Author Topic: Approved guilds?  (Read 18915 times)

Velh Krome

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Re: Approved guilds?
« Reply #120 on: July 18, 2008, 05:35:30 pm »
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[..] enforcing consistent roleplay.
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[..] roleplayers shouldn't be just favoured; they should be the only type of players.
While I pretty much agree with whats stated here, as well as with approving some guilds will at the same time give off-setting guilds a valid right to exist, we mustnt forget that Planeshift may, if at all, -encourage- roleplay, but no way wants to enforce it! As said often enough already, Planeshift is not a pure roleplaying game, its a game where mechanics-testers, roleplayers and levellers all do have equal rights, are they interested in setting and background stories, on exploring exploits and glitches or determining max stats and skill levels. The only official agreement seems to be "Try to avoid ooc talk in main". And even here theres no enforcement but still a more or less vague "try".

Right that lack of Planeshifts definition I see as a problem to set up something like this thread here is about.
If indeed roleplaying will remain 'unenforced' and just one more option among several ones, then I may tend to in fact split it as said initially: Out of all guilds, reward roleplay focused guild with something supporting their roleplay. Generally I would at least create 3 groups, "lawful", "outlaw" and something like "others" (dont discuss the naming, you get the picture). The whole concept though would have to be as flexible as possible, treating each guild and its idea individually, otherwise created guilds will tend to be all clones, trying to receive those 'rewards' or benefits.
The given rewards of course will have to be fitting the guilds purposes, rewarding a guard-like guild with magic wands because they are special and fancy would be pants (like dlayos dropping wooden staffs), rather rewarding them with common Enforcer Shields for instance would be like fitting.

If on the other hand Planeshift one day may be defined as a pure rpg, then all guilds will have to be conform to the setting, approving few only an absurd approach. Unless you would want to have few guilds to support the setting actively, like a guild "Sunshine Recruits" or "Black Sparks" (Flame..) for instance. But since at once many applications will pop up, more than one of them promising, it will only end up influenced by favoritism by the people in charge and cause trouble (nothing to complain about, but favoritism will always occur with people deciding, willingly or not).

However, Planeshift getting a precise and unambiguous definition to be an rpg I seriously doubt. So I cant see a way for both options: Certainly splitting guild-types into groups approved/not-approved will to be too much of a definition Planeshift being a Not-only-RPG.

Prolix

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Re: Approved guilds?
« Reply #121 on: July 18, 2008, 05:38:15 pm »
Guess I'll start madly making settings specific guilds among my alts that never get in game so they can reap the benefits even while off-line. Lets see now Freenet allows me unlimited temporary usernames so I could easily create 100 or so new game accounts just from that, how many guilds will that allow? Sure there is that 20k startup fee but a couple days mining platinum or killing humanoids ought to pay for a few. Then the new benefits will pay for the rest!

You can hardly deviate if you are inactive. Now I am unlikely to actually do this but someone might so it is something to take into consideration.

Lolitra, Celorrim Purrty Twins

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Re: Approved guilds?
« Reply #122 on: July 18, 2008, 06:34:30 pm »
I think that inactivity may lead to them loosing benefits that would be taxed in the IC mechanics - perhaps?
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Under the moon

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Re: Approved guilds?
« Reply #123 on: July 18, 2008, 10:01:27 pm »
Till the garden.
Plant the seeds.
Do nothing else.
And end with weeds.

In other words, nothing given, nothing gained.

*edit* I would do things were you had to maintain something in order to gain any 'benefits. I'll give some -possible- approved guild types and benefits, and show why inactive alts would be pointless. Note, these are in no way official, just my ideas.

NO approved guild would be created by the 25K and 5 members rules. The creation would be much more complex, possibly similar to Character Creation. Then it would have to be approved by members of Settings.

Any approved guild -may- be given a guildhouse. I would charge a continuing tax on the building. Failure to pay results in fines or eviction.

Mining guild- You can own an exclusive mine. You have to be active in order to use that mine, and have to pay taxes. Defaulting on payment revokes ownership.

Same for blacksmithing, ranching, fisheries, caravan routes, etc.

Guard guild (rent-a-cops)- Gives your guild members the power to do 'guard' actions, such as attack without challenge. Strictly enforced guild rules and olny one guild per town. If your numbers are too low (inactivity) or you get a bad reputation (abuse of powers, which would be seen as IC), the city (Devs/GM) revokes your charter and disbands your guild.

Thief type guilds would have similar powers. However, no player could own a thief guild, but would have to join an existing Settings guild. Why? Try to start a crime ring in someone else's territory and see how far you get.  :devil:



« Last Edit: July 18, 2008, 10:24:09 pm by Under the moon »

Prolix

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Re: Approved guilds?
« Reply #124 on: July 18, 2008, 10:19:43 pm »
Do you mean to suggest taxes will be more than income? I suppose property taxes might be in addition to income taxes but not every approved guild will be given property will they? If they are there will certainly be a run on housing or a limit on guild approvals. Who is to say that Klozie's Knitting Circle needs more than one room with comfy chairs, four hours, one day a week in order to qualify. Guilds are not very well defined are they? I could put any number of similar guilds in a guild house without too much trouble. I could have one guild that is a community-minded land-owner guild that owns guild houses and rents out rooms in them for other guilds to have meetings in. That would be within the setting would it not? It might qualify for a free guild house. Certainly a little more definition is in order.

Maybe I am being a little obtuse.

Plant weeds and get wildflowers... all in ones perspective. A natural look is more environmentally friendly than close cropped lawns.

Under the moon

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Re: Approved guilds?
« Reply #125 on: July 18, 2008, 10:25:44 pm »
But of little use. ;)

Prolix

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Re: Approved guilds?
« Reply #126 on: July 18, 2008, 10:42:19 pm »
Really? Many plants with medicinal benefits are among what are commonly considered weeds. Personally I would rather wander through a meadow than across a lawn. Now this is all very metaphorical and to ones taste but I really have little use for most of the guilds as are currently in the game. The members seem to have a use for them and I do not begrudge them that. I am of the opinion that some things give benefit just by their existence and they add color while doing nothing.

I guess the main point I am trying to make is that this initiative seems to be a make-work project for GMs. If my guild members do nothing but sit in their guild-house and swap lies how are the arbiters going to know if they are active? If you want to reward people who hold events and engage the community do not require the guild structure. It is completely irrelevant to the object. Guilds as they are implemented are completely out of context. You can strap antlers to a dog but that does not make him a reindeer.

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Re: Approved guilds?
« Reply #127 on: July 19, 2008, 01:42:20 am »
[ooc comment = suddenly I thought I was in gardeners corner... not planeshift.]
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Prolix

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Re: Approved guilds?
« Reply #128 on: July 19, 2008, 02:37:10 am »
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Thief type guilds would have similar powers. However, no player could own a thief guild, but would have to join an existing Settings guild. Why? Try to start a crime ring in someone else's territory and see how far you get
This does not seem right. I would think that in a mercantile-centric society it would not matter what kind of guild you tried to create some long established guild or other would claim the territory and try to muscle you out. After all the guilds have a distinct say in the government and some upstart is trying to gain influence. If you are going to do that for the thief guilds then do it for them all.

After however many hundred years I think the system would be pretty rigidly defined. Now if you are going to distinguish between real guild and player guilds then it would not matter if you create a thieves guild, it is more of a gang than an actual guild. If you pay the proper respects to the actual thieves guild they will let you pick the crumbs off the floor.

Orgonwukh

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Re: Approved guilds?
« Reply #129 on: July 19, 2008, 09:28:02 am »
I favor any guild that abides by Settings lore. I don't see a problem with it. The entire game favors people who have endless time to grind mobs and mines. About time roleplayers get favored by something.

 \\o// \\o// \\o// \\o//
*Orgonwukh cheers*
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Great! What I always try to achieve! A mixture of using game mechanics and roleplay.
Let game mechanics reward training your skills and settings reward your roleplay. :D

Mythryndel

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Re: Approved guilds?
« Reply #130 on: July 22, 2008, 07:18:20 am »
What is with the attitude towards people who don't use PS as a 3D chat client? "The whole game is designed around levelers and...." This is a GAME. Of course it is designed around GAME MECHANICS. If your idea of RP is sitting around chatting to people playing make-believe, perhaps IRC is a better fit for you.

Under the moon

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Re: Approved guilds?
« Reply #131 on: July 22, 2008, 07:42:08 am »
* Under the moon tips over laughing.

You obviously don't know me and have a very limited view of what a 'game' is. '3D chat' is and always has been the last thing on my mind.

Eliseth

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Re: Approved guilds?
« Reply #132 on: July 22, 2008, 08:07:32 am »
Mythryndel, please do not insult the RPers, it's not nice. I think you'll find that most RPers DON'T just sit around chatting, most of the really good RPers have already leveled their characters to a level that suits them. RPers tend to use both mechanics and "3d chat" (as you call it). The game was not designed for ONLY leveling, otherwise why on earth would they bother making a /me command, and marriage system, and gestures like /smile and /wave?

That issue aside, please lets get back to what we're here for, and don't veer off topic again :).

Mythryndel

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Re: Approved guilds?
« Reply #133 on: July 22, 2008, 07:33:20 pm »
Not trying to insult anyone. I am just tired of people getting so exasperated when people actually use the game mechanics. A lot of people on the forums lament constantly about how there is no RP left.... these PLers are ruining PS... mining should be banned... you name it. The game is not that skewed to be honest. I personally do a balance of leveling and RP and questing. I don't see PS being ruined by people actually playing the game.

Back on topic, I've stated already that I would like to have players be able to have an effect on the game, but I don't think that approved guilds are the way to go about it.

Parallo

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Re: Approved guilds?
« Reply #134 on: July 22, 2008, 07:44:36 pm »
Strawman argument. No one is saying the things you are accusing rpers of saying. Use mechanics by all means, but don't solely play the game to make that little list of numbers attached to your character continually grow. Just buy a calculator instead.
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