Guildmasters as Questgivers

by Unknown

Back to Common Grounds.

Unknown2008-08-16 12:51:21
The following is quoted from "Eliteism in Lusternian Society: A Proposal for Change" by Syh - for the full version, the library catalogue number is 1084 (Or at least it is in Magnagora. I didn't have time to double-check in Celest, but I assume it is the same.)

QUOTE
... Guild leaders, for example, or city leaders,
simply give the novices projects and missions. For instance, the
Guildmaster of the Shadowdancers informs a novice that a Shadowdancer
spy heard a hemp farmer in Delport passing on a guild secret. The
mission of that novice, or low ranking guildmember who tends not to
involve herself, becomes to assassinate that farmer. This particular
example is problematic because of village enemy status, but the concept
is applicable to any number of scenarios limited only by the creativity
of leaders. Journey to a village on the other side of the Basin and buy
three iron bars with guild funds. This kind of mission involves the
novice in the guild and makes the guild a larger and more tangible part
of her life of without requiring her to involve herself. By making the
guild more approachable and real, the amount of initiative required to
become a true member of the guild lessens.
I was wondering to what extent this form of interaction exists in Lusternia. I have not yet joined a guild, so I am unaware. On a theoretical note, it sounds like an extremely engaging idea which would serve well to encourage newbies to stay with a guild.

QUOTE
This kind of novice program produces effective a greater quantity of
guildmembers willing to devote themselves to more tangible guild causes
like village influencing. Also, by making the guild more real and
important even absent huge worldwide events, the novice immerses herself
in its culture. The events themselves create a guild culture,
Shadowdancer novices embark on spying missions in the Tosha Monastery,
Paladin novices bring messages to political leaders in the Serenwilde by
hand, Hartstone novices plant herbs and maintain populations. In
addition, the skills required to complete the missions, such as
navigation, and above all interpersonal interaction, produce effective
Lusternian citizens.


Do guilds give their members (and particularly their novices) small duties like this to perform? Are some guilds (or cities/communes for that matter) better at it than others? And what is the general consensus on the idea: do people like it, or not?
Moiraine2008-08-16 12:55:13
Please take a look, sometime, at the Tahtetso marks system. You could probably just make a throwaway and join to take a look at GHELP LUMOSPHORE.

While it isn't quite as awesome as when leaders initiate that mentioned above, it certainly is my favorite advancement system so far, and it's along those same lines.
Saaga2008-08-16 14:44:15
I would prefer an advancement system that would provide even more variety. I dislike the handed-out tasks personally, but I guess we require certain given tasks to ease the evaluating process. In the ideal Tahtetso the tasks would be partially chosen or invented by the Tahtetso themself - this would encourage self-evaluation and an actual process of thought. Sadly (or thankfully, depending on the view) I am not the GA nor do I lead the Tahtetso alone - I think I am the only one of this opinion.

Elostian's thread on natural selection in Lusternia is a good read, too.

http://forums.lusternia.com/index.php?show...mp;#entry437564
Havulma2008-08-16 14:56:37
I like these advancement systems very much. They provide an easy and necessary way for younger and elder guild members to start their interaction, which after all, is the main part of this game. The advancement tasks make novices get involved into guild's ideas and goals and learn some practical skills they most likely will need in Lusternia. (At least, this is how they are supposed to work.) As an example of the latter, I think probably most or all the guilds have at least some kind of curative task to be performed.

My experiences might not be quite comprehensive, but I would like to see more advancement tasks requiring some basic or developed understanding of the first-mentioned part - guild's and city's/commune's goals, ideals and history. So that everyone would understand why they actually dislike their enemies, for example. It needn't be anything over-complicated but, in my opinion, each novice should have at least one good conversation about those things with an elder guild member to make sure they understand the role they are taking. And if someone is interested in learning about those things beyond what is most basic knowledge, it should be seen with their advancement, too.

And variety and optionality is good, of course, so those interested in combat can focus on those things and those finding their enjoyment in other things to them.
Xavius2008-08-16 16:21:04
All guilds do it. Don't let the self-serving advertising sway you. Some guilds do it better than others, but all guilds do it.

And join a guild already! You've found the library and the forums, which are hugely tangential to the game, and you've completely skipped over the cornerstone of the IRE experience.