Author Topic: Job guilds  (Read 598 times)

FunGun

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Job guilds
« on: January 07, 2004, 06:50:19 pm »
I think and really hope that many of you have read Terry Prattchets \'Discworld\'. And if you did that for some time you will surely know about Aknh Morpork and its Guild system.

I\'ve already referd to that system in this thread:
http://www.planeshift3d.com/wbboard/thread.php?threadid=5634&boardid=21&styleid=3&sid=6c1780f0c6883af6602c1aa2f5fd6c98&page=2

I mentioned the Thieves Guild where one could get in by paying a monthly fee, which could lower the chance of too many people becoming thieves. You could rank up by doing certain quest or do some great jobs.

This idea could easily be used for most other Jobs avaiable in PS. I.e. there could be assasin guild which only allows really rich PCs to get in. This Guild would be paid by players to have another player killed and a special item stolen. Of course the amount of money needed to pay an assasin would be way too high for most players. But to stop the guild from dying there could also be npcs who give quests to kill a certain other npc.

These guilds would have a certain ranking system. And special guilds like the Assassins could have a member restriction.
The highest rank would be an Elder or however you want to call it. There can only be 6(or another number) of them who would be in a council which decides about serius matters of the guild such as new members and the use of the monthly fee. Furthermore every Guild has to vote one representative for the City council, which is under the lead of a GM or some other very trustfull person.

This way you could easily restrict people from doing something in the city without permission of the guild they should belong to:
A new smith comes into the city and wants to build up an own store. Now he has 2 options:
1)He goes to the craftsman/smith guild and asks if he can join it and gets advice on where to build his store.
2)He just starts a new shop right next to an old one, the guild gets to know that and the store is robbed or something like that.

In the beginning there wouldnt be any \"Elders\" so that cities and economy can grow until the Guild Councils and the City Council are complete. This would Furthermore give the Guilds a quite nice starting capital!

But the Guild members have to have benefits for being what they are. These benefits could be:
- help when being shoplifted
- guard of thieves and other dangers
and whatever else you can imagine.

By having those guilds the Question of \"Guild wars\" for a city would also be solved.

BUT the PC foundable Guilds should still exist as a group of people who have the same interest.

Well thats my idea of how economy and crime could be handled

Draklar

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« Reply #1 on: January 07, 2004, 06:51:41 pm »
Guilds are players-only and it\'s all up to players
there, that should be enough...
« Last Edit: January 07, 2004, 06:52:04 pm by Draklar »
AKA Skald