Author Topic: Creation of a Guild  (Read 8653 times)

Garile

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Re: Creation of a Guild
« Reply #15 on: January 02, 2007, 08:21:01 am »
*smiles again*

True I have had those feelings and have had a change of main character a few months ago, but I tend to do it when I feel it is outplayed and not when a wipe comes.  Also even if I did it would be hard to ignore the majority doesn't seem to do that ;)
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bilbous

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Re: Creation of a Guild
« Reply #16 on: January 02, 2007, 08:28:58 am »
That just means we have to educate them....

Of course if we allow the older guilds that are OOC or grey area to remain or be recreated after a wipe we really cannot justify disallowing anyone else from similar infractions. One thing that is imperative when creating rules for ourselves is that they apply across the board. Sure some have been around for a very long time from when some decisions had yet to be taken, but that should not profer immunity to all future decisions. If you are going to create a hodge-podge of exceptions it would be better to allow anarchy or remove official guilds all together.
« Last Edit: January 02, 2007, 08:48:16 am by bilbous »

Garile

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Re: Creation of a Guild
« Reply #17 on: January 02, 2007, 11:56:54 am »
Well I personally am a member of the Dark Empire and don't feel this guild would fail such requirements so I'm not saying this just becuase I don't like the idea of the rules applying to myself as you seem to hint.

The reason I am suggesting this is one becuase of practical reasons as I already stated, everyone at once just wouldn't work, and two becuase people have sometimes put a lot of work into their guild and so giving them the time untill the wipe isn't an exeption to the rule but giving them time to look at what would needs to be changed to fall within the new rules.

It's respect for the work people have already done. Just imagine how the Dragon Council would feel if suddenly after being told they are safe several times tomorrow they will be disbanded? That is just disrespectfull tot the member of the guild, so I would never propose such a thing. Obvious implementing it for new guilds and later have a wipe when the old guilds know of it long before hand is a different matter and a lot more civil and practical in my eyes.

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bilbous

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Re: Creation of a Guild
« Reply #18 on: January 02, 2007, 02:02:02 pm »
No, no I was not trying to imply anything about anyone in particular, I am soory you inferred that I was. Neither am I suggesting any immediate action but merely post wipe practice. I am inclined to keep the status quo where really bad guilds are actively discouraged, merely suspect ones are more tolerated and appropriate ones are actively promoted. I think the GM's should use their best discretion to ensure the guidelines are met but it is not bilbous's world and I do not have the final say. I also think, as I said, that  post wipe, all bets are off and whatever new policies are in effect at the time are rigorously enforced.

BTW, why do you want the empire to be pummeled by ice pellets? :P

Garile

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Re: Creation of a Guild
« Reply #19 on: January 02, 2007, 02:38:12 pm »
ice pellets?

Well the problem is that I don't like the ignore tactic, but that having storylines that make no sence and that are against the setting disrupts my enjoyment of roleplaying. Now if this is a person this is bad enough but if you have whole guilds with such storylines you can't just avoid them anymore without becoming really reclusive.

It also gives the wrong idea in my eyes to new people what guilds should be like, becuase afterall it's often new guilds that recruit new people a lot and so this is the first guild they often come into contact with.

Personally I would also rather hear my story is not acceptable when I want to start a guild then when I'm halfway through building the guild. It also dissapoints more people at that point becuase of all the people I recruited.

Also at the moment names are already changed ingame fo r not being apropriate. Isn't it kind of strange to do that when the guild has already touched peoples RPs? Making some RPs even invalid perhaps? Isn't it also not strange to alter a name but not the whole story behind it that is perhaps even worse then the name in distuptiveness?
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bilbous

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Re: Creation of a Guild
« Reply #20 on: January 02, 2007, 03:47:13 pm »
hail
Code: [Select]
Hail \Hail\ (h[=a]l), n. [OE. hail, ha[yogh]el, AS. h[ae]gel,
   hagol; akin to D., G., Dan., & Sw. hagel; Icel. hagl; cf. Gr.
   ka`chlhx pebble.]
   Small roundish masses of ice precipitated from the clouds,
   where they are formed by the congelation of vapor. The
   separate masses or grains are called hailstones.
   [1913 Webster]

I find I ignore the guilds quite nicely by turning off the guildname banner so I am not bothered by out of context, out of context banners. Yes I meant to say that twice as the banners are out of context in and of themself so a bad quild name is just compounding the problem. As far as unacceptable stories I just write them off as the ravings of lunatics or the profoundly misguided. Even in real life you have all sorts of people who believe and act oddly, out of character for the population. I suppose I am a good example although I think I am normal and everyone else is insane. Clearly, though if you knew me you would think I was extremely odd at best. At least I am not begging for change at airports in smelly robes.
People believe all sorts of crazy stuff and run their lives to match, why should the PS world be any different?

My personal role play is pretty mundane, I do not have great adventures, I do not get caught up is wild intrigue, I just go on about my business and talk to a few people or not. If I feel particularly adventurous I'll go ulber hunting but I haven't done much of that lately. As far as the NPC quests go, there doesn't seem to be much about them that is particularly worth the name quest, errand seems more appropriate. I haven't done too many, however, so there might be better ones I've missed.

I am not sure what you are trying to say in the last paragraph, I am not even certain what an invalid role play is. As far as I am concerned a lot of what some people consider to be valid role play is a kind of one-dimensional, "Lives of the Rich and Famous" melodrama that might as well be "The Bold and the Beautiful" or "The Young and the Restless" soap opera. Is that really valid role play or am I out of touch? If it floats yer boat I guess it is all good. It is not for me to say yeah or nay.

Earl_Listbard

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Re: Creation of a Guild
« Reply #21 on: January 02, 2007, 04:23:56 pm »

@ Earl_Listbard

True I don't believe we should roleplay we are submiting a guildapplication with the octarch or something, but my suggestion isn't to have an IC check, but an OOC check.

It would be there to make sure you as a player aren't sneaking in things from RL or from Lord of the Rings or some other media. It's not to prevent you from becoming outlaws and try to slaughter all that travel a certain road, but it's to make sure we don't get legions of Gandalfs swearing to destroy the ring by having someone bring it to Mount Doom.

Ah but the GM's do already have this handled, IE: a guild named jedi academy (from a star wars based multi player game) was forced to rename and become more geared into role play. Theres little point in asking for a guild application as its just more work for the moderators, and if there are ooc guilds they are naturaly spotted, and corrected.

-EL

Zan

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Re: Creation of a Guild
« Reply #22 on: January 02, 2007, 05:09:04 pm »
I do like this idea and think it is a lot more IC than simply paying a few tria and having a couple people who want in.

The only thing I can think is how would you feel if someone decided your guild was unworthy and was disbanded? I personally, as leader of a guild, would be devestated and would no longer bother with the game. I think many other players would react in a similar manner. It is my guild that keeps me logging into the game.

Already existing guilds should of course get a chance to improve themselves instead of being disbanded without notice. As a matter of fact if this becomes a rule all guilds should be pointed on their flaws so that they can fix them instead of just being denied guildship.

Another suggestion is not letting GMs choose whether or not a guild idea is valid but leaving it up to the people. This could be done later in the game by creating a posting board (IC) where guild ideas can be presented and people can sign the petition for them or not. A guild would have to gather, say one hundred votes before it is approved and can be created. People could visit the board and sign their name under a specific guild idea, this way GMs are not needed and the action is completely IC.
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Karyuu

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Re: Creation of a Guild
« Reply #23 on: January 02, 2007, 05:27:06 pm »
But how much sense would it make from the perspective of RP to have the public decide what sort of guilds are allowed? :> That's not how guilds are started in the medieval world. Plus I'm not sure I would trust the public to make good IC decisions all of the time once we get more and more players in, who may have no idea how PlaneShift is supposed to function. When proposing quality control, I don't necessarily see this as a step forward - even though it has that potential.

Poorly made guilds don't survive too long already, and the only real issue we seem to have is one of cookie cutter "helpers," who want a guild because they want a guild. Personally I like Garile's idea :] Old guilds, new guilds, I don't discriminate. If you've been around for a while, chances are you already know what may need fixing and why you haven't done so would be a mystery worth looking into.

Quote from: Bilbous
As far as I am concerned a lot of what some people consider to be valid role play is a kind of one-dimensional, "Lives of the Rich and Famous" melodrama that might as well be "The Bold and the Beautiful" or "The Young and the Restless" soap opera.

This is pure genius and truth.
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Araye

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Re: Creation of a Guild
« Reply #24 on: January 02, 2007, 06:43:50 pm »
Poorly made guilds don't survive too long already...

I couldn't agree with this more.  Even very "well thought out guilds" fail from time to time.  I also agree with the poster who said something along the lines of "who's to choose and how can one dictate what collection of ideas people are going to choose to follow?"  (Of course I am paraphrasing.)  I guess the quick answer is, "the GMs".  But do they need more burden?  Guilds will come and go.  The Helpers will continue to sprout and most will wither.  (They exist because their creators feel some form of "help" is lacking, btw.)

I feel the current system is pretty good for a pre-beta game.  It limits the number of guilds by it's requirements (at least it did when 20k was "a lot" of money) and could actually be IC if we gave the money to an NPC that was sanctioned by the "Rulers" to form official guilds.

Hhhmmm, I guess that doesn't work too well with "secret" guilds - not too secret.  And I guess one wouldn't want the "Rulers" to know you existed if your guild's goal was to bring them down...

Besides a barrier to entry, what is the purpose of the 20k?  I know that in medieval times official guilds paid a "tax" for the right to exist and I believe they were continually taxed after that point.  They also benefitted financially from their formation as they were given the exclusive right by the ruler of the day to perform some task.  PS guilds are not guilds in this sense (eventhough some have tried to make this type of guild).  They are a collection of players that have decided to join together under a common belief/function/friendship.  So the question arises, who's to judge the binding from an IC point of view other than the players themselves?  If their purpose for existing fails, the "guild" will fail.

So who (other than the annoyance of the "elite") does the formation of fifty newb guilds a day hurt?  Does it reflect on the quality of PS?  Is that what we are trying to police here? 

So after dragging you all through my thought process, I think maybe the barrier to enter is fine the way it is and considerd OOC to protect the secret guilds right to exist.  Perhaps the amount should be 200k paid to the ether and five members for the purpose of OOC game mechanics?

Or maybe it should cost 200k to register a guild with an NPC, but secret guilds cost nothing?  This might be a very attractive solution and be IC (or more closely IC).  In either case, five members still being required.  Even guilds whose purpose is to bring an end to the rulers may wish to register under the guise of some other motivation to obtain "stature".

In any case, I'm sure these aren't new ideas.

Araye

bilbous

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Re: Creation of a Guild
« Reply #25 on: January 02, 2007, 06:51:56 pm »
It seems to me that even secret guilds are not so secret and instead of being free should be regulated by the underworld kingpin's minion (npc) so that one way or another you end up paying. The legitimate officials may know nothing of secret societies but the underworld has different methods available and commonly know everything the officials know and more.

Araye

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Re: Creation of a Guild
« Reply #26 on: January 02, 2007, 07:26:16 pm »
I like that idea!

Seytra

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Re: Creation of a Guild
« Reply #27 on: January 02, 2007, 09:41:11 pm »
I of course like the idea of a screening process for guilds. It has been lacking for ages. The current system has finally cut down the amount of guilds being created, but it didn't improve the quality.
Poorly made guilds don't survive too long already...
I couldn't agree with this more.
Couldn't disagree more. I seriously wonder how one can come to conclude that, as it is not the case, at all. Seriously, it is obvious that only decent RPers join guilds for their goals and background and ties with the settings. Everyone who is not at least a decent RPer doesn't bother, and joins guilds based on a first come, first serve system or on the "coolness" of the name, or the amount of money / items they are offered. Then there may be some PLs who join a guild that would allow them to disguise their PL as RP.

Add to that the low ratio of RPer to non-RPer (without looking at the reasons), and it is clear that a guild doesn't need any RP to survive. They need something that appeals to the player, regardless of what that something is.

It is true that the average lifetime of such guilds isn't as high as that of some of the RP guilds. However, it is also not short, and several have lasted for a year or even more. And they keep being recreated by different players with different names, so a screening process would help that.
Even very "well thought out guilds" fail from time to time.  I also agree with the poster who said something along the lines of "who's to choose and how can one dictate what collection of ideas people are going to choose to follow?"  (Of course I am paraphrasing.)  I guess the quick answer is, "the GMs".  But do they need more burden?  Guilds will come and go.  The Helpers will continue to sprout and most will wither.  (They exist because their creators feel some form of "help" is lacking, btw.)
That may be, but then again I never felt that way, possibly because I had read up on PS before joining. And yes, I think this can, and in fact should, be expected from every prospect player.

Anyway, as Karyuu has said, the playerbase is not a good judge. Not even now, being comparatively small, and certainly not once it gets larger. Just look at the amount of one-day players that rush through PS. They more than outnumber the "constant" playerbase, even counting all the players who don't stay for more than a month. IOW, if the playerbase was to judge, there'd be favouritism at best, and complete inconsistency at average.

In light of this, the GMs do seem like the most appropriate thing, but then again they are quite busy usually, so even though much more bad char names pop up, judging guild backgrounds would be much more work. However, knowing that one's guild has to be approved might serve to discourage knee-jerk guilds and thus cut down on guild creations. On the downside, it might lead people to claim that if it was approved, nothing needed to be improved as "it's perfectly fine, the GMs said so", just as we get with names already.
So who (other than the annoyance of the "elite") does the formation of fifty newb guilds a day hurt?  Does it reflect on the quality of PS?  Is that what we are trying to police here? 
Well, I think that the "elite" of RPers should be what matters, yes. It's not like you'd have to be particularly great to become part of this "elite". Besides, yes, it does reflect on the quality of PS, as has been said. It creates false impressions, and invites new players to go the wrong way about PS or RP in general, thereby also hurting the quality of RP in the long run.
Also, though that is not that much of a problem as it used to be, I don't like being asked to join guilds by people that I haven't even seen around yet, let alone RP'd with, so it's a matter of bothering people, too.

Now, regarding the wipe / bilbous: I, too, come from a P&P environment. However, I most definitely am one who does, in no way or form, RP wipes of anything. A wipe is nothing but OOC, and therefore must not have effect IC-ly. In P&P RPGs you may start over, but that is an uniamous group decision. In an MMORPG, this sort of thing can never happen, because it will be impossible to get every single player to agree. Also, it would not make sense in terms of the consistent world.
The only exception to this is when, at the same time as the wipe occurs, a significant change to the settings is released that more or less forces a reevaluation of one's character. However, this then is not a result of the wipe, the wipe is merely coinciding with it. Such changes can occur at any other point in time as well and require the exact same action. Wipes are being done to erase effects of OOC mishappenings like imbalances in the game mechanics, excessive abuse/cheating or loss of database content, and have nothing to do with RP, just as server crashes don't.

As has been said, if your character feels played out, then you phase it out and create a new one. It should not be done lightly, and it's clearly a good idea to keep the old one around. However, if we had a wipe each 100th time some player feels their char is played out, we'd have weekly wipes.
Quote from: Bilbous
As far as I am concerned a lot of what some people consider to be valid role play is a kind of one-dimensional, "Lives of the Rich and Famous" melodrama that might as well be "The Bold and the Beautiful" or "The Young and the Restless" soap opera.
I wouldn't go as far as to say that this is genius, but I agree. However, I must say that it is realistic even. IRL you simply don't often get to see this stuff, but it still happens all the time. And I think that IRL the majority of people can be called "one-dimensional" as well. I think that it is occuring in PS because people find it amusing, much more amusing than IRL because it doesn't actually matter in PS, and because they can / are forced to have all the other "normal" stuff IRL already. Maybe PS is like being somewhat of a celebrity and somewhat of a paparazzo at the same time. Also, there are, at least occasionally, really interesting stories popping up, and intrigues, bribing and corruption are much more common IRL than the usual save-the-world scenarios from RPGs. This is not to say that one shouldn't stay grounded with the drama, it does become excessive at times.

Back to the guilds: regardless of whether or not the guild manages to attract players, this attraction is always OOC. Therefore, the judgement of whether or not a guild fits into PS is OOC as well. This has the added benefit of being less biased towards benevolent guilds. Since the entire matter of fitting in is OOC, I see no need to drag this process IC. IRL guilds and anything that would make use of the guild system in PS are being created completely IC-ly, simply because there is no OOC IRL. IOW, IRL nothing that doesn't fit within the setting comes to exist, and it matters not if it fits into the current regime / region / whatever, it's still IC. In PS, however, it is possible to have clearly OOC things, and this is to be policed.
To elaborate on this by example of a gray area:

A cult that worships some diety that doesn't exist in PS.

Variant A: The guild post claims that this diety exists
Variant B: The guild post states that the diety does not actually exist

Variant A is outside the setting, because the guild post is OOC and thus the intention is to change the settings to include some arbitrary diety, and the post will likely include something to "justify" it's existance.
Variant B is inside the setting, because no claim is made about the settings; it is merely stated that the member's IC belief is that the diety exists, while the players know that it does not. This post will likely include some reasoning on what makes the members believe in this diety.

Transposing this to RL, variant B happens everywhere all the time, while variant A cannot even be concieved. IRL one cannot think up OOC ideas, and therefore, when RP'd properly, characters cannot, either.

Summarising, I think it would be possible to have at least a minimum standard for guilds, and that GMs or a GM-like commitee would be a good judging body, but I feel that anything beyond guild names would be impractical. If any such thing is implemented, then I, too, think that it should immediately apply to new guilds, while established guilds are given a grace period of maybe a few months before they are either OK'd or disbanded. If one creates rules, they must apply to everyone equally.
If you've been around for a while, chances are you already know what may need fixing and why you haven't done so would be a mystery worth looking into.
In fact, as has been my stance all the time, if someone has been around for a while and not fixed things, then there is something wrong about the player. Claiming that there weren't (significant) rules in the past isn't valid. The ones that would have trouble are those who are border-cases already and undoubtedly know that. Therefore they should have changed already without explicit rules, not (pretend to) be surprised once explicit rules are set down. The grace period therefore is merely an act of kindness, which those who it is given to have not shown.
« Last Edit: January 02, 2007, 09:55:28 pm by Seytra »

Araye

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Re: Creation of a Guild
« Reply #28 on: January 02, 2007, 10:03:12 pm »
I like your responses Seytra.  I can't think of any guilds that are poorly designed (at present) that have survived a long time (more than six months), but I don't get out like I used to either.  Other than that, I think I agree with you.  BUT is your conclusion that there should be a "council" that polices ONLY guild names (because any more would be difficult to do)?  So if they have a good guild name, they're in?  What have I missed?

Araye

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Re: Creation of a Guild
« Reply #29 on: January 02, 2007, 10:23:38 pm »
True Karyuu, it's not how it was done in the middle ages but to be blunt that is no argument for why it shouldn't be done that way in PS. Glyphs didn't exist in medieval times either.

I do agree that the players don't always judge guilds right, this is why there won't be a duty to vouch for a guild but a possibility. Most likely those players who can't judge, don't care and they won't bother to look at the guild requests in-game. I do acknowledge the possibility of bribing players for guild creations, this is in character a possible way .. I don't refute that power gives money and votes in reality. The number of players increasing should probably be reflected on the number of signatures required to approve a guild though. That way it will always be hard to just randomly get people to vote for you.

As for the poorly made guilds ... I agree with Araye. If you look around you see that mass recruiting practically always wins against an excellent background story.
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Tyrnal Relhorn, Captain of the Vaalguard
Thromdir Shoake, Merchant
Giorn Kleaver, Miner.

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