Hey all,
I played around with the idea of returning to Lusternia... it's been several years.
I logged on, went through the newbie quest(much better than before really, I like the intro!).
But... regardless of the guild I contemplated, I started reading the various scrolls relevant to advancement and for heaven-sake, I got seriously put off.
I realize that getting to GR3 is a big deal, and so are advancements beyond that... but -come- on. The sheer number of tasks is tedious, not to mention that most guilds don't have enough active people to really oversee these trials without people having to wait, sometimes for extensive periods of time.
It's a roleplaying game, I get it, and a degree of seriousness and dedication is a reasonable thing to expect from someone reaching GR3... but I think that throughout the course of the years, the system has gone overboard. You barely see people with guild ranks between 3 and 19/20. The progress should be fun, it should be about character development, about growth, about upholding a guild's standards and spirit- this "obtain X herbs, get Y robes, donate at least Z money" over and OVER again for every single step is an insane turn off- I see what's ahead and I just feel like QQ.
What's the point of tasks like "read this book, and then write a summary of that piece of text".
If anything, maybe we should consider REAL life systems and advancement within them- Passing X time under the guidance of a supervisor, at the end of which he may approve or not, of sponsoring you further. Projects- extensive ones, that demand thought and attention, not a shopping list- one which repeats itself not only through advancement but also marks some of the most tedious daily tasks that come with playing the game- why is it sensible to milk the very gold coins a newbie manages to get for guild donations? or force them to buy things they may or may not feel they require at the point? why not leave the choice to them?
The few tasks I saw that allowed -some- ingenuity are insanely high up there- first pass Collegium, advancement to GR1, then apprenticeship to GR3, and THEN start some quasi-constructed system that's supposed to really set you on track- it's shopping lists upon shopping lists of boring things. If combat is important to said person, he will make sure to equip himself well- if not, no amount of herbs is gonna do him any good. Same for everything else.
Sorry for the rant, I just really felt like returning and got seriously bummed to see that not only did nothing change over said years, it became even more tiring and extensive.
Comments
For the most part you don't need to bother with guild rank and there are times when I never did unless you want certain things.
Generally those tasks could be viewed as the things that newbies suggested they need to know by regularly finding themselves in some predicament or asking about how to get to x or the significance of something. Tasks generally fall into the category of things you should know or things you should have.
You're right that in some guilds there's a sort of 'this should be somewhat difficult' or 'this should weed out those who really want it from those who do not'. I don't know I have a problem with the donation one (but that depends on how much, what Guild Rank it is a requirement, and how optional it is) if the point is to make sure that people are contributing to the guild.
You're also right that some of this is arbitrary some guilds will have n tasks while others some other number.
As for GR3, most guilds tend to want to make sure you are prepared for general life in Lusternia because you can contest for guild leadership at GR3.
Some things to keep in mind, that might help make some of this (slightly) more palatable/understandable.
1. Designing tasks is hard. Especially when you think about the fact that your novices are either a) Entirely new to ire muds and need help with everything, from cures so they don't panic the first time they get afflicted while bashing in the ruins of Shallach, to the fact that armour for certain guilds is robes/dresses/suits, to where to hunt, when, while also trying to give them a taste of the guild's lore, b) Have familiarity with ire muds, but may or may not run into difficulties with Lusternia specific things like power, c) alts who don't need to be told any of the material stuff, who just want that rp/or those combat skills, and who may or may not vanish back to their mains in a week no matter what.
2. Even if you have the people for super intense one-on-one mentorship/apprenticeship relationships now, three months from now everything will be different. Guild tasks that work fantastic at retaining novices by in depth interaction with older guildmembers just don't work the same way when suddenly its exam season in real life, and ic drama sent one guild leader off in a huff, while someone else who used to be around all the time has just disappeared off the face of the earth, and the most active secretary just moved to Australia and is now around on oceanic primetime when the bulk of your novices are stateside.
3. Sometimes, no matter what you do, the novices never come back. It is incredibly, incredibly easy to get burnt out when you sink a lot of time into mentoring a novice, only to suddenly have them never log in again. It's also therefore very tempting, and sometimes even the healthiest thing, to not require that undersecs, secs and guild leaders drop everything to interact constantly with the novices.
But yes, there are definitely guilds that have a lot of busywork related tasks. But also sometimes those books are ones that very accurately and succinctly summarise a guild's ethos, and so it makes more sense to teach the novice how to use the library and make them read the book, than insist they wait around until someone has the time to sit with them and talk them through the points the book covers.
TL;DR Not all guilds. Also bring this stuff up ic and either cause things to change or get an explanation for why it's the way it is. Or just be GR1 forever and don't set much store in guild ranks because there's plenty to do otherwise as well.
It also varies from guild to guild. I think the requirements for Aeromancer advancement are very fair. Novicehood to GR1 is just a set of tasks that anyone who has any experience in the game should be able to complete without any effort. GR1 to GR3 requires completion of four out of six task sets with each aimed at trying to introduce and prepare you to one aspect of the guild/city/game. Yes, there is one task set which is obtaining (a very small number of) cures and other equipment while most people do it because it is honestly very easy and despite what you think you will probably need the cures at some point there is no obligation for someone to do it even if they do want to advance. I also have seen some of the advancement systems of other guilds that have a much more closed set of tasks that are non-optional but ultimately cures and equipment are necessary even if someone isn't interested in ever taking part in combat. On top of this I would think that most guilds/leaders would be willing to assist novices with obtaining these items.
Now, I'm not saying that you can't also have alternative advancement paths but I think those are better discussed with the guild leaders on a case-by-case basis. I'd be willing for members of my guild to do alternative tasks for advancement but I can also understand why some leaders might not want to commit to that because it can be a huge commitment from their end too.
== Professional Girl Gamer ==
Yes I play games
Yes I'm a girl
get over it
That said, it is worth GAs and GMs going back through their advancement tasks periodically to make sure that task-creep has not snuck in, and to strike a good balance between a checklist and flowery paragraphs of lore to explain what needs to be done.
To offer a different perspective, I am personally quite grateful to early tasks requiring me to get certain items, because otherwise the first time just-out-of-novice-me walked into a statue in an enemy village I would have been worse off than I was.
The collegium is very much not sufficient for novices to learn the basics. It can help, and for some people it is enough. But for me, and certain friends I've attempted to get into the game, the collegium was interesting but actually learning the basics came much later. The healing aspects in particular can be problematic, because in certain places, if you kill something fast enough you never get afflicted, while in others giving the cures to someone else doesn't necessarily help you remember them later. I'm not sure there's really a way to fix this. Only certain people are ever going to get the basics out of a brief tutorial session. A lot of people will need to learn by actually playing.
It's really easy to design a task system that you personally would really enjoy advancing through, but that other people are going to dislike. (Also, for the Symphonium, novice retention is less an issue than the fact that we get novices very very rarely)
One thing I've tried to do to combat the fact that Symphonium's a tiny guild is to make it so that tasks can either be completed in person or via writing, and the Aeromancers can proctor advancement for us as well. Would it be productive to the conversation to throw up some of the tasks that those of us here think are pretty good and discuss specifics?
Open ended tasks naturally come later in a system of advancement that progresses in complexity. My own designs start with simple checklist tasks for getting out of novicehood, intended expressly to prepare the player with the baseline for playing the game: Have very basic curatives needed to not get stuck if you fall out of a tree or find an npc that breaks limbs/gives stupidity (The most common npc affs). Have a minimal description. Learn about FIRSTAID, CURING, etc. Learn how to talk on channels to ask for help with these if you have trouble.
That being said, I do agree that we need incentives to get people to want to do tasks and advance beyond GR3, and I'd -love- a style of progression that isn't just "have clothes, have a description, make sure you can cure basic things, know the name of your guildmaster", but it's not gonna happen. If people can't do the drudgery of making sure they look the part of the guild they may some day represent, I don't feel like they should gain the privileges given to higher ranks.
Now, if you want to unobtrusively copy and paste a particular guild's advancement and ww can chat about it, that's cool. I don't feel blanket statements about how we're going about it the wrong way is going to fix anything.
Okay. Fair point. I know you're not looking at the Cacophony, though, because everyone breezes through our tasks. They're ridiculously easy and we've actually had complaints that they're too simple. Recent complaints. You'd be surprised at how many players want to be challenged.
Okay, what guild(s) have you been looking at?? I've only played in the Cacophony, Minstrels, the Harbingers [kindof] and the Blacktalon. If anything, the scrolls have a ridiculous amount of preppy-talk about guild spirit and blah blah blah. I have to skip over that shit and scroll endlessly to find the tasks.
The point of reading and writing summaries is to demonstrate that you've grasped the point of the text. Sure it might not be the best way to do that, but you can always compromise and use words to demonstrate an understanding of the text, e.g.
Zarialle asks, "Yarou, where did the Taint come from?"
Yarou: "The Emperor's failure of an expedition."
Well. The issue here is that, like you said earlier, a lot of guilds just don't have the members for a one on one approach. We do, however, encourage novices to seek out mentors if they wish for one.
You raise a very good point here, I admit. The Cacophony doesn't request gold donations, at least not as far as I know. Whatever guilds do this are very, very bad. Shame on them. I mean, a lot of guilds are already loaded out the ass with gold. Cities and communes, especially. If they aren't, then .. well, it shouldn't be up to their novices to help generate an income. That's a no-no.
Hehehheh. You think I don't know how the little ones work? If the choice is left up to them, they'll put off getting equipment for as long as they can. Or maybe that was just me. On a serious note, however, the reason why we "force" [why such strong words, yo] our novices to buy such things [what things, exactly?] is because we just want to make sure you're prepared. You'd be surprised at how many times I'll go to take a group of city novices hunting on Icewynd and this happens.
[get rekt]: You say, "Does everyone have fire potion? As its name suggests, Icewynd is one of the arctic regions and thusly has some of the bitterest and coldest of weather. Which means that for the duration of the trip, you'll take damage from the cold and without fire potion, it's very possible you may freeze to death."
[get rekt]: Novice #1 says, "Yes, Conductress, I have fire potion!"
[get rekt]: Novice #2 says, "Me, too. I'm ready!"
[get rekt]: Novice #2 says, "I am prepared, as well."
[get rekt]: You say, "Okay, then we're off!"
< 5 minutes into the trip, two novices of the three get afflicted with disrupted >
[get rekt]: You say, "Sip fire, you two."
[get rekt]: Novice #1 says, "I don't think I have any."
[get rekt]: Novice #2 says, "I have some, I think, but for some reason, I can't sip from it .."
Turns out, Novice #1 wasn't as prepared as he thought he was. And Novice #2 did have fire potion, but forgot to use teardrop sigils to link it to her rift. Novice #3 won a gold star for listening to his elders.
What guild are you looking at. Pls tell me.
I have to go eat. Otherwise, I'd answer this last bit.
You're okay. It's okay. I understand your frustration -- it's totally valid and I'm sorry you feel this way. But hey, there's gonna be a guild overhaul soon! [soon as in two years, but ..]
So I guess what I'm trying to say is that if you want to give some specific instances where you think a guild advancement setup is wrong, by all means, let us know what it is. Better yet, play in that guild, get some rank/respect, and help the GA rework the advancement. Even better yet, take over GA and not only show us how it's done, prove yourself right and have a flourishing guild full of happy and productive members.
Something I'll touch on is your paragraph about simply wanting to do a trade and nothing else. I'd quote said paragraph, but these forums don't work very well on my phone.
First off, it's perfectly acceptable to drop all your lessons into a tradeskill or influencing. Not only that, but the admin have said before that players are not supposed to be punished for how they allocate their lessons; I myself have gotten in trouble a long while back for chewing someone out for sinking all their lessons into Stealth without learning anything else, just to try things out. If you want to just influence, or just be a forger, or just tattoo people, that's cool. Rock it, build some rp around it, and do what you can with what you have.
But when it comes down to it, these sorts of people generally aren't interested in guild advancement. Not only that, but I'm not interested in advancing them. If you want to spend your time influencing, so much that you can't learn enough Elementalism as an Aquamancer to be "linked" to the Elemental Plane of Water, why should I see you as fit to gain rank as an Aquamancer? If you're an ur'Guard that wants to only forge and nothing else, maybe RP as a member of some logistics team to supply the guild with weapons of destruction, I'm down with that. However, if you can't do basic curing, summarize how the Taint came to be, or wear platemail, why do you deserve to rise in the ur'Guard? If you're a Wiccan that wants to dabble in alchemy, maybe run a shop, rp being a bit crazy from the fumes of your alembic, run with it. But if you can't summon fae or influence them for Mother Moon, why do you think you deserve to gain rank as a Moondancer?
Do what you want. Be who you want. Spend your lessons how you see fit. But when it comes down to it, you literally have no real need to advance in the guild unless you can do certain things and fulfill certain duties as are required by your guild. Being asked to buy some clothes, have some herbs, learn to a certain skill; these aren't hard things to do, and most newbies won't have an issue with them. Donating gold to a guild isn't really important, but it could be construed either as RP (the guild supports you, but our connection to our plane is pricy. Help chip in to show your support), or even just a way to show you know how to manipulate money and use a bank.
To be fair, you wouldn't be shaming any guilds, but providing constructive criticism for us to build on. I love it. I crave it. Come to the Cacophony for a trial run and rip us a new one, pretty pls.
Nah, it's cool. The Caco life ain't for everyone, I understand.
Do want.