As the title of this post says, Population Questions and Issues!
Firstly, my questions is: Does anyone else within Lusternia have the same issue as the Harstone, Shofangi and Spiritsingers in respect to the lack of people within the guild / elders not coming around as often / people disappearing off the face of the earth / not able to keep novices due to leadership not waking as much / not able to advance in a guild because of leadership not waking much?
As mentioned in my question above, the Hartstone, Shofangi and Spiritsingers seem to be highly lacking in people - of course, there *are* people in the guild, they just don't log in or log in very rarely.
I understand that some people have lives outside of Lusternia, I understand that some have RL problems and such and their time can be limited, I also understand that sometimes work/school can be too much and you need to focus on these things (I've been there with the school part, and there right now with the work part, it's hell). I also understand (as someone who live in Ireland) that different timezones can also make it seem like people don't wake, but after speaking with others in Seren, it's pretty much seeming like these guilds are...dying. Well. Not dying, because there are the odd novice, and the odd "elder" waking, but not enough to keep those novices around, or the other ones who do wake motivated to keep on playing.
I don't know how to fix it, I'm not even sure why I'm really posting. I just want to see if other guilds / people have noticed this in their cities/commune. On Facebook, it was mentioned that there was talk that two new monk guilds were going to be opened in Gaudi and Halli - how true this is, I don't know - but if this was true, I'd like to know if a Divine can give a straight number of the population for Lusternia, because to me it looks pretty thin as it is without releasing two new guilds. As we all know, if something new and shiny comes along, there will be a mass guild/org hopping of people which will take away more players that are already the few making up some guilds.
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How guilds do things can affect novice retention. If the advancement system has bottlenecks where only one or two people can advance someone, and those people go inactive, you're sunk. If challenging a leader for their position means that the guild will hate you, then you're sunk. That's not to say that things shouldn't be lore appropriate and interesting (for example, challenging a leader may lead to a spar for honour or whatnot), but if there is a circle of defenders around an inactive leader, then the problems of getting new, good leaders is the guild's own fault.
For what it's worth, if I wasn't so in love with my guild, Hartstone would be the one I'd go to. There are so many good lore ideas and possibilities that I'd like to explore. Hartstone is an interesting guild, so you've got that going for you. It may just take some rethinking on how it does things.
Spiritsingers and Shofangi are another problem. The Shofangi I know have never had a high population, have always had a few people holding multiple positions, and have never had a good, solid definition of who they are. Low population + weak identity = doom. I don't know if the Spiritsingers have had the same problem.
Would it be possible for a guild with low population to redefine its identity to embrace that? I don't know.
I suppose a few guilds could work together if merged... but that to me is a last resort. Each guild has so many possibilities, it would be better to help them realize them than get rid of them.
And you take your multiclassing elsewhere, hmph! We're already going to do a combat overhaul, let's not destroy all that work.
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For example: when i was ninja GM, i focused the guild a lot on the deceit and cunning stealth of Baalphegar. Can easily weave other mag guilds into aspects of the demon lords and earth lords. Will it be weird and uncomfortable at first? Sure... but you have to weigh your pros and cons and make hard choices sometimes for the benefit of everyone
Edit: as an aside... games like this aren't static. That much can be seen from Imperian's mass god slaying. Don't be afraid to take radical steps towards a goal!
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
I believe it is possible to retain the uniqueness of each different Guild, the idea of limiting membership in a Guild to be an actual choice (ie. you can't be both a Shadowdancer and a Blacktalon at the same point) without having to have actual separate Guilds, which require people to staff leadership positions, perform administrative (newbie advancement) work and all. Rather than having seperate hierachies for each Guild, just have a single hierarchy for the entire City/Commune. Everyone is in the same org, the only org. Players choose which "guild" they will be a member of, like Nihilist, or Cacophony, but there is no actual guild progression and rank. Just progression and rank in the City itself. Being a Nihilist means just that: you are a Nihilist in Magnagora Not a Nihilist in the Nihilist Guild in Magnagora. Mechanics, like guard summoning can be tied to this "choice" of faction/guild the player decides, and switching can involve another different mechanic. Being a Leader-type Nihilist means actually holding a position of import in Magnagora itself. In order to have political power over other Nihilists, you must earn a position of actual political power in the City itself.
For skillsets, whether or not multi-classing is going to be allowed can go either way. You could make it possible, or you could continue to limit it to which "faction/guild" the player has chosen. I really don't care.
It continues to separate the different "roles" or "factions" or "guilds" if you want to call them that, but without the need for actual hierarchies to be staffed and filled. It also increases conversation within-org. To tie the rich roleplay of Lusternia's lore and concept to the IRE model of City/Guild system is a definite mistake. Do away with that, and we will see much more meaningful interaction, instead of empty roleplay involving power struggles in a guild that has only a handful of players anyway.