With professions being dissociated from guilds ... what's the end game for guilds?
Do they serve any practical purpose? I see some awesome guilds - the Bards & Oystir are doing very well. But there are some very average guilds that practically haven't done anything in the past years. I guess it is an artifact of the fact that many guilds were created during the time they could be approved and created but the player-base is now no longer big enough to support all of them.
Is there a way to revive them? Make them more relevant again?
Some ideas:
- Guild quests - guild quests that you can do everyday to increase the prestige of your guild to ensure activity
- Guild based jobs or bonuses - guild granted legendary quests or trials
- Ability of guild/ council to go independent and function as independent organizations (think Assassins guild) not associated to any particular city or maybe even circle
Comments
Guilds do feel pretty vestigial right now, which I am really, really okay with. The main reason I am ever in a guild in an IRE game is because it feeds free org credits into the game, and even if I dislike the people running my house/guild a fair bit, I feel that is pretty important, painless (sort of) way for me to help the health of the game. And historically, I did often (not always) dislike the people running my house/guild (it certainly made me appreciate good leaders who tried to dial back the bureaucracy and "you'd better call me Lord Guardian" crap). The first time I was ever really excited about being in orgs was here in Imperian, and to some degree, my post-Renaissance House over in Achaea, both of which have done a great job keeping down the typical bureaucratic creep and dickishness that seem to permeate almost any org where MUD players are allowed to create hierarchical power structures.
And I swear. That creep always, always starts with "we need to come up with some requirements". The person doing it could be the nicest guy, with the best of intentions (maybe, I am willing to entertain the possibility with great skepticism), and before you know it, there's a crappy bureaucracy that almost never dies gracefully in these games, because there are always just enough people clinging to it to keep the org from dying gracefully, so that it could be reborn. If anything, they will create even more bureaucracy so they can "make their mark". In fact, Antioch exists basically because orgs did reach that critical near death point where they were essentially on the game's built in life support. That is a rare opportunity in these games.
The Crusaders, for example, was dead enough that Ultrix was able to recreate it. She'd have had a hell of an uphill battle in just about any other game, any other org. Most likely, if she stuck around at all, she would have had to "fit in" with the existing power structure to a very large extent. There was a couple who used to play Achaea way back when that I'd put in the "Ultrix" category. Both older, professional people. They hated our city's bureacracy. They eventually decided to see if they could navigate it though, and get the wife in as the city leader. They did, mostly to see if if could be done, I think, and so they could make fun of the bureaucracy the entire time (which they did, on all counts). They still eventually quit, and I do think it was partly because they realized that most of the player base was 15-20 and ate that "I are important person with important paperwork duties" stuff up. If I'd had any sense I would have quit with them. And... you can certainly craft activities for people (like parties, fun contests), mini-events you could call them, if you have the time and energy. Those are usually fairly welcome, as long as people don't feel they HAVE to participate.
All of that said, Sects seem to have more built in goals than Guilds do, even if a lot of them are focused around bashing. And even I will admit, it is okay to have some goals that are about bashing. Some. And, sects have a built in conflict system, even if it is still probably way too rough on anyone who isn't Conquest, but anyway, sects have more of the "objectives" stuff already.
If you're still reading, here's a long, but really well written post by a guy I usually admire on Achaea about how org requirements can go so very, very wrong and why it's important to be pretty careful what you wish for when it comes to them. In short, the player base has grown up, and is pretty much where I was in life when I started playing - a grownup with a job who had no need or desire to play at petty bureaucracy:
http://forums.achaea.com/discussion/comment/286944/#Comment_286944
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Sure, you can put the work into the guild and get a good RP environment or whatever, but you could also spend that time working on your city or your sect and furthering an organization that actually has a purpose in the game.
Guilds are never going to be as meaningful and as relevant as they once were. That's just how it is. A ton of their activity came from the fact that guilds were the gatekeepers of class and that meant that everybody in the game had to jump when they said "frog". RP rituals, essays on demon summoning, working up RP backgrounds for things, whatever. If you wanted Diabolist/Summoner/whatever class you had to jump through all their hoops, and that meant you had a lot of people doing rituals or writing up Bard performance routines who wouldn't otherwise be doing that stuff.
Khizan started out as a Bard back in the day and that meant I had to come up with a stupid dance routine and all that kind of stuff to get out of novicehood and then there were guild interviews and all kinds of stuff like that, and that was the price I had to pay to have the profession, basically, because that's what the guild leaders wanted us to do and if I wanted the class I had to do it.
And there were a lot of people like that who wouldn't normally have been into that but who had to do it anyways. Sure, there were a handful of people who really got into that stuff and really cared about it, but a ton of the activity was because guild advancement was mandatory for getting class and so everybody was forced through the steps.
Without that kind of hold, you're not gonna see that kind of activity in guilds again because you can't just pull everybody who wants Diabolist class into doing RP rituals.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
She's trying to say tridents are better than spears, I'm onto her.
She's wrong.
She doesn't like it when guilds and cities implement all those stupid hoops to jump through, which wasn't actually my point.
All I meant is that the heyday of guilds had a lot of what was essentially forced RP labor; I didn't do Bardic performances and Noctusari demon summoning training stuffs because I wanted to do them, I did them because I had to do them. You're never gonna have that kind of environment again so you're never going to have the same level of guild activity again.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I've only been in...2 guilds one for each character I somewhat play nowadays, but there is a huge difference between the Bards and the Revenants. The bards offer something for someone to do in the guild, even if it's just silly rp/writing exercises, it attracts people that like that sort of thing.
Every guild that isn't active needs to come up with something to entertain/attract members and since they aren't gatekeepers to professions, gotta be some fun/cool rp.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I remember the Wardancers from back when, the RP was lovely and a few of the things are still around. I turned those fragments into a RP system that isn't mandatory but is there - and that's the old warpaint color system. Rather now it's a 'tattoo' of sorts you wear in the description if you so choose to participate.
If there's anything I can do personally to make guilds something more than just a social hub as they've become, please let me know and I'll do what I can.