical and skill trainnings they are kept on edge with battle drills, marching and duels. They must also be familiar with the Way Of Steel.



Council of Tactics
The Imperial Guard is ran by a Council, headed by the Tacticians. Methods, objectives, trainning and tactical issues are the most common topics discussed at this Council.



Join the Effort
The Imperial Guard allows success to all who join it. Visit the Imperial Guard's recruition tent to know how to begin your successful career.

39
Guilds Forum / [ORGANIZATION] Musers: Bard Organization
« on: December 25, 2006, 04:00:53 pm »
Introduction:

It's a busy day near Harnquist, like always. Gartheiz takes advantage of such casual gathering and coughing loudly he bows in his flamboyant way, giving away his characteristic careless nature. He eyes everyone around and commences a speech, strangely without any attempt to rhyme:

Citizens of Hydlaa. It is my duty to inform thee of a new restrictive law on boredom; inhabitants and visitors will be prohibited to spend their times with idle chatter and useless goose chases. *He winks at Harnquist and darts a quick 'mind the intrusion' his way* The penalization for going against this now established rule will be... eternal regret.

The attractive diaboli bares his perfect white teeth in a proudful grin, as he nails a poster to a tree nearby...



The Musers

Have your effortful, humble, but splendid words crossed the head of a commoner without arousing any interest, feeling or exclamation? Do you feel like your talents could be used in a much more effective way? Don't you agree that commoners, nobles, adventurers and villains are currently and equally numb as far as intellectual, spiritual and physical pleasures are concerned?

I think so too. Not much we can do about it though, besides keep doing our best.

Still, if you're a young, old or middle-aged individual or group and have an undying urge to make tria through musical tones and complex wording, think twice about what I am going to propose you:
  • Think about buying paper, pens, pencils or instruments;
  • Go pursue some training, unsponsored by myself;
  • Search for love and fun;
  • Present yourself properly;
  • Be a part of my organization, which is divided in the following, well thought, self-explanatory ranks:
    • Managers taking care of scheduling gigs and promoting the authors, actresses and actors;
    • Musicians to play a great variety of instruments for a rich crowd, a demanding lord or the passing by adventurer, carrying an extra hexa;
    • Raconteurs, like myself, to tell you of what has happened, of what will take place, about what could have been, of what didn't come to be and lots about what you wish to have happened;
    • Singers and Songstresses with voices as clear as crystal, and hopefully much more expensive than it;
    • Dancers, fluid beings of extreme grace, tempting males and females alike into demonstrating their amazement through the universal language of Yliakum wide currency;
    • Actors to engage into fantastic plays, with an intensity so broad that tears alone would not be able to express your feelings... you'd have to back them up with some sponsoring.
  • Be sure to participate on the organization of this venture and its respective ranks based on these simple concepts:
    • Lack of hierarchic chain;
    • Payment terms agreed beforehand by all parties involved;
    • Work, and respective schedules, plans agreed beforehand by all parties involved;
    • Members can belong to any guild.
  • A prosperous life to you.
Contact me, Zelzphaer, to know how to fund, aid or join this organization. Usually found at Kada's Tavern, or here at the Plaza, I'm easily distinguished by my white leather clothes, fluid movements, attractive build and musical voice.

Members:
-Gartheiz, Raconteur;
-Rhicora Sullo, Musician.




OOC Information
This is a project I'm considering to shape. I will not be leading it, or creating any extra resources for it, as I currently own two other projects of greater priority.
This is meant to be an ingame focused organization, with little happening on the outside (OOC). Planning shows, hiring, etc should be done ingame or through PMing members of the guild in this forum.

If you feel like giving it a try, apply to one of the ranks here. If you wish to take this initiative further, then by all means take what you see here and do what you can. On my part, I'll be tending to this without hurries, recruiting and planning on a random basis.

Concluding, this organization is meant to organize people who are currently trying to play bards, or something in the entertainment business, so that we can combine our efforts. Hopefully it'll lead to create a bigger emphasis on art and entertainment within the setting.

PS: Gartheiz rarely speaks his real name. Not because he's afraid to, more because he likes to make up stuff. That's why he is referred as Zelzphaer in the poster he nailed at the three.

40
General Discussion / Define Spoiling.
« on: December 14, 2006, 12:53:41 pm »
As a guild leader, and owner of a guild forum I have encountered information that I'm not sure I should let displayed freely. Trainer lists, screenshots of the paths and such and guides to the quests with accurate phrases and similar kinds of information.

I'm not sure how much information I should keep from being displayed, if any at all. There is a great need for having these kinds of informations upon our information resources. But I'm thinking if they should be processed in the most mystery-friendly way possible or if there is no problem leaving the information naked, shivering away the glamour a moderate quantity of doubt and confusion usually baths things in.

So... What should I do? Display whatever information I please? *gasps* Post nothing!? Or should I treat what I've got, if, by a padron provided, it is seen to be spoiling?

I'm sorry if this has been discussed before, or if this information is displayed somewhere already. I searched the forum before posting this and didn't find anything. If there already is, then I'll expect the removal of this thread and a kind PM directing me towards the right place.

I'm quite aware that this preocupation hasn't been an issue for some other people. But in my arrogance and pomp, I'd rather not take anyone else's example for myself in this situation.

41
Wish list / Player To Player Combat: Earning Ranks
« on: October 15, 2006, 04:29:00 pm »
I attempted to search for this, but had no success in finding it. Sorry if it was already talked about.

I believe players should be able to earn PPs and ranks in skills (when possible) by practising against each other. Or in a duel. I believe it could be exploited only to a little degree, even if you would earn PPs without killing you adversary. Mainly because you earn no trias while doing this. In fact, sometimes you might pay.
It makes sense, as I am quite sure you'd learn as much or more from fighting a trepor than you'd learn from fighting a humanoid.

What say you?

42
The Hydlaa Plaza / The Powerful GP2X
« on: October 10, 2006, 09:37:40 am »
Heya there.

I'm buying a korean handheld named GP2X. This tiny console is an open source project, with great potential. It makes the PSP and NintendoDS seem like children toys, even though the 3D games it currently supports are no match against the bigfish.

Still, it's the perfect toy for the old gen console gamer, as it supports a variety of emulators that enable you to enjoy the games you once owned in the confort of wherever you wish to be.

Check out the official site and the goodies site.

Tell me what you think about it!

43
Guides and Tutorials / Guide Lines On Guild Creation
« on: October 05, 2006, 08:39:21 pm »
This thread should help you create your guild and make it fit PS's setting, therefore making it able to live through PS's progress unhindered. After you have read the quick guide, check the following guide lines:



Step #1: What does "Guild" mean?
Definition taken from Dictionary.com: An organization of persons with related interests, goals, etc., esp. one formed for mutual aid or protection.
In planeshift the word "Guild" has a similar meaning and a person needs 5 members and 20000 trias to create one.

So, in the light of these definitions, we can safely admit that a guild in Planeshift should be a group of people who aid each other towards a common goal. These guilds are eligible to have their guild leader represented in Yliakum's government (after its implementation).
Some might choose to dismiss political aspirations and others yet can try to be exploitive.
Wichever the kind of guild, the creation process is normally a long but rewarding one. Planeshift's guilds are supposed to be long lasting entities with solid foundations rather than friend groups. In a guild everyone dedicates their efforts, whatever kind they are, to contribute for the guild and its guildmates; be they close friends or not.


Step #2: Your guild and Planeshift's setting.

It is obvious to assume that a Planeshift guild has to fit the Planeshift's setting. Planeshift's Official Site information should help you discern Planeshift's setting in a general way.

Read all the information you can about Planeshift in the website. Inform yourself about the history, government and Yliakum itself. This way you will know your limits and where you can stand on safely.

"Interact with maximum realism." Even though this is a fantasy setting, it has its own rules; it's singular reality. Attempt to keep from establishing referrences from or dependencies on alien data (ie Dragons, Allignment Systems, Vampires, Werewolves, Greek Gods, Tolkien's elven, etc.) If you are unsure if something fits, ask a Game Master, a Moderator or anyone in the PS Team.

Also, keep in mind what was said above about Yliakum's government. Guilds that endanger the Government should fear action from its authorities, guilds who wish to be elected should try to produce and contribute to the system and independent guilds should try to remain so, while not carrying any misfortune on themselves. It will contribute greatly to the roleplay atmosphere while it will keep us ready for the future of Planeshift.

After you've become familiar with Planeshift's setting you should create your guild's background, one which takes advantage of Planeshift's rich enviroment. Try to make it something original and harmonious with Planeshift. You don't want to go around saying your guild was handed to you by Talad himself, unless you plan on making a guild of madmen (because that is how people would look at you.)

Obviously the name is another important step. It should be appealing, symbolic or self-explanative and discriminative. Naming yourself "The Miner's Guild" proves a lack of originality and respect toward other mining guilds. "Tefusang Claw Miners Guild" will still be clear, plus distinctive.


Step #3: Goals.

Your goal may be possible within Planeshift's setting or it may not. Even in real life there are plenty of organizations that will not see their objectives met.
Still, the way you go towards your goals has to compatible with it, as your actions will include everyone you interact with. So keep this in mind and get fun objectives.

Your objectives should also define your guild. For this reason be sure to cast a gaze on the existing guilds' goals. That way you will know if you are creating something original, competitive or supportive.



Step #4: Guild Structure.

Your guild's structure should serve its goals, first of all.

Different guilds have different structures. Most guilds will have different ranks and then hierarchy rules may have to be planned (check Phinehas' thread for complete information). Other kinds of rules might be required, to attempt higher rentability from the members.
Your concern in this part is to have everything well explained. Your different ranks should have descriptions, in order to indicate what someone in that rank has to expect. Your rules should be clear and well pointed, so members can comprehend easily. Your hierachy should be well planned and then well explained.

There is not much else one can add, as structures should healthly differ from guild to guild.



Step #5: Presentation.

If you follow all the above steps you should have a well defined guild, ready to shine its glory all over Yliakum.

You might choose to present it to others, via a thread in the Forum. If you do so, make sure you're typing correctly and that you remember your grammar rules. This way your guild thread should have the quality necessary to interest its readers.

Your guild thread should contain the following information: Your Guild's Background, Rules, Ranks & Hierarchy, Goals and information about the sort of people you'd like to recruit. Informing about ranks isn't merely naming them. Try to provide a small description of them. You can also add other types of information at your own risk. All these should be posted in a clear and accessible way.

Trying to fit your whole guild into a thread can result in disaster. It's very useful to have a website where you can display detailed information and allow players to communicate with the guild and within it. This site should be well presented and allow an easy navigattion.

Handle the criticism well. Some people will point at your guild's flaws. These people will be doing you a favor, so respect them and change what you think you have to.


These are the guidelines I believe you should have in mind when creating your guild. This way Planeshift's progress will not come in your way, instead it will be your best friend.

Have fun. And tell me what you think about this.

44
Roleplaying (Communitive Storywriting) / The Breath Of The Empire
« on: July 06, 2006, 09:06:16 pm »
Sangwa vehemently strikes the fur on his forehead with his left paw. The last stroke comes followed by a confident grin; his daily gift to the the Azure Crystal.

The enkidukai walks elegantly through Hydlaa Plaza, holding to his smilling expression like a limb is held by the torso.

Noticing some characters mumbling the lonely name of the Dark Empire, Sangwa stalls and looks for the nearest elevated place. After reaching the desired location the Empire's Regent suddenly invokes a speech, in a calm, paused voice:

"One is dead when one loses his breath." He chuckles, quickly mentioning the exception the Krans constitute.

"However, some die before losing their breath: Those who lose their will." Taking a deep breath and watching the movement around him, Sangwa continues "I am quite the well versed sage in this matter; I have seen many losing heart and will, handing them over without significant battle to the acid stomach of time. Strong, weak, brave and shy alike. Everyone falls helplessly to the deviant call of the void; forgotten."

"That is why most hold to their lives, claiming ownership over the "here" and "now", attempting to weight on their future and on everyone else's." He laughs coldly, and gazes at the steel temple for a couple of seconds. "But most of them fail. Most of them die before ceasing to breathe. Most of them whimper and crawl away into their dark pits, after failing their attempts at seizing Momentum. Ignorants all of them, for unknowing a simple fact: The quest for life is meant to be omnipresent, eternal. The Dark tides we sometimes face must be taken with as much confidence and joy as the Light that inspires us."

Sangwa's voice grows louder, his eyes sparkling of content "None are as worthy as we, the Dark Imperialists, are to claim this knoweldge and to remain mountains surrounded by sand." The Regent goes back to a calmer speech declaring that "We shall never fear the erosion of the sand, for the wind that carries it against us shall carry it from us."

The old enkidukai gets down from the elevated place and walks aways slowly, chuckling softly.

45
The Hydlaa Plaza / Someone Find Sengus!
« on: April 13, 2006, 07:31:19 pm »
Anyone knows where the cloaked, masked, bare feeted laanx follower went to? I... kinda miss him. *tear*

Pages: 1 2 [3] 4 5