Role Play Community

Creative writing, Latest news, Character stories from the virtual world role-players

LaRPS : Legacies Role Play System » News » Feedback, Bugs and Requests

Guilds - You want this or not

(15 posts)
  1. TriJin | July 24, 2011 - 12:17 AM

    Start singing "The lollipop Guild" song... no, seriously though :P

    Quick questions:
    You may not be aware but I'm implementing a dedicated Guilds system in LaRPS. So a character could be a member of say the Tailors Guild, Guild of Mages, Illuminatus Guild, etc. This is like SL Groups but no lag and easier to manage for characters rather than actors and avatars. Think of SL Groups but for Characters.

    My questions are:
    1. How many maximum Guilds could a character be a member of?
    2. Would LaRPS Guild Chat be useful? (like Group chat but no lag)

    Your thoughts are appreciated by responding here:

  2. Lyn Clawtooth | July 24, 2011 - 12:21 AM

    1) I would say no more than 3 guilds

    2) I wouldn't want a guild chat so that lines wouldn't be crossed.

  3. Ophelia Applewhyte | July 24, 2011 - 12:21 AM

    What would the benefits be? Is someone going to be in charge that we have to answer to?

  4. TriJin | July 24, 2011 - 12:24 AM

    The ones in charge of the Guild would be the ones who created it. Same as being the owner, assigning apprentices etc. Or just create an open Guild that has no leader... everyone equal... the system is quite flexible.

    The first person to create the Guild defines the parameters of it.

    Benefits of it would include giving extra weights to the learning Skills of that Guild link.

    eg:
    Mages Guild - faster learning curve for magical skills.
    Tailors Guild - faster learning curve for crafting clothing.

  5. Jitterbug Haggwood | July 24, 2011 - 01:00 AM

    I would say no more than three guilds...rpers need to really consider what their lines of attention are as far as what skills they would want to focus on. Also regarding guild chats...no...guilds need to be meeting in person and rping.

  6. Vedis Seid | July 24, 2011 - 01:29 PM

    I agree, no more than three, and if we are going to be realistic, even THAT is pushing it. Guilds were tied directly to your career, and required dedication and perserverance...and probably quite a bit of money.

    As for guild chats...yeah...I really think it all needs to be RPed or notices sent out via residents. That way all important posts end up in the blog.

    Good idea!

    Now, more questions:
    1. Will each guild have to be approved beforehand to make sure there is no overlap?
    2. how will a guild be distinguished from a party?
    3. Will each guild be required to post their description on the webpage? (I would recommend it)

    that's all I can think of atm.

  7. TriJin | July 25, 2011 - 07:54 AM

    Party is a single group of friends, clan members or combat team. It has no real effect on Learning Skills, but does affect Social and other stats. You may only be in a single Party at any one time.

    Guilds greatly enhance the learning of Skills, Social, Wisdom and has more advantages. You will be able to join a maximum number of Guilds (currently the working is 3). Perhaps this could be Game Realm defined, depending on the RP type.

    Initially, there will be "Guild Types", defined by the top levels of the skills. These will be known as "Governing Guilds". There will be noone in a governing guild. All the characters and masters will be in the player made Guild under the tree.

    The structure would be:

    [Governing Guild]
    |
    +--[Guild]
    |
    +-----[Guild Master]
    |
    +--------[Character]

    Examples:

    "Mages Guild" (A magic based set that gives greater learning to magic skills)
    +--"The Ancient Arcanus of Mages Guild" (A custom guild made by a player)
    +----"Character Jones" (declared as the Guild Master)
    +------"Anne Other"
    +------"Magik Fingerz"

    "Engineering Guild" (A physical engineering based set that gives greater learning to construction skills)
    +--"The Tinkers of Toys Guild" (A custom guild made by a player)
    +----"Mr Sprocket" (declared as the Guild Master)
    +------"Miss Placed Springs"
    +------"Dr Cog"

    "Combat Guild" (A combat based set that gives greater learning to combat skills)
    +--"Queensbury Guild"
    +----"Capt Cutless" (The Guild Master)
    +------"Sir Fist-a-lot"
    +------"Die Jones"

    Guild Masters are given the permissions to handle Guild Coins, eject apprentices, teach apprentices.
    A player's Guild may be marked as Open Enrolment or Invitation Only.

    More details can and will be made available based on your feedback.

    The idea idea behind this is to allow players to have great flexibility of using the skills and crafting system so fairness is overall. Flexibility means you are not tied to a specific path but given astart point. The direction is then your own choosing.

    Each Guild may automatically show on the web site if they choose too. This is similar to a Character Profile but to stop any metagaming, certain information will only be shown to members.

  8. Cereno Resident | July 26, 2011 - 10:36 AM

    Can’t the guild system be just another way for players to form up cliques and exclude players they don’t like for one reason or another?

    The problem I see with the guild system is having players ejected from a guild because of personal grudges and losing out on the benefits of being a part of the guild and being limited in the role they wanted to play. Or having everyone create their own little guild until you are to the point of having a guild for every player on the SIM.

    Guilds where used to stifle competition from outsiders and to control its members actions in the products and services offered and the prices they could charge. Guilds gave a very small group of people vast amounts of power and ability to limit the choices and actions of others. Why wouldn’t it be the same for a role play SIM.

    Why wouldn’t they be used as a way to squeeze out undesirable players by the guild leaders, or punish those who chose to go along with a particular role play in the way a guild leader wants? The player would not only be snubbed but would lose experience bonuses. A nice little hammer to make sure that those in charge forever stay in charge, a perfect for furthing limiting varity in the role play available on the SIM.

  9. TriJin | July 26, 2011 - 11:38 AM

    No, Guilds are not there to form cliques. That's up to the RPers. LaRPS isn't about running or defining how regions are run. That's up to the RPers and the people who play on them.

    LaRPS simply provides the tools.

    There is no difference between Guilds and SL Groups... or your Video Shop rental... or your membership to Time. If the owners of those organizations decide to close down, it's their choice.

    There is nothing to stop you creating your own Guild and being a Guild Master. The reason for a Guild Master is so you can teach the skills to apprentices. Think of it like giving the opportunity to open your own Bake Shop then giving out candy to whomever you please. Of course, you are in control, so you decide not to give candy to some people. Your choice.

    Instead of stabbing the eyes of the developers, why not help them?

    If you get ejected from a Guild for OOC reasons, then you should contact your region staff, as this is not fair to the player. If this was IC then why not carry on with that RP and make something of it?

    Of course, if you blur IC/OOC then you only have yourself to blame.

  10. Padishar Ishtari | July 26, 2011 - 11:59 AM

    There is a valid point in saying that the traditional Guild was designed to limit choices, essentially making products better and easily manufactured through collaborative training techniques and whatnot. But they are realistic for the time.

    My suggestion to handle that particular issue, is sure, have them, let them be a bonus, but don't give them a huge bonus. Technically Joe Blow in his shed could make a damn fine firearm, assuming he had the tools and the wisdom of what to do himself without being in a guild at all. They had to get their knowledge someplace before the Guild existed, right?

    I would not suggest that for the benefit of a few, we should dash the interests of many. That simply cannot work or things start taking a spiral in the wrong direction.

    Totally agree that they should require player to player interaction to do meetings, and Residents for notices.
    I will argue that one should not be allowed into more than 1 guild. Guilds did take HUGE amounts of effort in preserving their secrets, even with guilds of different natures (lest they branch off). They were on par with a fraternity or a separate and possibly secret society. (Stonemasons evolving into Freemasons and all.)
    Coupled with the obvious advantage of having more reason to choose wisely as to which guild to join, and the fact that it'll require more RP, literally, to get some things done between guilds. Not to mention the possible conflict between the guilds when it comes down to say, what gets on the ships to be exported?

    I dunno, this is my two cents.

  11. Astrid Floresby | July 26, 2011 - 03:21 PM

    True, but once again, we're speaking of LaRPS guilds, just because they are called guilds on the LaRPS does not mean they are set up like traditional guilds on the sim. For instance... Suppose there is a guild for all the members of the hospital staff, and a guild for all magical healers not necessarily in the hospital, and another guild for a racial clan.... those are all valid and plausible areas your character would learn and develop their abilities and knowledge. It doesn't necessarily mean there is literally a healers guild hall controlling things.

  12. Cereno Resident | July 26, 2011 - 04:36 PM

    My post wasn't meant as a stab to the eyes but a genuine concern about how guilds will be used by players on the SIMs.

  13. AmandaBrook Wirefly | July 26, 2011 - 09:09 PM

    i think this is a wonderful idea!! i cant wait to use it!

  14. Seras Tearfall | July 26, 2011 - 11:31 PM

    I agree three would be a good number, perhaps even two to keep characters defined and not overpowered in a sense. I also agree witht he statemnte that a guild chat would be to much and to easy to avoid rp with the guild and just speak in that.

  15. Nimue Macbeth | August 10, 2011 - 11:08 PM

    I like the idea of guilds. I don't think there should be a limit. It would be up to the role players that form the guild. A butchers guild , gem cutters, tailors , blacksmiths and so forth.


Reply

You must log in to post.

  • This topic is resolved
  • (no related topics found)
  •  

    LaRPS™ :: Legacies Role Play System © TriJin Bade, GemX | software
    Second Life®, SL™, are registered trademarks of their respective owners.
    The features and the use of LaRPS the Legacies Role Play System is FREE and will always strive to be FREE to all users.
    Any amount of donations are certainly appreciated to help keep the service up and running.