» Tue May 17, 2011 8:19 am
One thing I liked the most about Morrowind was how guilds served different roles. Guilds in Morrowind actually served a political purpose. There were 3 different houses that each catered to different playstyles. Magic users go to Telvanni, Warriors and fighters to Redoran, and sneaky types go to Hlaalu. The game also limited you to one house because they aren't just guilds, they are political entities. Join one, you are very unloved by the others because you act against them. Aside from those, there are 3 Imperial guilds, Mage, Fighter, and Thief, which you could feel free to join any combination of. You're not really anyone important, just a representative of Imperial alternatives to basic house functions. Following this, I can't remember much of the other factions. It has been so long since I've played. I do remember, however, that the Legion and Temple were also factions. Both of them are clearly political, and I can't remember if joining one excluded you from another, but it's just great for roleplaying purposes. That is one thing I didn't like about the way guilds worked in Oblivion.
The major excuse in Oblivion is that you should be free to join any guild because you should be free to roleplay any character you want. I can understand having a battlemage who is a proud member of the guild of mages, but isn't against taking up an occasional contract at the Fighter's guild for some extra income. I can understand a member of the Fighter's guild who's not earning as much as he'd like, and without his guild knowing, signing up as a thief to earn more through less legitimate ways. What I don't understand is why the Mage's guild would allow a high up member of the Fighter's guild become Archmage. Why the game would allow you to join guilds with opposing moralities (Dark Brotherhood kills, Thieve's guild forbids it).
If it were me who designed all of it, I would create a system that prevents you from joining certain guilds when you join others. I'll list off a few scenarios.
If you are a member of the Dark Brotherhood and seek to join the Guild of Thieves, the guild recruiter will tell you "We are an underground organization. We survive on information. Do you think we're blind? We know who you work for, and we don't tolerate things the Brotherhood does from our members. As long as you work for the Dark Brotherhood, you will never join us." Now, the brotherhood might not be so forgiving if you decide to leave in order to join the Thieve's guild. You can certainly try, but assassination attempts might become more frequent in the near future until they decide you aren't worth wasting assassin's on anymore. From that point on, attempts to interact with the Brotherhood might be unfriendly, if not immediately hostile, and you would not be welcome back. The Thieve's guild, with their wealth of underground information, would have no doubt heard of your recent betrayal to the Brotherhood, and might accept you into their ranks seeing all that you did to join them. Now, take this into reverse. You are a thief, but you decide that outright assassination is easier and still allows you to become wealthy. So, you do what you need to do to be approached by the brotherhood and murder someone. The Thieve's Guild doesn't like this, and puts you on temporary suspension until you regain favor. In this time, you are approached by the brotherhood, and decide to accept the offer. The guild proceeds to contact you, and tell you that you have been permanently removed from the guild because they've heard about your dealings with the brotherhood. If they want to be mean to you, they can report your actions with the guild to the guards, and you may notice your bounty rise quite a bit.
If you have political guilds, like the Houses, things will work generally the same. Because those groups may not be strictly illegal, they won't outright hate you if you leave. You can leave, and they may even allow you to rejoin at a slightly lower position if you decide to. But, if you leave and then suddenly join an opposing group, your relations may become hostile. When you're out in the middle of nowhere, a hit squad could randomly appear, hoping that you can just "disappear" in the wilderness. After this, any other political groups out there would probably refuse you if you seek to abandon your second guild and join them too. If you become known as someone who switches alliances often, people will be less inclined to believe you when you say you want to join.
Now, say you're in both the Mage's guild and the Fighter's guild. You've advanced a bit in both, and neither guild has any problem with you being involved in both at your current ranking. Now, you do a few things for the Mage's guild, and you're offered a promotion. But before you can take this promotion, the Mage's guild doesn't know if you're ready for it, because your work with the Figher's guild might distract you from your Mage duties. You can accept the promotion, but if you do, you can't advance in the Fighter's guild anymore. If you also belong to an illegal organization, they may require you to outright leave because they don't want reputable members of the guild associated with other groups of ill repute. In the end, when you become Archmage, they may require you to outright cut off all other ties. As Archmage, the Mage's guild should be your only priority.
Just my $0.02 I guess. Probably belongs in the suggestion thread, but this thread is a suggestion in itself.