Loving this thread
read a lot of posts and loved them all. I particularly remember what Dajoji said on page 2 or 3 of this thread. the bulleted point form on how a guild can be approved. After reading so far i just wanted to post on something i didnt see . Maybe i didnt read one or 2 posts in the last 6 pages (afking a lot here while reading .. busy rl lol) .
I like this idea of approving guilds. However so far from what i have read, approval is based on keeping in line with settings. So the benifits of an approved guild could be in getting gm participation in making thier guild hosted events more fun (spl effect support maybe).
I am hoping before guilds are approved the guild system mechanics are tweaked. In case the situation of a guild leader changes ( has real life issues and cant come online ... or suddenly the power and popularity changes his behaviour) then the guild should be able to have a internal council system that can allow the the guild to continue to function. Maybe a new concept of a guild council leading a guild rather than a singular leader. That may allow for guilds to allow to be active longer.
To reduce new 20- member guilds from cropping up maybe only 50+ member guilds(and soem other benchmarks like minimum 5 people online at any time), can get the council system. well soemthing like that. What concerns me is that an entire guild depending on one leader who for unforseen reasons cant function as a leader may lead to an approved guilds death. If soem game mechanic tweaks are made .. it may help improve longetivity of guilds, reduce numerous seasonal guilds that are formed and die in less than 6 months. This may help the guilds creating a richer rp history of themselves and a rich tapestery of inter guild politics and dynamics. Keeping in mind that most of them will eventually try to be in-tune with settings would make approving of guilds easier.Also if certain changes are brought into guild administration, it could reduce the number of 'seasonal guilds' and bring in more concreate rp-goal-based, longer living guilds.
I love the ideas so far. But i feel if these things are addressed before implemntaion of apporval of guilds. Once we see a consolidation of guilds and the advent of new towns, maybe a "home-town'. Please note the exmaple ebing told now is a future end goal idea.. which could be achieved eventually.
The Example-- Hydlaa can host 2 caravan(merchant + martial rp goal type) guilds due to the winch + 1 religious guild(due to temple)+ 2 maigc guild (magic shop, magic garden)+ 1 scholarly guild (cos of library)+2 martial guilds (cos of arena and winch near it) + 1 profession guild(having weapon and armor repair,alchemists, herbalist, enchanters mostly )... while.. Oja can host 2 caravan (due to merchant district) + 1 religion (due to temple yet to come)+ 1 profession guilds( cos it has lots of shops) +1 crafting guild (crafters and miners due to forge and mines nearby).
The example is just an idea how the game can limit guilds in game in the future when we do a wipe and stuff.. and also to promote active guilds by setting preconditions for being allowed by one of the cities (in future ) to host them. If certains conditions are not met over time like members reduce below the minimum needed or number of people online and number of hrs online lower than minimum neededcould lead to a one month probation by the city to allow the guiolds to fix themselves thru merging, recruiting or playing more. This would help merge settings and inter guild rps better.. eventually leading to a more riccher rp and in game 'immerssive' experience. well just an idea of the possibility. it may take a long time as many small steps needed on the way.