» Sat Mar 27, 2010 10:03 pm
I think they should distinguish between skill rating and rank. Generally, higher rank should be held by people who are good at politics/management, whereas better paying jobs should be assigned to those with higher skill rating (however, there should still be some skill requirements for advancement, if nothing else in terms of gateway quests that require the appropriate skills to complete). Since they are guilds, the general rank concept should mimic those of real guilds.
Apprentice: The character is receiving some initial training, sponsored by a Master, in exchange for miscellaneous services (not all of which are guild related). The apprentice has access only to low-level guild secrets (basic attacks, crafting techniques, or spell effects). They are associated with the guild, but aren't technically members.
Journeyman: The character has completed their training and been accepted into the guild as a lesser member. They are not allowed to take jobs directly, however; instead they must take assignments from Masters (on a contract basis). Journeyman generally travel from Master to Master and learn a broad range of abilities under their guidance. They can attend ordinary guild meetings, but cannot vote. Since they have a great deal of training but are legally limited in how they can apply their skills, there would be room for some socioeconomic anolysis here...
Master: A full, voting member of the guild, with access to all guild secrets. Able to select higher ranking guild members in elections. Can take on apprentices, hire journeymen for help, and take contracts directly from citizens. Generally considered unseemly to take Journeyman contracts from other Masters at this point. Must complete some special work or quest to prove his skill and loyalty to the guild.
Leaders: Elected by the Masters (names vary based on the guild). There is usually a town leader who represents the guild in town politics and in the regional guild council, as well as a regional leader who is, as far as the game is concerned, the head honcho. Neither should be open to the player, since he can't meaningfully fulfill the role.
The Guilds should be a double-edged sword. On the one hand, they provide a good means of advancement for characters of a certain archetype. However, any realistic guild only has power because it uses legal or extralegal means to restrict the supply of skilled labor in certain fields. As such, a Thieves Guild would deal harshly with non-affiliated thieves, an Assassins Guild would deal harshly with people who murder for others, and Fighters and Mages Guilds would work with local governments to punish those who use martial weaponry or spells or sold potions without being licensed by the guild.