Author Topic: creating a guild  (Read 2386 times)

neme5i5

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creating a guild
« on: August 03, 2005, 06:46:17 pm »
I\'ve read how to create a guild, now I want to know a little more. Advise, and explanations? Bodacher said I should plan allot first. What was he speaking to? (an experience?)

How do all of you see belonging to a guild? What part does the leader play in PS?

I have my own ideas, but this is my first MMORPG so most likely I\'m wrong... Can I have some wis\'ened insight, or hindsight will do.
aka: Coal Bourne
aka:

answer: Nemesis is my favorite astro-physics hypothosis, to read about it go here:
http://home.att.net/~numericana/answer/mystery.htm#nemesis

Talamir

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« Reply #1 on: August 03, 2005, 06:49:31 pm »
Heres thinkgs you need so noone flames the guild for not being thought out:

Ranks
Rank Description
History
Rules
Goals
a website
Forums

And anything extra I\'m sure other people will mention :)  

Good luck.

pigottsm

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« Reply #2 on: August 03, 2005, 06:57:30 pm »
the website doesn\'t have to be big, a geocities cite will work if that\'s all you can get.

a leader is preaty much the person who makes the biggest decisions. (though the best guilds are democratic, they vote)

he let\'s people into the guild, kicks them out, answers to the gm for guild wrongdoings, blah blah blah

have fun.
« Last Edit: August 03, 2005, 06:57:53 pm by pigottsm »

r.guppy

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« Reply #3 on: August 03, 2005, 06:59:10 pm »
Look at some of guild discriptions to give yourself an insight into how; to be found in Guild section of the Forum. I suggest looking at the bigger long established guilds.
« Last Edit: August 04, 2005, 11:11:19 am by r.guppy »

pigottsm

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« Reply #4 on: August 03, 2005, 07:01:34 pm »
such as the twin blades, dragon council, protectors.

Easton

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« Reply #5 on: August 03, 2005, 07:08:42 pm »
well.. the guild leader does not have to be the only one who kicks people out or invites people.. the most powerful part of being a guild leader is you set the permissions of each rank within your guild.. but yeah.. a good basis would be:

who?

what is the name of your guild? what kind of members will you have?

what?

what is your alignment? (good, neutral, evil) what is your guild\'s purpose? what can your guild provide for Planeshift and its players?

how?

how do you plan on organizing the guilds? how will you set up the ranks? will they be a ladder, or more like specialized categories for a certain type of player?

in addition to these, i suggest a nice little RP story of how your guild came to be..

-Easton
« Last Edit: August 03, 2005, 07:08:57 pm by Easton »
"Thats pretending, not RPing"
-Hadfael

Ralas

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« Reply #6 on: August 03, 2005, 08:19:33 pm »
Most importantly, remember that your guild should be founded on and should encourage role-playing.  Also, be selective about your members.  Dont\' make the mistake of recruting every guildless person you see (this can lead to having a lot of people despise you and your guild.)  There is no strength in numbers here (unless you agree to a guild war, which I strongly recommend against), but there is strength in quality.  There are far too many guilds already that exist only to help power levelers power level.  Everyone in your guild needs to have a reason to be in your guild.  In addition to the previously mentioned guilds, I recemmend looking into Explorers, The Felines Lair, and Swords of Ghent.  These are, IMO, some of the best RP guilds around.  (not that i\'ve actually looked into SOG myself but I\'ve spoken with Easton and I have a good feeling about them.)
Yliakum, a really big crystal. These are the voyages of the Explorers Guild.  Its ongoing mission: to explore strange new maps, to seek out new life and new NPCs.  To boldly glitch where no one has glitched before.

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Eolius

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« Reply #7 on: August 03, 2005, 08:21:21 pm »
The most important thing in my opinion is to fit into the background (setting) and have a history.
Also members should have a comon goal and mass recruiting should be avoided. (there are sooo many guilds that do that). And one more thing... your guild shall not have intersections with real life and by saying that i mean that i\'ve noticed alot of wanabe guilds that have nothing to do with the world of Planeshift, beiing composed by members of a certain nationality and having a name like [player\'s country] (i tryed hard not to give any names here)

zabeal

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« Reply #8 on: August 04, 2005, 12:15:39 am »
If you want to see som guilds that have really lasted the test of time in Planeshift, check out Kada\'s Tavern. Each of those guilds has a webiste describing it\'s history, ranks, etc. There are many things you will want to do for a strong guild. I would suggest planning how you will orginaize your ranks, most guilds use a simple hierarchy with more members at lower ranks. The defenders are orginized differntly then the Cabal, who are different from the Feline\'s Lair, etc.
One thing to point out is that altho alignment is listed on that page, you don\'t have ot restrict yourself to that sterotype. Feel free to label your guild however you want.

Lux perpetua luceat eis

neme5i5

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answer: zabeal
« Reply #9 on: August 04, 2005, 12:40:24 am »
I\'ve managed my uni\'s research club, and what I found was all too often when things go wrong it\'s b/c of the tyrany of the many. (popularity) I envisioned a system of two leaders. the second being the ear for the members, and the primary keeping an eye on the business.

For example: A bit of in-fighting begins. The second calls a vote with the group to solve a problem, and popularity wins. The individule would lose, except the primary was wise to what was going on, and was paying attention as the pieces fell into place. Now at this point if it were deserved, then the primary would take no action. OTOH if it was the group that was wrong, then a veto would be called. No further action taken, and the issue dropped.

You can get caught up into people to such a degree that you lose sight of what you are out to accomplish. So if you split those duties the purpose can be rescued, and if made delecate, nobody\'s feelings hurt either.

This what you mean?
aka: Coal Bourne
aka:

answer: Nemesis is my favorite astro-physics hypothosis, to read about it go here:
http://home.att.net/~numericana/answer/mystery.htm#nemesis

Sangwa

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« Reply #10 on: August 04, 2005, 02:00:54 am »
Quote
(though the best guilds are democratic, they vote)

Hardly.

Anyway, it\'s up to you what kind of leadership you want in your guild. It\'s also up to you to get a good name for your guild (and yourself, neme5i5 is hardly a good name to roleplay with).
Make sure you check some promotional threads before you make your own, and do the same for your site.

There is no best way to make a guild, there\'s just the way you want your guild to be.
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

Join the Dark Empire!

Valbrandr

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« Reply #11 on: August 04, 2005, 02:21:58 am »
There are a few qualities you must have to be a good leader.  I am not going to list all of them but a few MUSTS that will keep your guild around.  The leader(s) is the most important piece.  Of course you want great supporters and whatnot... but in the end it wil most likely be a select group making all the decisions because the other members dont have time.  

So you must be dedicated to what you do.  Dedication is the key.  Never give up on what you do... as long as it doesnt feel like a burden.  Resilience is another important aspect tied to Dedication.  Dont worry about what others say.  If it is constructive critisism then use it the best you can... but dont listen to the nay sayers.  

Never set anything in stone.  Be able to change as the game changes.  You will never be \"Finished\" with your guild.  Constantly try to improve what you can.  And this goes to you.... if you are the leader you have to be more active then anyone else in your guild.  ITs the best way to keep good members and to acquire good members.  

If you dont have the dedication then might as well not even create a guild.  Just join an already established one.     If I think of anything more ill post again later.  Good Luck!!

Edit:  Also look at numerous guild structures and sites to get new ideas.  It ok to use the same ideas just dont take someone elses idenity.
« Last Edit: August 04, 2005, 02:23:45 am by Valbrandr »

Easton

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« Reply #12 on: August 04, 2005, 02:44:36 am »
Quote
Originally posted by Ralas
In addition to the previously mentioned guilds, I recemmend looking into Explorers, The Felines Lair, and Swords of Ghent.  These are, IMO, some of the best RP guilds around.  (not that i\'ve actually looked into SOG myself but I\'ve spoken with Easton and I have a good feeling about them.)

*blushes*

aww.. i appreciate that Ralas.. yeah.. we\'re working on getting a website up.. sooner or later we\'ll get one.. but other things to take care of for now :)

-Easton
"Thats pretending, not RPing"
-Hadfael

neme5i5

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Sangwa
« Reply #13 on: August 04, 2005, 03:16:51 am »
I\'m not RPing as nemesis, if you bothered to look down on me as you already demonstrated you do. You\'d see I have a RPing name: Coal Bourne

Why must my forum/email match any char I should be inspired to create? Further more, in ye ol\' days a child was named after the father\'s occupation just in case you object any further.
« Last Edit: August 04, 2005, 03:20:31 am by neme5i5 »
aka: Coal Bourne
aka:

answer: Nemesis is my favorite astro-physics hypothosis, to read about it go here:
http://home.att.net/~numericana/answer/mystery.htm#nemesis

Pestilence

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« Reply #14 on: August 04, 2005, 04:28:07 am »
hmm Perhaps, but useally there was a saints first name before it as far as I have heared ;)