Guildmaster in Skyrim

Post » Tue Dec 14, 2010 12:48 pm

Generally anything similar to AC:II's villa or upgrading the Normandy in Mass Effect would suffice... you can buy stuff that unlocks new opportunities and you get some sort of income or reward for running the guild well and expanding...

The fighter's guild in Oblivion nearly had something like that where you chose to focus on recruitment, doing contracts and one other thing I can't remember, but this didn't really have any noticeable or substantial effects other than possibly affecting what weapons your received in a your chest each week.

There should also be some set and written quests once you become guild master. Not something that factors into that guild's story line too much just things like diplomacy missions with the opportunity of forming alliances, or going on the odd contract... I don't know much about the system but it seems to me the Radiant Story could accomplish this rather easily with minimal effort...
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Mandy Muir
 
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Post » Tue Dec 14, 2010 8:57 pm

SURE TO EVERYTHING. But you can only be leading 1 quild at a time
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The Time Car
 
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Post » Tue Dec 14, 2010 8:45 am

If not a single thing in this topic is implemented in this game in some form or fashion. Or at the very least doesn't have some kind of framework or skeleton that modders can easily build off to make it happen quick, fast, and easy. Then I'm going to be extremely disapointed. Guilds should be a HUGE part of the game. They're basically their own little contained storylines. Mini-main quests even. But at the end of every single one of them the reward is... bleh. And it never really feels like you're actually running the guild you're supposedly the master of.
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oliver klosoff
 
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Post » Tue Dec 14, 2010 9:02 am

No guildmastership. If you can be a guildmaster, there are two options.

1. Have very little to no power over the guild, and still have to go and do everything yourself,which makes no sense and feels pointless being guildmaster
2. Get all the power and benifits you'd expect, which, if even possible to script without wasting a huge amount of effort on the developers part, would make you excessively rich and powerful with no need to go and do anythingelf, simply command others to do your will, as well as having to do a lot of menial managerial duties, and thus completely change the style of gameplay to something more of a business sim than an RPG action adventure and take all challenge from doing anything outside your guild in the game.

So my choice is don't let you become the guildmaster of anything.
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Tom
 
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Post » Tue Dec 14, 2010 12:56 pm

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.
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Tammie Flint
 
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Post » Tue Dec 14, 2010 7:55 pm

it is up to the player to decide his or her own involvement


"You deceide your own level of involvement." - Fight Club

I agree with your post. For people uninterested in being in all possible guilds or leading them because it is unrealistic, there is the option of just not joining them, or not finishing the quest lines. But at least the first time through the game, I want to experience as much content as possible. I want to know what's out there. If I want to roleplay, I'll save it for a later playthrough. But for the most part, I don't play the game to roleplay. One of the things that annoyed me most about Morrowind was that I had to invest serious time into three different characters to see all the content in the Houses. The main problem was that progression in Morrowind took a long time, at least for me, and the combat was clunky. It wasn't appealing to have to drag a character through the early levels just for the sake of seeing all of the game's content. It felt like too much of an investment for what was essentially a content tourist playthrough.

A lot of this should be alleviated in Skyrim. Real-time combat makes leveling more enjoyable for me. Not only that, but the overhauling of the leveling system seems much more streamlined and continuous. There's no way to not gain levels. Both of those things, at least for me, will make the early levels in particular be immensely more enjoyable. I didn't like spamming block and heavy armor right out of the gate to gain some extra health.

That was not a tangent. Because leveling is that streamlined and combat is so much more accessible, I think I would have more patience for content-locking choices in Skyrim. Creating a character sounds like it will be much less painful. If guilds have stat requirements for advancement (which I think they should), I know I won't be putting character progression on hold while I go raise Restoration ten times. Should every guild have a "one or the other" rival? I don't think so. If there are no exclusive guilds at all, I won't feel like the game is worse for it. But if there are exclusive guilds, I'll be much more willing to start a new character to see all the content, now that Bethesda has addressed the things that would have made that undesirable in the past.

But don't split it three ways, please. Three characters to see all the content is gratuitous. :)
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-__^
 
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Post » Tue Dec 14, 2010 9:08 pm

The player should never be a guildmaster.


^^^ THIS

Guilds should have questlines like in TES4, but after finishing them, you get till 2nd in command rank, if guildmaster is killed during questline other member who have been in guild for years should take place, not someone who joined week ago :down:
After questline is over, generic quests like in TES2 begins, that effect your ranking dynamically
Finished quest +reputation within faction
Failed quest -reputation within faction
Ignoring guild quests for a long time (~1 game month) -reputation
etc.

So that you could actually drown back to lowest ranks, If you ignore guild all the time or fail one quest by another.
During some of these quests you could be transported/teleported to other provinces of Tamriel (loading small, closed maps like in FO3 expansions, but those could be more or less randomly generated, simulating various locations)
For example guard city from raids (wildlife, bandits, necromancers, and so on)
Bodyguard duty
Collecting rare ingredients
Committing thefts
Murdering people
And so on (I hope you get the main idea)

This would prolong gameplay for a long time
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Ash
 
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Post » Tue Dec 14, 2010 4:05 pm

I just hope as guildmaster in this game you actually have more to do and more responsibilities than what Oblivion had. It really didnt even feel like you were a guildmaster in Oblivion because with the Fighters guild for example, alls you could do was tell that Dunmer guy in Chorrol what you wanted your fighters to focus on in missions, and you had a small chest on the 2nd floor to check like once a week.
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Sammi Jones
 
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Post » Tue Dec 14, 2010 12:33 pm

Guild mastery? No. Not of all guilds and not even of one. But hey, this does not exclude the other points! Sure, you can become a high-ranking member, be part of the mage council, thieves' elite, or whatever, but actually being the single person responsible for the entire guild in Skyrim would be both anti-climatic and impossible to implement right, because if it were, rather than chasing dragons, the player character would be confined to the administrative paperwork and large-scale politics 'till the end of her days. HOWEVER, it's not like a councilor or second-in-command would be entirely cut off from power - quite the contrary - but at least wouldn't be as dependent on it, which for the Dovahkiin would be a much larger benefit than total authority and responsibilities thereof.

What if the Colourful Animal 'leading' the Thieves' Guild is really just a myth and the whole power is unequally divided amongst the guild's many rivaling crime lords, because no single person could possibly maintain all of it?
What if the 'Archmage' is just a weak-willed figurehead, out of convenience and habit ferociously protected from being deposed, but at the same time constantly manipulated, threatened and mind-controlled by the council of magi to enact their plans without having to bother with the formalities and getting their own hands dirty in the process?
What if the vampiress who has been the Listener of the local Dark Brotherhood for the last four hundred years has made herself so essential to the organisation's continued functioning that deposing her would turn it all into rubble in a matter of weeks... yet she still must rely on the (slightly more expendable) rest of the Black Hand to get many important things done?

I really don't think political power is a binary thing available solely to the single person at the top. If done properly, being an actually influential high-ranking guild officer would be much more rewarding (and plausible) than claiming the utterly void honourary title of a http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitle94ctt9bsmafc like it has been done so far.
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Grace Francis
 
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Post » Tue Dec 14, 2010 10:02 am

I love my role as archmage and take it very seriously (at least in as much as one can take a position in a game seriously), so I will gladly answer. I think you should add a poll to this though.

We don’t have detailed info about the guilds in Skyrim yet (we hopefully get the details around E3) but it is quite safe to assume that the previous system of guilds that you join, advance in ranks by questing and eventually become guildmaster will return in Skyrim.

I would like this topic to focus on what happens after you reach the highest rank in a guild. What particular gameplay features would you like in Skyrim specially designed for guildmasters? How far should they go with the management options that you unlock by becoming guildmaster?

Here are some questions to get the discussion started:

  • 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?

    Not ALL guilds at once. A player should be able to join multiple guilds and possibly lead multiple guilds (especially if they are a leader who is into "designating" tasks and responsibilities :poke: , but SOME guilds, those that are in active rivalry, should be mutually exclusive. . . unless the game offers the player the option of forcibly merging them (i.e. hostile takeover etc.) which it probably won't, though it would be quite interesting.

  • 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?

    Essentially yes. Maybe the occassional challenge, but they should be rare, and when thwarted, other would be climbers should get the message that you are formidable and not for f****ing around with.


  • should the guildmaster receive special items/gold for the function? How many, how much, how often?

    Yes, but I will leave the details to others.

  • 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?)?

    They absolutely should. Failure to do so should result in a noted decrease in respect from guildmembers (unless the secondary functions have already been properly delegated). Perhaps they can be overheard saying things like, "he/she is the worst leader we've ever had," or, "Our new leader is really nothing more than a figurehead etc."

  • 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?

    Yes, within reason.

  • should the player be given access to the guild treasury? Should we manage the guild budget, with visible consequences in the guild halls decorations/guild members numbers/ guild members outfit?

    Maybe.


  • should the guildmaster be given the choice to establish another headquarters/ build and decorate one from scraps?

    Again, Maybe, but I wouldn't hope to see too much focus put into this at the expense of other things EXCEPT, that in the case of guild halls destroyed or ruined during quests, like the Bruma Mages Guild in Oblivion, the guildmaster SHOULD DEFINITELY BE ABLE TO RESTORE AND RESTAFF THOSE LOCALES.

  • should the player be able to send subordinates in missions? How would those missions be generated?

    Maybe very minor types. But this might be asking alot of the engine.

  • 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?

    Yes to 1 amd 2, no to 3.

  • 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)?

    Meh.

  • 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?

    The first would be AWESOME, but again, it could be a system/engine strain. The second. . . meh.


  • 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?

    Again, sounds good but also like alot to ask.


  • 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?

    Err, a cautious yes here to the first two, not sure about the rest.

  • 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?


Meh.

(Note: I am aware that these options would cause conflict of interests in case the player is head of more than one guild at once. To be honest I’d trade any day the possibility to "rule" more guilds like we did before for the depth of management described for just one guild per playthrough. Feel free to propose other player options that are more suitable for leaders of more guilds)

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Nany Smith
 
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Post » Tue Dec 14, 2010 4:20 pm

Personally, I don't think the player should be able to become the Guildmaster of any guild.


Being Guildmaster involves decades of single-minded dedication to utterly mastering the field of focus for that guild. Along with gaining seniority, politicking to get ahead of the other potential masters, etc. It's not something that you just give to Some Random Hero who solved some of your problems and helped out a bit.


Sure, gain some rank, or be awarded with a "special aide" position by the current Guildmaster. But the player actually becoming the master of any guild, just by doing some sidequests over a few weeks of game time? It's honestly more irrational and "immersion breaking" ( :banghead: god I hate that phase) than most of the other minor trivia that people keep complaining about.


:swear: Bah. :grad: My skills in the arts your guild specializes in are more accomplished than those of any of your current members, my powers are greater, I know your deepest secrets and have destroyed your deadliest rivals. . . and if you don't award me with guild mastery this instant I will destroy you as well! *mumbles* "tell me I can't be guild master, after all I've done for you sons and daughters of b****es, I'll burn this m****** f******er to the ground and your nay saying assets with it" :flamethrower: :nono: :obliviongate:
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Dalia
 
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Post » Tue Dec 14, 2010 2:17 pm

Busywork shouldn't be just for the Guildmaster. It should start to ease you into the paper work when you start hitting those higher ranks. Like for the fighters guild.

At low ranks you get asked to go on easy solo missions or asked to join teams to go out on a slightly harder one.

Slightly higher up, you could get asked to lead a team on a mission or get some slightly more dangerous solo missions when compaired to the ones at lower ranks.

Higher ranks, such as a Guild Hall head (which I really want to be), would get estreamly hard solo missions on rare occasions, but would often spend more time creating teams to go on missions. Creating teams would be simple, and I hate to say mini-game but that's basically what it would be. You'd get a list of available guildsmen and jobs that need to be done, and you'd have to try and make the best teams to get as many of the jobs done as possible. You'd have to do it once a week. If you forget and miss a week it would be okay, but if you miss three ingameweeks you'd be knocked down a rank.

And finally the Guildmaster. They'd basically just play the minigame, twice a week. Once on monday and again on thursday. Miss it three times, and ya get the boot off the possition, but not the guild in itself.

To finish the main quest for the guild, you would only need to get to the slightly higher up ranks. The highest ranks such as the guild hall head or the guildleader would be optional. The minigames should be different for the mages guild's and assassins guilds as well. And people should know who you are if you get a high spot in the guild
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Antony Holdsworth
 
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Post » Tue Dec 14, 2010 11:47 am

see with the whole being the head of the guild I reckon it should have its own questline, which can not be started til certain requiemnts are completed, such as normal guild questline, getting to like level 30-40, getting one or two skills to 100 which matter to the guild, guild rep should be a number with the person needing like 1000 rep (basically a huge amount of rep) which is the total you get from the main quest is only like 100-200,to get to thrid in command (which would be like 500 points plus a unque quest). Then the guildhead quest would be really long and hard, and really grand like (murdering guild killing off a king or something) And finally having to chat, duel or plain murder the guild head which should be hard in its own right unless hes already dead inwhich you have to have the same thing. That way it would fell like you basically saved the guild and became guildhead.
On topic: Making a choice of which towns and cites would have the guild would be intresting, and also being able to make your own headbase, using a guild or making a new one (like the houses in morrowind.) Also haivng maybe certain guild places that might not like you dew to lack of funds or help might cast off your own guild to make a new guild (like a new mage guild) which you might have to sort out or you may have alot of guild falling to the new guild.
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victoria johnstone
 
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Post » Wed Dec 15, 2010 12:53 am

No guildmastership. If you can be a guildmaster, there are two options.

1. Have very little to no power over the guild, and still have to go and do everything yourself,which makes no sense and feels pointless being guildmaster
2. Get all the power and benifits you'd expect, which, if even possible to script without wasting a huge amount of effort on the developers part, would make you excessively rich and powerful with no need to go and do anythingelf, simply command others to do your will, as well as having to do a lot of menial managerial duties, and thus completely change the style of gameplay to something more of a business sim than an RPG action adventure and take all challenge from doing anything outside your guild in the game.

So my choice is don't let you become the guildmaster of anything.


As I said before, after all the effort I have put in on their behalf, they will either grant me mastery of the guild (and I will be a benevolent master, truly), or, there will be no guild. Because I will destroy it. Not a guild hall will be left unravaged. I don't like that idea. I don't want to do things that way. . . but so help me!!!!! :flame:
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Stephani Silva
 
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Post » Tue Dec 14, 2010 11:24 am

:swear: Bah. :grad: My skills in the arts your guild specializes in are more accomplished than those of any of your current members, my powers are greater, I know your deepest secrets and have destroyed your deadliest rivals. . . and if you don't award me with guild mastery this instant I will destroy you as well! *mumbles* "tell me I can't be guild master, after all I've done for you sons and daughters of b****es, I'll burn this m****** f******er to the ground and your nay saying assets with it" :flamethrower: :nono: :obliviongate:
I think you are confused about what a guildmaster does. Why would a guildmaster be the best fighter, if they can even fight anymore? Guilds have nothing to do with nonsense like that. If you're running a deskjob for years, of course you aren't going to be in fighting shape.

For an example, a general controls his army. Could any modern general possibly beat any private he commands in hand to hand fighting? Not a chance. Good thing they would never have to.
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FirDaus LOVe farhana
 
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Post » Tue Dec 14, 2010 8:47 pm

still reckon my idea works it out but is made for people who play it like a boss for ages.
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Jack Walker
 
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Post » Tue Dec 14, 2010 10:45 am

I might have posted this before, but here goes. I don't much like the idea of being a guild "master", as I find most top leadership positions are heavy on administrative duties. I push enough paper at work, and the last thing I want in game is to be managing budget line items, approving expenditures, creating purchase orders, or mitigating drama between members. On top of that, all the guildies would be AI driven, and completely incapable of mimicking a real person's behavior, no matter how hot Radiant AI is. That said, I think the guild system could do with an overhaul in the following areas.

1) Increase the number of factions (examples below)
- Political & Religious factions suitable to the setting (like Morrowind's Great Houses)
- Merchants and / or Bankers guild
- Bandits and Highwaymen
- Craftsman's Guild
- Pauper's Guild (aka The Order of the Hobo)
- Witch Covens
- Imperial Civil Service

2) Add a reputation mechanic in place of "rank"
- All factions will have a reputation meter. While you can "join" and gain "rank" in some factions, others won't be "joinable"... you'll just be able to gain reputation with them.

3) Make reputation gain slow moving
- So that (4) makes more sense. :)

4) Add semi-random repeatable quests (in addition to normal quest content)
- Repeatable content gives you something objective based to do when other quest lines are completed.
- Example 1: Mercantile Guild needs to transport some goods to another city. Meet the caravan outside city walls and escort them to location XYZ. Random bandit encounters along the way leveled according to value of the caravan. Alternatively, you can raid the caravan on behalf of the Bandits faction
- Example 2: The Mages Guild (or whatever it is now) is always in need of alchemical ingredients. You can keep doing fetch quests to gain reputation with the occasional superior potion as reward.
- Example 3: The Fighters Guild (or equivalent) has been contracted to escort a wealthy merchant to ___. Complete the escort for increased reputation with Fighter's Guild AND Mercantile Guild.
- Example 4: (anolog to 3) Fighter's Guild has been contracted to shake down a wealthy merchant for some gambling debts. Get the money for an increase in reputation with Fighters Guild AND Theives Guild (or whoever controls gambling) but decrease with the Mercantile Guild.

5) Create a matrix of Guild relationships whereby progression in one creates anti-reputation in another

- Some guilds would be polar opposites (Mercantile vs Bandits)
- Some guilds would be naturally suspicious (Fighters vs. Mages)
- Some guilds would have no relationship linkage (Fighters & Imperial Civil Service)
- Advancing in a Guild would increase "anti-reputation" in polar opposite guilds, and also suspicious guilds (but to a lesser extent).
- Gaining too much anti-reputation may get you thrown out of a Guild.

6) Build quests to reduce anti-reputation
- In cases of guilds that are not polar opposites, build quests into the game that give lore satisfying reasons why you advance in both
- Example: Mercantile and Thieves guilds are naturally suspicious. If you advance far enough in each you open up quests to broker an agreement between the two. Perhaps bribing local nobility to legalize gambling and bring it out of the underground. Thieves and Merchant guilds would corner the market on the gambling and run it as a joint venture.

7) Add unique rewards / perks to the progression
- Not just material rewards, but perks such as vendor discounts, body guard companions, permanent / semi-permanent buffs, etc.
- Example: Enough reputation with Imperial Civil Service grants you access to a mount that runs X% faster.
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John Moore
 
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Post » Tue Dec 14, 2010 2:13 pm

I think you are confused about what a guildmaster does. Why would a guildmaster be the best fighter, if they can even fight anymore? Guilds have nothing to do with nonsense like that. If you're running a deskjob for years, of course you aren't going to be in fighting shape.

For an example, a general controls his army. Could any modern general possibly beat any private he commands in hand to hand fighting? Not a chance. Good thing they would never have to.


I didn't say I would target only the leader. I said, if after all I have done the position is denied me, all in the guild who I could access would suffer. All the guild halls would resemble Bruma after Mannimarco got a hold to it, if they hadn't the grace to install the mage who defeated Mannimarco, despite my being a master of all the schools of magic, and learned in all the council's secrets, as well as in much lore and secrets that lie outside of the purvue of the council.

In political matters, it is often NOT the long time loyalist who rises to the top rank, though it does happen that way. Often, however, some brilliant star rises through the ranks at a meteoric rate, passing over often disgruntled compatriots (or coworkers) who feel more entitled, etc. etc. This really isn't news, nor is the senority = leadership position formula the categorical truth of how things happen in real life.

If you don't want to lead a guild, don't take the position. For those of us who do desire the role, it should be avaiable. . . and if it isn't, woe unto the damn guildmembers who think to keep it from me.
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chloe hampson
 
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