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Post by Strife on Mar 2, 2010 3:31:42 GMT -5
I was talking to Hunty last night about some of the future issues facing the guilds, and one of the topics that came up was the creation of new guilds.
As of this moment, there are 6 officially established guilds, with the Steampunks pending review. At the same time, we have fewer people who regularly post in the Guilds section, meaning that everyone is spread out very thinly among the guilds that exist. Creating even more new guilds on top of this would be a very unhealthy move... not to mention, it would make it more difficult for new members to decide on a guild they'd like to join.
Therefore, until further notice, all proposals to create a new guild will be rejected, regardless of the number of supporters. We should try to fill up the existing guilds with a decent number of active members before we consider lifting this restriction.
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Post by Draco on Mar 2, 2010 19:30:03 GMT -5
I don't see any current attempts for a guild, except for Steampunk right now. I've heard of some, but not enough support for them. So this doesn't seem to be that much of a problem to me, and it makes sense.
We might have to have another "census" of the guilds soon and see who are around and stuff >.>
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Post by Celestial on Mar 2, 2010 19:32:21 GMT -5
It's a good decision and one which is fully understandable. What's going to happen with Steampunk though, as it isn't an official guild just yet? Will that still go ahead?
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Post by Huntress on Mar 2, 2010 20:36:19 GMT -5
There haven't been all that many guild proposals overall in the history of the guilds. So I don't really foresee it as being a problem either. The guild rule thread might have to get edited with this one, we haven't really been good at the guilds' rule system in the first place. When these boards were first created, they were literally just thrown out here and said 'look, you got guilds, go do stuff with them!' and since then stuff's just been done in here with no rhyme or reason to it. Me starting this thread in the first place was an attempt to gather people who'd actually make decisions and agree on rules that'd then be possible to enforce. It's a good decision and one which is fully understandable. What's going to happen with Steampunk though, as it isn't an official guild just yet? Will that still go ahead? There never was a proper rule system for this sort of thing either. Toka has apparently left the forum - last login in January - and nobody else has been active enough with the steampunks to actually get something going, so it's not looking good for them. They're not even a proper guild as such, they're a collection of other guilders' secondary characters >>;
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Post by Draco on Mar 2, 2010 20:43:08 GMT -5
Right now I only see 3 Steam punk characters doing stuff, or at least 3 that I can remember on the top of my head.
Sarn, Rider (which hasn't done anything for ages), and myself are the only ones I see who have a Steampunk character doing things. There were others, but they seemed to have faded away all ready...
And yes, they are all secondary characters in some shape or form...
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Post by Tam on Mar 2, 2010 23:11:07 GMT -5
If Steampunk was doing anything besides GWIII, my character would probably be active. xP
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Post by Draco on Mar 2, 2010 23:15:52 GMT -5
If Steampunk was doing anything besides GWIII, my character would probably be active. xP It has to become a real Guild before we can do anything XD Of course, there aren't many of us... We also need someone to take over as leader, who isn't all ready leading (or at least leading outside the Guild World)...
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Post by Deleted on Mar 4, 2010 8:41:31 GMT -5
If Steampunk was doing anything besides GWIII, my character would probably be active. xP It has to become a real Guild before we can do anything XD Of course, there aren't many of us... We also need someone to take over as leader, who isn't all ready leading (or at least leading outside the Guild World)... Why does it have to? There isn't any special ceremony or ritual to becoming a "proper" guild and I don't see any reason why we can't make the most of our awesomeness.
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Post by Huntress on Mar 4, 2010 10:05:21 GMT -5
A guild becomes a real guild when it acts like a real guild, simple enough. When you guys come up with activities and backstories and generally keep the thing alive. Hm, and you also need a leader; at this point I honestly wouldn't bet a penny on Toka's return.
Brassport's biggest problem right now is its secondary status. All the current active guilds have people who are active in that guild only, or at least primarily in that guild and can therefore focus on it and stand for its interests. Having one that's basically a collection of other guildpeople with different names (does anyone still remember the Invisibles?) is just... not a guild. The guilds thrive on actual human interaction between individuals behind the computer screens whereas Brassport only gets leftover attention. It's like a Barbie house.
...I think this brings us right back to the question of too few guildmembers again. We need to recruit. But to recruit, we need reasons for people to want to stay.
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Post by Deleted on Mar 4, 2010 21:09:12 GMT -5
And reasons people would want to stay is if we get this place cleaned up. Mke it look like organized chaos instead of a bomb site. And Hunty has hammered this into me many times ... it isn't much good sitting around and saying "we need to do this and that" so if you spot something that could be cleaned up or a job that needs to be done, don't just talk about it, actually do it!
Many hands make light work. If we all pull together we can breathe life into the guilds once more. xDDD
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Tokala
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Post by Tokala on Mar 5, 2010 15:32:44 GMT -5
Well about that whole being gone since January thing >>... Bad juju. I guess the easiest thing to do is to C&P myself from the Brassport thread, so that y'all who don't keep up with the steampunk HQ can hear what I have to say.
Also I need to shout out to Sarn, and Draco it seems, who seem to be doing a ton to keep Steampunk going even when I just up and disappeared with little to no warning.
~Tokala
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Post by Huntress on Mar 5, 2010 17:58:57 GMT -5
Curses, there goes my chance to earn a penny >> Alright. On the topic of things that need to get done in the guilds sooner rather than later (and actually things that should've been done in the guilds from the very beginning, but never got pulled off) I can think of the following list: [/b] A map of the guildworld. Which is nicely in progress and actually very nearly done for now, all it really needs is some more names for the islands and rivers and geographical areas. Go to the subboard and use the chance to adopt your very own archipelago, people. 2. Guild HQs. As in, descriptions, maps, images, overall guides so that we'd know what we're dealing with. There are bits and pieces about some HQs (Fleet, Mages and Pirates, and possibly Knights) but none of them can be called finished at this point. 3. Persona profiles. Y'know what kinda bothers me? That some people post them on the profile thread and some on the guild HQ threads. Which kinda defeats the point because whenever I want to find someone's profile, I have to go dig through eight threads to get to it. So getting them all together on one thread would be nice. 4. NPC profiles. Especially the past ones whose original owners aren't around any more. As part of the history-collecting, that is. So if you have any that aren't yet documented anywhere, go post them. 5. Old threads that warrant getting moved to the subboard. As in, stuff in those past 16 pages that's informative and could get shipped off to the subboard to be preserved. 6. GW guidelines. Which I think were already agreed on, so all that's really left is writing them down and posting them. 7. Overall guild rules. Seriously, guys, we lack those. A lot is generally known but unwritten (like the GW stuff), a lot is just hazy, like the rules for starting a guild, technology levels, admission, start-up guidelines for newbies, this sort of thing. I'm not even sure what should get specified and what not. [/ul] This thread is far from finished, gentlemen. There's still a whole heck of a lot to discuss and I can't do much on my own.
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Post by Strife on Mar 6, 2010 7:37:23 GMT -5
That's a good list to start from, Hunty. Would you be so kind as to add it to the first post for reference purposes? :3
Anyway, I might as well bring up the issue of technology... or as I like to call it at this point, Technology Creep.
Before the introduction of Spacefleet, it was firmly established that the guildverse (as in, the planet itself, not the moons or Spacefleet HQ) was medieval in terms of technology level. In other words, you'd never find anything past 15th or 16th century technology, nor would any of the guilds want to adapt such technology.
When Spacefleet came along, there was a short-lived issue that we talked about concerning how its level of technology would allow it to easily overpower the other guilds. We then agreed that the weapons and abilities of the Fleet would be nerfed to the point where they would have the same power level as everyone else. We stuck to this for a good while, but during the course of GW3, we've had a habit of overexplaining the rules of the guild universe in terms of magic, physics, etc, which has resulted in the Fleet doing exactly what we tried to avoid in the first place - overpowering the other guilds. In terms of actual combat, the only guild at this point that can even hold a candle to them are the mages, while the rest of the guilds are left firmly out of their league unless they also utilize magic abilities.
Despite this, it shouldn't be too difficult to fix. The Fleet has a rather soft approach to science fiction, so with a little rule-bending, we can bring their power level back down to the level it was during GW2.
As for the Steampunks, they're an entirely different story. Before Brassport's introduction, there was a decisive gap in the technology level of Spacefleet and the rest of the guilds. While the guildverse itself was medieval, Spacefleet is so far into the future (and their science is so soft/off-the-wall) that they don't even count. The Steampunks have blurred this up tremendously - so much, in fact, that I daresay they've caused the guildverse to lose the distinctively medieval vibe that characterized it in the first two roleplays.
Personally, the Steampunks won't sit right with me as a permanent guild unless they reduce their level of technological advancement to a pre-industrial age. If we start bringing in things like (non-space age) handguns, motor bikes, mechs, and other things that are essentially elements of modern history with steampunk decorations, all of the other guilds aside from the Fleet will start to get left behind unless they force themselves to adopt some sort of steampunk technology. (And yeah, the Mercs are guilty of that too with their choppa, but honestly, that was the one of the things that made them stand out in the past.) As all of this stuff has already been introduced in GW3's plot, perhaps we could conjure up some sort of canon explanation for the tech reduction?
This issue, of course, is also affect Tabloid Town as we've portrayed it so far in the RP, but since it's a location that's not "owned" by anybody, retconning it into an earlier time period shouldn't cause any major issues.
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Tokala
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Post by Tokala on Mar 6, 2010 10:47:17 GMT -5
Sev, just as a note on Steampunk... (It's early morning and I'll address the rest later), technology beyond the times in which it is set powered by steam is essentially the whole of steampunk.
PS - If I'm not mistaken, the pirates have guns.
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Post by Huntress on Mar 6, 2010 11:01:47 GMT -5
All added :3 About Technology Creep, what we seem to need at this point is, quite simply, NATO. Overpowering isn't unheard of in our world, and yet we still haven't nuked each other to the orbit. Diplomacy, ladies and gentlemen. All we really need is someone who stands for the interests of one of those less advanced and lower-powered guilds, has the diplomatic savvy of Cardinal Richelieu and enough connections to actually pull this sort of treaty off to ban all WMDs in the future and set a few restrictions around the more powerful guilds. ...I'll get back to you if I ever manage to locate such a person, yes? *ahem* The modern technology, now that's a problem, yes. Moreso because that's once again one of those things that hasn't actually been specified in the rules, mostly because it's never been a problem before. And I do agree that I wouldn't want 20th century tech to seep into the guildworld, partly because of the massive overpowering and partly because the guildworld is supposed to be high fantasy. I honestly wouldn't want them to lose the feel they had in GW1 and GW2. ...as for Tabloid Town, I sortof suspect that we don't see it the same way >> *needs to draw some concept art one of these days* I always saw it as a sprawling medieval-ish city/19th century London a la Tim Burton's works. Something like this.EDIT: Sev, just as a note on Steampunk... (It's early morning and I'll address the rest later), technology beyond the times in which it is set powered by steam is essentially the whole of steampunk. PS - If I'm not mistaken, the pirates have guns. Flintlock pistols were all over the place in the 16th-17th century, although I don't think we use them much. Steampunk is actually much bigger than that (I once wrote an essay on steampunk for school xD) but I think what we're looking for here is something like Moltara in Neopets. That's most definitely steampunk and Neo also has a very strict high fantasy policy. It works out pretty well there.
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