I don't want it because it removes too much focus on adventuring and makes you a manager.
Doesn't really.
Well, the first idea from the OP maybe, but the one I had would just mean that once you've gained final rank you can still get more quests.
You'd be more of a representative than a manager really.
How you wish to solve these situations is up to you and means you might turn a regular neutral good guild into a neutral evil guild.
But other than "planting" these new guild chapters you don't really have to turn into an office worker and sit in front of paper work all day. :laugh:
Your right but i just think the idea of planting guilds gets tedious...
Doesn't mean you can plant like 40 guild chapters around the world, maybe just one for each major town, so say we already have 3 then we can plant like 5 or 6 more and each of these new guilds will take time to appear and then will bring their own little quest line tied to them as well.
So planting 3 to 7 guild chapters, which all come with their own new sub-story and maybe even new merchandise of new features to use, I don't really see as tedious.
I think it would offer you as the guild master to have more control of the guild and also still have quests left to do even if you're the top rank.
I hated how in Oblivion I became the guild master for the mages guild then there wasn't much else to do with them.
This idea would mean that after you reach top rank you can still have stuff to do, and it would also be great way to expand on lore. (Like if the culture of the town is against the services your guild brings and also go deeper in their history of why it's so.)