There has been a lot of discussion by players on the forums and by the administration about player population and how much players are spread between orgs. This is something we attempted to address with Guild Covenants but the general consensus was that Covenants didn't fully address the problems that we had hoped they would. We have been thinking about this proposal for awhile (since before covenants!) and want to share it with players for feedback before we fully invest in it.
To start, we really wanted to address the complaints we have heard from players and also noticed ourselves as administrators. Those being largely that players in cities are spread out between 4-5 guilds making it difficult to advance, causing some guilds to seem empty, and creating many empty positions that get filled by inactive/semiactive players. I've outlined the main ideas we have come up with as solutions below.
Disclaimer: None of this is set in stone and it is all open to change, up to and including just not happening at all. In place of the word "guild" the proposal uses the word "faction" to clearly delineate between the current system and the proposed system.
- All current guilds would be removed.
- Three new factions would be created in each organization.
- The Faction Leader would be on the organization ruling council just as current Guild Leaders are.
- Guild Champion, protectors, and security positions would no longer exist.
- Guild Administrator and undersecretary positions would no longer exist.
- The secretary position would still exist for Factions with the same powers.
- Guild novicehood would no longer exist.
- Current guild halls would be removed and either repurposed or replaced entirely by new faction halls.
- All restrictions on archetype would be removed. Any archetype may join any faction in their city.
- A new Ministry of Security would be created for each city.
- The Ministry of Security would handle things previously handled by guild champion/security including enemy statuses and guard placement.
- The Ambassador Ministry would take over all novice-related functions city-wide.
- Ambassador would be in charge of the Collegium and appointing Collegium Professors.
- Players will graduate from the Collegium directly to Rank 1 in their Chosen Faction.
We recognize that guilds have a long history of very interesting lore as well as huge amounts of player work poured into them. We intend to transfer as much of this as possible into the Faction system (ex. we aren't suddenly just going to delete the bard guild Voices or come up with new and alien organizations to replace existing guilds).
An example for potential Hallifax factions is below to give you some idea of what this might look like. Disclaimer: Example not set in stone.
- The Institute of Art and Science
- Composed of Master Artists and Scientists, and those aspiring to achieve
recognition as the premiere scions of Hallifaxian Culture. Players we are interested in the Science/Art aspects of Hallifaxian roleplay might join this faction.
- The Skylark Company
- Dystopian corporation of spies, and soldiers, doing what it takes to defend Hallifax from those who would destroy it and spread Hallifax's supremacy by force and coersion. Players interested in more sneaky/intelligence style roleplay or people who identify as soldiers and combatants might join this faction.
- The Bureau of Collectivism
- Cririk-style comrades working toward a plan for the good of
all. Players who enjoy the bureaucratic aspect of Hallifax, players who identify as merchants or support-players, and players who want to try out the "servant" roleplay might join this faction.
Not all cities will keep this format, but the idea is to emphasize roleplay aspects that already exist within each organization. The factions also will allow players to choose their faction based on their own roleplay and interests rather than by what class they want to play. Especially with multi-class, a system unrestricted by class makes more sense. The Factions are also not intended to be limiting to roleplay. The Institute faction might offer seminars on the artistic history of the city or temporal science all citizens (similar to how the current Institute guild has an Associates degree program for Sentinels); all factions might require their GR1s to be taught about Collectivism and the Collectivist Manifesto; the Skylark Company might offer basic and advanced classes in defense and combat to the city-at-large.
We currently don't have a timeline set in stone, but work would not start on this until after the combat overhaul is finished. The divine consulate of each org will work with the organization leaders on specific faction-related things if/when we get to that point.
If you have any questions, comments, or concerns we would love to hear them. I can't really answer questions like "What will <city/commune>'s factions be?" but otherwise I'll be checking the thread frequently.
Comments
@Ieptix or @Estarra or @Baelor would be the best to talk about how Envoys would be handled.
The idea is that the secretary position would be appointed to handle help files, advancement, or other administration function. If you have suggestions on how we could handle that, it is definitely something worth thinking about.
@Lorina Skills will not be changing. Players will keep all the skills they currently have.
Let's not forget the spreading out that happened from Gaudiguch and Hallifax. Although initial knee-jerking done, I will now state that I will be mollified if there's a way to preserve the sole RP identity some people have derived from being *in* a guild.
2015/12/09 23:54:29 - Pejat drained 2000000 power to raise Davos as a Vernal Ascendant.
You use 80,000,000 of your divine essence. You gain BeauteousThought as a supernumerary power.
This would likely have to be addressed some how. I know there are some guild books that wouldn't dare be shared even with those in the same city.
Also there is the issue with guildhalls as well. The Aeros (or at least Elan told me) doesn't allow even other Hallifaxian on the Zeppelin with the Aerochem person. All these secret books and areas would have to be addressed some how to keep them like that.
1. Will there still be a City Leader? If so, that would put most organizations at 4 voting Council Members and could lead to an increase in political stalemates. Or maybe not. We managed when it was just 3 guilds per city.
2. How is cross-organizational classflexing going to be handled? Will it be forbidden, become a Council power or become a power of one of the Ministries? If a Ministry power, which Ministry?
3. Will still Ministers be appointed under this new system? Or would they switch to being elected, like GA/GC are currently, but now with a citywide vote?
I should point out that I am the last person who really was on board with removing the guild system as it is. I was very proud of how the guild system was set up and how it avoided some of the issues that other guild systems in other realms faced. But, yeah, we have to face the new normal of what can support a population of our size. I think Zvoltz and the other admin have come up with a very intriguing system which I think offers some great RP solutions as well as addressing the issues of an excess of guilds.
And, yes, I have even brought up that perhaps we just can't support 6 full player orgs. I've even considered combining player orgs--a permanent alliance of Gaudi/Seren, Celest/Hallifax, Mag/Glom (with one leader each pair). But that's really not on the table now, we're talking about factions replacing guilds.
What way would you suggest? Many of the admin worked to create and improve the guilds, both as admin and as players. We are not interested in ditching that hard work and we would be working with guild leaders on how best to translate those ideas forward. All ideas are appreciated.
Wait, here we go: Vote or something on which guilds get deleted, keep the ones with an identity, and drop all the bard and monk guilds because that's the same thing I just said. Let you pick a skillset on chargen, and then join the Aero/Sentinel/Institute/Pyro/Templar/Illuminati/ur'Guard/Geo/Nihilist/Celestines/Paladins/Aqua/The same 3 original guilds with actual identities from Serendoring/Glomwilde.
Extremely-biased-case-in-point:
The ur'Guard. Catch all military in this new system. A newbie can roll their ninjakari and be cool and OP until Overhaul hits, but with the added benefit of RP.
If the goal is to remove the sparse nature of guilds, I only see three options as have been mentioned thus far:
1) Uproot/delete guilds into this system as stated, and majorly upset a lot of people who have magically lost the vast majority of their identity.
2) Combine/reduce orgs, and upset a different subset of people about the loss of their particular work/indentity.
or status quo 3) Not do it, and lose some amount of newer players due to it