Post by Rider on Jul 10, 2009 12:43:36 GMT -5
Welcome, one and all, to the new and improved guild board, now with 25% more Awesome!
These are the Guilds, a place where a lot of forum lore is born, heroic battles are fought, epic tales of romance are told, and overall cool stuff happens. In general, this is where you can chat with people who have similar interests and personae as you.
The differences between Guilds and Clubs: Guilds are based on persona play. One's forum persona's attributes, profession, etc. determine which guilds they can and cannot join. Guilds are about roleplay, political intrigue, joking, fighting, and generally causing a ruckus. Clubs are based on interest. One cannot be denied entrance to a club, under normal circumstances (e.g. as long as you don't act like a complete nincompoop and hurt everyone's feelings). Basically, guilds work on what people are and clubs on what they do.
The general forum rules still apply. "Do unto others as you would like Hunty's swordfish to do unto you," and etc. Remember that the guild rivalries are friendly rivalries. "It's all fun and games until someone loses an eye, and then it's like, cool, an excuse to wear an eyepatch, yarr."
The Guild Rules:
How to join a guild:
Different guilds have different expectations and house rules, so you might want to read their main threads in the Center of Civilization sub-board to decide whether or not you want to join the guild you're interested in. Then simply post on their thread and ask to be added to the roster. Remember that your own activity and initiative are crucial: your guild won't survive if it relies on one or two members and a lot of dead weight who are only there in name. Every person counts, so make yourself count.
How to make a guild:
At the moment, there aren't enough active members to comfortably occupy the six guilds we currently have (with a seventh one pending), so until further notice, proposals to create new guilds will not be accepted.
On the plus side, the guilds we do have pretty much span every major element of fantasy known to man. Check out Sarn's list of Important Places below for more information.
Activities:
A lot of the major, really canon-establishing action in the guilds is created in roleplays. They may easily look intimidating at first, but it's really only dependent on individual will and practice. The skill levels vary drastically and nobody's going to eat you if you're unsure and inexperienced at first (at least not without facing the aforesaid fiery modly eye) and it's perfectly acceptable to join in the middle of the roleplay so don't be afraid to plunge in.
If roleplaying isn't really your thing, there will always be other events. It might sometimes look like there's nothing going on besides roleplays, but that's only because the non-roleplaying people don't start anything. If you want something to happen besides roleplays, initiative is once again the key.
Happy guilding!
These are the Guilds, a place where a lot of forum lore is born, heroic battles are fought, epic tales of romance are told, and overall cool stuff happens. In general, this is where you can chat with people who have similar interests and personae as you.
The differences between Guilds and Clubs: Guilds are based on persona play. One's forum persona's attributes, profession, etc. determine which guilds they can and cannot join. Guilds are about roleplay, political intrigue, joking, fighting, and generally causing a ruckus. Clubs are based on interest. One cannot be denied entrance to a club, under normal circumstances (e.g. as long as you don't act like a complete nincompoop and hurt everyone's feelings). Basically, guilds work on what people are and clubs on what they do.
The general forum rules still apply. "Do unto others as you would like Hunty's swordfish to do unto you," and etc. Remember that the guild rivalries are friendly rivalries. "It's all fun and games until someone loses an eye, and then it's like, cool, an excuse to wear an eyepatch, yarr."
The Guild Rules:
- Don't take the guilds too seriously. They have become a fairly elaborate MMORPGish thing over the years, but they're still fantasy, and that means that all grudges, revenges, you-killed-my-grandpa-es etc are not to be taken seriously or held against anyone.
- Regard other guilds with courtesy. There are some age-old rivalries between all guilds, but there's also some age-old honor in all guilds. It's a-okay to post in other guilds' threads unless specified otherwise, but randomly spamming them won't be tolerated. Acting like a brat will only make you and your guild look bad, and in the worst-case scenario draw the attention of the fiery eye on top of Mount Mod Squad on you.
- The guild leaders are responsible for the organization and maintenance of their guilds. Keep your members happy and they will remain active. But at the same time, if you're a regular member, it doesn't mean that you get to sit down and wait for the leaders to constantly come up with fun stuff for you to do. The guilds are and have always been a group effort, and initiative is very much encouraged.
- You must be active in your first guild before joining a second. The definition of "active" may vary depending on who your guild leader is, but try to keep up with all guilds you are in. This rule applies even if you have different characters in different guilds. In general, you should only join a second (or third or fourth) guild after you've already established yourself in your current guild and positive that you'll be able to handle more. Struggling with too many responsibilities is no fun, and neither is waiting after someone who's trying to deal with too many responsibilities.
- You may create a different persona to join a different guild. Or multiple personae within one guild, if you can maintain them all. But the above still applies: if you can't keep up with all of them, you may want to think about retiring some of them. The more characters you have, the less time and attention you'll have to thoroughly develop them.
How to join a guild:
Different guilds have different expectations and house rules, so you might want to read their main threads in the Center of Civilization sub-board to decide whether or not you want to join the guild you're interested in. Then simply post on their thread and ask to be added to the roster. Remember that your own activity and initiative are crucial: your guild won't survive if it relies on one or two members and a lot of dead weight who are only there in name. Every person counts, so make yourself count.
How to make a guild:
At the moment, there aren't enough active members to comfortably occupy the six guilds we currently have (with a seventh one pending), so until further notice, proposals to create new guilds will not be accepted.
On the plus side, the guilds we do have pretty much span every major element of fantasy known to man. Check out Sarn's list of Important Places below for more information.
Activities:
A lot of the major, really canon-establishing action in the guilds is created in roleplays. They may easily look intimidating at first, but it's really only dependent on individual will and practice. The skill levels vary drastically and nobody's going to eat you if you're unsure and inexperienced at first (at least not without facing the aforesaid fiery modly eye) and it's perfectly acceptable to join in the middle of the roleplay so don't be afraid to plunge in.
If roleplaying isn't really your thing, there will always be other events. It might sometimes look like there's nothing going on besides roleplays, but that's only because the non-roleplaying people don't start anything. If you want something to happen besides roleplays, initiative is once again the key.
Happy guilding!