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Post by Draco on Feb 1, 2010 22:50:51 GMT -5
Eesh, you guys and meddling xD Up until now I sortof assumed that yes, the knights have been exercising self-imposed meddle-rights from the very beginning. That's exactly why the Cap'n hates them. If you'd been just a little more active and upfront about that meddling, the guilds might have a whole lot more dynamic right about now. So yes, I'm all for it. Not that I personally care all that much, because we sail the seas and don't really care until you show up mid-looting, but as far as guild meta goes, it'll be mucho useful. The way I see it, only the mages and mercs would probably be directly on Dunburrow territory. Not sure how far into those mysterious ninja-mountains the territory stretches, and the ninja are probably too hidden to be directly influenced anyway. Fleet and Brassport are a different area, yes. But Dunburrow could easily be used as the guilds' primary gettogether place and the center of diplomatic relations, et cetera. And the fact that the knights aren't entirely neutral would lead to some pretty interesting conflicts, if we can at all manage to pull them off properly. Yeah, having Dunburrow being the central meeting place makes a lot of sense. I would actually like to have a separate building all together for the meeting. A neutral area for any guild member to go, and not worry about any hostilities the guilds might be having at the time. It would be a great place for meetings and such. It would most likely be in Dunburrow, but the idea sounds like a good one to me.
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Post by Amneiger on Feb 2, 2010 2:56:29 GMT -5
Any knight (or anyone, really, but knights have the most stake in this) who wants to figure out a good layout for our castle, trying to keep past roleplays in mind, will be forever loved by me, and probably the rest of the knights as well. ...You madwoman. xD Anyway, I was looking through the old threads and found an older attempt to make a map of the castle. The areas mentioned in that thread are: I also found this discussion thread. I haven't had a chance to read it yet, but it has a first post that was last updated in August 2009. It has the same map: Also, in that thread, Wolf said that it might be unrealistic to think that the castle has only one attic. So the castle probably has more then one attic. One of the OOC threads apparently took place in the stables, which had a storeroom behind them. The Great Hall is used for meals, so the kitchens would probably be near there. I'm assuming that the Council Hall and throne room are both different names for the Great Hall. I'm guessing that more storerooms of stuff would be placed in various convenient places throughout the wings. There are lots of empty corridors where individual knights can go to be isolated if they need to be. There's no mention of what's in the courtyard of the castle or where the training grounds are. I think one of the RPs mentioned a garden in the courtyard. Since the training grounds probably cover things such as archery and swordfighting, I imagine that they'd be outside the castle in some open space where fighters can do such things without accidentally shooting someone or something. The War Ascending roleplay is here. I haven't had a chance to read through this either. It mentions neighboring kingdoms, but I don't think it names them.
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Post by Strife on Feb 2, 2010 3:37:12 GMT -5
Ooh, sweet find, Amnei. ^_^
Yeah, I would totally go with Dunburrow/Castle Kestrel as a general meeting place for guild leaders. I don't think the Knights being the general "ruler" of all guilds would work out, though, especially with Spacefleet up there at the top of the sky. xD The Fleet is equally, if not more, devoted to guardianship of the guilds (and the entire planet, for that matter), and at most, they would regard the Knights as ambassadors to the terrestrial population. Which honestly wouldn't be a bad idea. :3 Knights would rule the land, pirates would rule the sea, and Spacefleet would rule the sky.
And on a side note, I would like to mention that it makes me smile to see so many updated topics on the Guild board at once. I think our talks have worked so far, because we're springing back to life! =D
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Post by Huntress on Feb 2, 2010 11:16:48 GMT -5
I would actually like to have a separate building all together for the meeting. A neutral area for any guild member to go, and not worry about any hostilities the guilds might be having at the time. In-story, it makes perfect sense. But let's think meta now. The primary problem the guilds seem to have in the plots, RPs, what have you is lack of any conflict. Stuff gets talked out at once, everyone's good friends, it's all nice and peachy and Woodstock, but plot-wise, gets very boring very fast. If we actually had to worry about hostilities and forcibly dealing with guilds we don't like all that much, we just might get a leetle more conflict and sparks and dynamic in the guilds. And even so, I don't have high hopes because of our OOC tendency to get along. Chances are there won't ever be any hostilities unless we specifically stringpull to get them. But if we centered the guild meetings in Castle Kestrel, we just might get this little chance of plotting wars in future GWs without all this rambling and stringpulling and cat-herding. In short, things might well work out better that way. And if they don't, lo, more plots centered around making peace, and we're good at that. And on a similar vein- I don't think the Knights being the general "ruler" of all guilds would work out, though, especially with Spacefleet up there at the top of the sky. xD The Fleet is equally, if not more, devoted to guardianship of the guilds (and the entire planet, for that matter), and at most, they would regard the Knights as ambassadors to the terrestrial population. Which honestly wouldn't be a bad idea. :3 Knights would rule the land, pirates would rule the sea, and Spacefleet would rule the sky. -the thought of the Knights actually holding de jure rule over some of the guilds (mages, mercs and ninjas at most, probably) has just as much potential. Again, I don't really foresee it becoming an actual in-story problem because we get along too well for that, but the potential would be there nonetheless. Think of all those stories sparking from "look, we're an independent guild, what right do you have to tell me where to grow our apple trees?" - "Well, you're in our bloody kingdom." More meddling - more action. When we're all in our own corners and don't overlap and have no reason to overlap, we'll just continue simmering in our general deadness of two active people on average per guild and won't really get anywhere.
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Post by Celestial on Feb 2, 2010 11:28:20 GMT -5
Knights, since Kat doesn't seem to be active anymore we'll have an NPC until she either comes back or resigns. Whee, character building fun! =D Hope you don't mind a rather shady looking guy sitting next to the king. x3
Certainly having the knights rule over everyone would be pretty awesome and would create some dynamic between the guilds as well as make more sense in terms of worldbuilding. A meeting place would be handy if we ever needed to throw around insults to start a war although I don't think it should be in the castle since I somehow doubt the pirates would be allowed in. How about a nice inn somewhere which we can take over every now and then? Plus you never know what a drunken brawl could start. xD *brick'd*
Strife, your idea about the pirates ruling the sea, knights the land and 'Fleeters the sky is interesting. What if we assigned each guild a jurisdiction which they had to look after or a duty they had to perform. Also could pave the way for plots if a guild wasn't doing their job or has over-stepped their authority.
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Post by Deleted on Feb 2, 2010 11:46:56 GMT -5
Shino´s 2 Cents (which will be hard because i am typing on a spanish keyboard at the moment)...
I agree largely with what Hunty was saying earlier about there being more than just roleplays to fill a guilder´s time. It is true that i seems the Knights Guild has the most potential (or voted one of the most likely to succeed at least) and I am excited for any turnaround and bump in the ranks. Although looking at the colors and knightly roster it was at most 30 knights, I think. Advertising is must at this point, in my opinion.
I honestly had not realized the amount of effort Shade has put in and I am supremely proud of her and our dear Wolf, who has always been the defacto leader to me. Even when I had started it Wolf was the shadow king with amazing ambition. One thing, however, that I would like to point out is that the Knights have no army other than the Knights. There are no foot soliders, just the people we know and love (Tamia, Shade, Kit, Rider, etc.). So as far as the Knights being a huge force equivalent in keeping peace with sever ultimatum (extreme example I know), then I would have to disagree. But there are enough to keep peace in the land...plus we are not the only knights in the ntwf.
And yes, my opinion does not mean much since I only participate in roleplays when I am struck with mono or on vacation since my senior year is bogging me down until summer. And also since I gave the torch to Wolfy unofficially and officially by vote a while back.
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Post by Shadaras on Feb 2, 2010 12:37:12 GMT -5
Celestial -- Tell me about your mage-knight NPC so that we can get it to work. PM or MSN would probably be better for this.
Shino -- We have an army. xD ...read through the roleplays. Whether or not we started with one, the fact that we had an army ended War Ascending. Also, thanks for your support. I miss seeing you around, and I know Wolf would agree with me. Thanks for starting the guild and helping nurture it so that we could shape it into what it is today. Story potential -- Yes. <3 ...this is another reason why I say the mercs and ninja have contacts with our spymaster, and the mages have a knight-mage on our council. That, and it's something partially established by canon. Even if the council is primarily NPCs (I'm keeping Shade as the Royal Envoy but I won't be using her much at all), the very fact that there can be disputes on our king's council can lead to awesome story ideas.
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Post by Fraze on Feb 2, 2010 14:13:45 GMT -5
Knights, since Kat doesn't seem to be active anymore we'll have an NPC until she either comes back or resigns. Whee, character building fun! =D Hope you don't mind a rather shady looking guy sitting next to the king. x3 Certainly having the knights rule over everyone would be pretty awesome and would create some dynamic between the guilds as well as make more sense in terms of worldbuilding. A meeting place would be handy if we ever needed to throw around insults to start a war although I don't think it should be in the castle since I somehow doubt the pirates would be allowed in. How about a nice inn somewhere which we can take over every now and then? Plus you never know what a drunken brawl could start. xD *brick'd* Strife, your idea about the pirates ruling the sea, knights the land and 'Fleeters the sky is interesting. What if we assigned each guild a jurisdiction which they had to look after or a duty they had to perform. Also could pave the way for plots if a guild wasn't doing their job or has over-stepped their authority. Giving everyone a jurisdiction kind of comes back to Hunty's de facto vs. de jure argument. Spacefleet dominates the skies simply because none of the other guilds (with the possible exception of Steampunk, now) have a presence there. The 'Fleet is charged with protecting the planet, simply because that was the primary reason it was founded. The Pirates control the seas because no one else seems to have a navy. Knights control the land because, well, they're following the orders of the king who has sovereign control over Dunburrow. So on and so forth. Assigning duties arbitrarily would, I'm sorry to say, be pointless IC and would run contrary to all the worldbuilding we've had up until this point. That, and it's hard to imagine some of the guilds willingly accepting some burden of protecting the planet--particularly the Pirates and Mercs. The Mercs would probably do it if you pay them well enough, but I'm not so sure about the swashbucklers. Personally, I figured that the Knights would have a degree of control over all the guilds in Dunburrow. But at the same time, the guilds themselves would have some degree of political influence (because most politicians probably don't want to mess with a bunch of ticked-off mages), and thus a fairly large amount of freedom.
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Post by Rikku on Feb 2, 2010 15:54:22 GMT -5
I agree with Hunty, and with Shade. ^_^ In my opinion the Guilds would benefit tremendously from having more overlap, and, c'mon, the more story opportunities the better. But hey.
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Post by Shadaras on Feb 2, 2010 16:52:22 GMT -5
I'll just say I agree with Fraze; he put it all quite well.
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Post by Huntress on Feb 3, 2010 8:10:16 GMT -5
That, and it's hard to imagine some of the guilds willingly accepting some burden of protecting the planet--particularly the Pirates and Mercs. The Mercs would probably do it if you pay them well enough, but I'm not so sure about the swashbucklers. I cannot be summoned like some mongrel pup namethatreference. As in, yeah, guess you could give us a duty of some sort, but good luck making us actually do it. And even if you did, there's really no reason to actually trust us with a duty. We can't even be trusted to follow the laws. Although I do agree that all guilds need some sort of a... well, not duty, but an overall agenda, something to do on a daily basis (and, because this point seems to get overlooked a lot, something we actually do in the guild boards as such instead of just saying 'yeah, I guess we train a lot'). But that's basically the question of guild activities again. Y'know, I think I'm going to go on a different tack here to bring up an issue I sortof debated back and forth a couple months back, then forgot all about it and now remembered it again. It's slightly more urgent than worldbuilding and will probably be easier to get out of the way, but I could really use more input in the question. Basically, the Guild Wars could use some written rules/guidelines. Right now they work largely on convention and anyone who wants to join will have to trial-and-error their way through our roleplaying habits and the extent of acceptable godmoding and whatnot. We have some rules that are pretty strict-ish but since they're not written down, they can't well be enforced (Thou Shalt Not Destroy Another Guild's Base and Thou Shalt Be A Member Of A Guild To Participate, to name two that spring to mind first, and I'm not even sure if everyone agrees that they should be rules, nom on this plz?) Then there's all the info about roleplaying (what to post, what not to post, how often to post, how to drive a plot, etc etc); those can't really be rules as such, but they'd be helpful to know before plunging in. And cooperation with other players, and overplanning/underplanning, and so on and so forth. Just to break the big imposing aura of the GW a little and make it a tad more newbie-friendly and approachable.
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Post by Celestial on Feb 3, 2010 10:52:48 GMT -5
We need to establish a Guild Wars FAQ and link to it at the start of every one. That would clear up a lot of mystical aura of unapproachableness around the roleplay and hopefully make things clearer for everyone. It would also establish the official rules so that the roleplays would go a lot smoother and not become a train wreck like it sometimes threatens to do.
I think we should discuss it, see what questions we need to answer and come up with the answers when we have questions. I'm willing to compile the whole thing into one thread. ^^
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Post by Huntress on Feb 3, 2010 17:00:50 GMT -5
Well, *digs up the notes she took on the topic back on the day*
Rules to bear in mind should contain:
1. Be in a guild in order to participate. Like I said, feel free to nom on this one, but it'd take a very good reason to overrule this. If the GWs weren't guild-centric only, their place would be on the Roleplays board. 1a. Stemming from this, the question of how to maintain guild lists. Anyone in a GW would probably have to be listed in a guild's HQ or whatever they use to keep track (as in, you can't decide that you're in a guild one-sidedly) and preferably have a profile up on the profile thread.
2. No destroying other guilds' bases. Because we'd like to use them after the GW and our guild world is chronologically linear. A guild HQ is of the same rank as someone else's character. The mercs asploded theirs, but that was their choice. Deserves to be a set rule, yes, no?
3. Roleplaying guidelines 3a. post length (type as much as you need to, avoid one-liners and filler'd textwalls...), 3b. post content (...because each post should ideally drive some plot), 3c. density (avoid back-and-forth postsprees between two people) Basically this whole point about 'we're telling an interactive story'.
4. Profiles and keeping 'em up to date. Yeah, the Persona and NPC threads aren't getting much love and I quite frankly still don't know some of our newer charas very well >> We can't do much characterization in the GW itself because of its length. And most people seem to be posting their profiles on the guild HQ threads, whereas I'd much rather like to see them copied on one persona thread so that I wouldn't have to dig through seven threads to find a person. Discuss?
5. Overplanning, underplanning and running a personal plot. Ohdear. That's mostly this whole 'don't expect everything to go your way' guideline with a side of 'learn to be flexible'. And everyone would benefit from having some kind of a personal agenda instead of just tagging along, because that makes them very dependent on other people.
6. Weapons and their effectiveness. We discussed that before GW2. The basic idea was pistolshot = shuriken = laser beam, in an attempt to bring the Fleet's overpoweredness down a peg. Granted, that hasn't really been a problem, but a word or two about not donning an uber-powerful megaweapon might still come in handy.
7. Number of characters. As in, don't bite off more than you can chew. Not that I should talk. But it'd pay to warn the newbies not to jump into the fray with lots of characters right away, because most people don't know just how fast and textwally those things get before they see it.
8. Keeping yourself up to date. As in, pay attention to the previous posts before writing your own. The GWs make it very tempting to skimread most of it in order to catch up and get a post in fastfast, but you can miss a lot that way. And read the OOC.
9. Leadership and assuming it. Ties into the plot-driving aspect. Don't hesitate to start stuff on your own.
10. Godmoding. The Big Question. Don't do anything to someone else's chara without giving them a chance to react, don't have a completely invulnerable chara because they're no fun, don't conveniently ignore other people's attacks, this sort of thing. Kinda hard to define.
And then there's past summaries: GW1 (shadow army, Shino, whatever the heck else happened there), GW2 (Leraye, gem army, Spacefleet introduced), pooossibly Redemption (since a few of its storylines got transferred over to GW3). Basically, since the guilds are that linear, past roleplays count, and it'd be far too easy to assume that everyone else knows what you've personally done in a past roleplay. So we'd probably have to focus a lot on making that as newbie-friendly as possible.
And links to any important threads, probably. Which reminds me, I've sometimes played with the idea of moving the old GW threads from Memory Lane to the guild subboard. It'd feel neater that way. Up to debate, though.
...what do you mean, I have a serious textwalling problem? >>
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Post by Draco on Feb 3, 2010 17:24:03 GMT -5
That, and it's hard to imagine some of the guilds willingly accepting some burden of protecting the planet--particularly the Pirates and Mercs. The Mercs would probably do it if you pay them well enough, but I'm not so sure about the swashbucklers. I cannot be summoned like some mongrel pup namethatreference. I can picture some random person calling Hunty like a dog, and her charging him with a sword ready to kill The rules seem fine to me. I really agree with number 7. There are a number of characters I would like to introduce, or have in other guilds, but it's just to much for me to handle. Heck I really like the mercs, but I just can't figure out how I can balance the characters I have now with another Main Guild character. I all ready have my 3 main characters (one of which hasn't been used at all in the GWIII plot) and 2 NPC characters (currently 1, but that will change later). Plus I think having a character in almost every guild is a bad idea Sooner or later you're going to confuse the characters, or someone else will.
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Post by Deleted on Feb 3, 2010 17:38:57 GMT -5
So, so guilty of breaking #7. >.< Lika and Aly by themselves are already enough to get my fingers itching for back-and-forth between them, since...well, that's what they do. My posts look text-wally even AFTER cutting out some stuff between them. And then I have Ro and Asta. Three guilds across my characters, and I tend to post for them all at the same time. *sighs*
On the other hand, the alternative to this was that I wanted to have a character be in several different guilds at once (I happen to like Pirates AND Ninjas, for one...*shot/shuriken'd*), and I have a feeling that that might be even more confusing. At least, it would be for me to figure stuff out. So...yeah.
Does anyone have a critique/suggestions/opinion on how my RPing is?
On another note, I do agree with a lot of the things Hunty's posted. The guild-thing still seems a bit iffy with me, but it's not hard to join a guild now, so it shouldn't be much of a problem.
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