should the player be able to lead all the joinable guilds at once, or there should be guild rivalries that force the player to choose at some point for each playthrough?
I like the way it was in Oblivion. I know there would be that added realism, but considering some guilds would be obvious rivals, you would be kicked out by joining another. The way I look at it, guilds like Thieves, and Dark Brotherhood for example, are in secret. The key is that people shouldn't really know I'm in those guilds except the members themselves. The only thing I could see is a quest from a guild conflicting with the rules of another. At that point I can see you making a choice, but otherwise, I'd like the potential to join all guilds.
- Should the player’s guildmaster status be permanent, or should there be rivals that will periodically try to take our place? Should our influence in the guild be maintained (bribe, persuasion, gifts, murder) with some sort of real time indicator of our current support within the guild?
- Should a guildmaster have duties as well? Attending meetings/ceremonials/participating in missions/advancing members in ranks/buying assests for the guild? Not accomplishing our duties should degrade our status (hardcoe mode?)?
- should the player have diplomacy/politics options towards the other guilds? Should they be in a menu-like window or actually transposed into the dialogue options when we talk to the other guild leaders?
Although some of these things add realism, maybe a little too much micromanagement for me. If there was only one joinable guild, I could see this... but when you have a five or six, maybe more joinable guilds (not sure how many at once yet), it would require a lot of time to maintain them all. Could become tedious really fast.
should the guildmaster receive special items/gold for the function? How many, how much, how often?
To be honest, I never really took advantage of Guild Master rewards in Oblivion. The first time yes, but I would usually forget to go back and continue to collect rewards after that. The amount would have to be worth it, and quite frankly, it really wasn't in Oblivion. At that point I hand quite enough money that an extra 200 here or there wouldn't make a difference. However I want what ever reward system to make sense, so even if it's only a little ever in-game week or so, that would be fitting.
should the guildmaster be given the choice to establish another headquarters/ build and decorate one from scraps?
I'm always pretty happy with just taking over, or using the current head quarters. Also whatever furnishings are usually pretty decent. A way to customize would be ok, but it would be more of a gold sink if you've run out of things to spend money on.
should the player have the option to recruit guild members to assembly himself/herself a party? What about quests that are not specific to that guild, should the party members detect them and refuse to help?
I'm not sure how the companion system is going to work in Skyrim, but if you can use others as companions, this wouldn't really be a huge benefit. Unless your own guild members agree to go on a specific (dangerous) quest that other people refuse. The AI is hopefully smart enough to realize what you're doing, so if it goes against the guild, they should be able to detect it, and refuse.
should the guild’s life be influenced by random events independent of our management (ie the members of a guild hall in a city converted to a rival guild > we must fight to conquer our possessions back)?
I'm going to say yes, but I don't know how I feel about the rival guild idea. Random events in the game world, and against common enemies... The whole guild vs guild is something I'd have to get used to if it's implemented that way.
should the player be a part of guild recruitment process? Should we have an option in dialogue to invite any npc of our liking to join the guild? Should npcs be able to change their default factions?
I sort of like this to be automated. I like to leave things undisturbed for the most part. If I take a person away from chopping wood to work for a guild, someone would have to replace that person chopping wood in order to maintain economy. That sort of thing. In Oblivion Dark Brotherhood for example, when members needed to be recruited, they were automatically generated for me. Although in saying that, I'm certainly not opposed to this idea, I think it's pretty neat.
should the guildmaster be able to know at any time the current number of guild members? Should this number fluctuate? What about a real time list of all the members, with name, rank, age, race, city, missions accomplished, current status?
I like this idea. As a Guild Master, you should have an idea how your guilds doing, who's all in it. Not sure how you would use that info, maybe it might help you to decide what area you should have your 2IC focus on. Regardless it's nice to know info.
should there be any kind of guild wars planned by the player? Should we be able to sabotage the other guilds welfare? To what degree, should we be able to force a guild to close its hall in a city from lack of members/resources? What about war in the open, until the extintion?
I think that might be going a bit far by allowing a player to initate wars between guilds. There might be enough tension around Skyrim anyway...
should the guildmaster be able to resign/assign another guildmaster in order to join/advance/rule another guild? Should there be any possibility that your bad management/politics would make ALL the guild members ask you to resign/kick you out of the guild?
Well if you're unable to be Guild Master in conflicting guilds, I could see this as an option.