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« on: February 11, 2004, 11:44:24 pm »
The idea has been suggested in other places that towns could be developed, either from abandoned ruins or from scratch. This seems to be a good idea and could be integrated into the Guild system and economy of PS. If RPd correctly, towns could be developed into guild controlled towns and districts, giving a wide variety of options to the guild.
Economics: With the Guild controlling prices and taxes in the town, it would be able to generate a steady group income. Controlling Guild members and Guild friends would pay wholesale prices. Neutral characters would pay the elevated and profitable prices within a town. Guild enemies would be unable to procure goods or services within the town, except for illicit sources.
Spawning: Guild control of a town would allow Guild members, Guild friends, and neutral characters a place to spawn after death. Guild enemies would be unable to spawn in the hostile environment and would have to walk or fly if they wanted to return to the town or area.
Inter-city politics: Fortifying the town/keep in question would be a great addition, along with the potential for guild wars for controls of towns and town/keep assaults and seiges. Inter-Guild politcs would come much more to the front as factions vied for allies against common enemies. This would translate into city alliances and possibly even primitive city-states. Open towns could be taken over with little effort, perhaps with the building of a Guild or City hall, which would become the focus of takeover attempts.
Intra-city politics: As the controlling Guild, you would be responsible to everyone for the maintinance of the town. Guards, fortifications, repairs and even the wages for trades and NPCs would become the responsibility of the Guild council, effecitvely the ruling body of the town. Payments for Guards, fortifications, repairs, city employee wages, etc, would come from the common fund of the Guild, supported by the taxes on commerce in the town. Periodic repairs to public buildings, roads, etc would provide a random drain to resources.
RP opportunities: Guild control of a town would bring RP situations such as city councillors and mayors, and the prestige that goes along with these positions. It would would also bring assasins and spys more to a useful function rather than an RP affectation, as they would be very useful in attempted Guild takeovers of a particular town.
Example: Guild X controls the town of Waterdeep. Waterdeep is just outside a dungeon and produces a large amount of income for Guild X from the taxes on merchant transactions and healing services from people going both into and out of the dungeon. Guild Y wants to control the town because of the profit margin and because it is close to another town that Guild Y controlls. Guild Y sends a spy into the city who\'s mission it is to scout out the defences and, if possible, assasinate ranking officials. On entering the town, the spy would have a percentage chance based on skill to impersonate a specific person in Guild X (of the same race and gender) each time they encounter someone. The spy would be expected to discover approximately how many guards are in the city, and how many Guild X members are present. If the spy succeeds in assassinating an individual (say the leader of the Guild), the assasinated person cannot spawn in the town under siege, but must walk to backup his guildmates, the same holding true for any memebers of Guilds X or Y who die in the assault. Guild X has the option to hire more guards whenever they want, until they run out of money. The guards would be very loyal, but would have a chance to flee combat or give up as more and more members of Guild X die in the assault (and only as they die, meaning the guards would be perfectly loyal when there are no Guild members present, and the town is vulnerable). Control is maintained by Guild X until Y has occupied it for some amout of time, say 1 hr RT. (Occupied meaning holding a particular building in the town or the complete abscence of any memebers of Guild X)
Since no Guild can have a major presence online at all times, towns should change hands fairly frequently, given a determined assault. The number of guards (all NPC\'s of a varying level ability, perhaps based on payment amounts) that a Guild might hire would be based on the importance the Guild places on the income or the spawn points. The guards would all be NPC\'s of a varying level ability, perhaps based on payment amounts and randomly on the availible NPC mercenaries in the area (thereby adding another level of randomness to ensure frequent turnovers) Their going rate should be fairly high and on a per-day or per-week rate to limit the number of defenders that a Guild could hire at a time (also helping with ensuring takeovers). Major towns should never come under the influence of a single guild, only the satelite towns and villages.
I\'ve really been working on this idea over the last day or two, and think it poses a lot of great opportunities. I know it\'s a big idea, but it would really give a lot of meaning to non-hack-and-slash Guild activity. I welcome suggestions and comments, as well as questions. I hope the devs take time to read this one.
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Edit to address questions brought forth