Ileein2011-03-04 19:22:46
QUOTE (Greleag @ Mar 4 2011, 02:18 PM) <{POST_SNAPBACK}>
(besides the Institute, which for whatever reason pushes all the work onto the GA)
This was for a few reasons, one of which was the given flavor (the Primus's office is described as more casual and the Magnificus's as more ornate and official, for example), but was mostly because of the personalities of the players involved: Arel is a hands-off, big-picture kind of person when he's around, while I was a fairly involved GA, and so things just grew that way organically. That's the answer, really, I think. In many cases it's a function of personality.
Arel2011-03-04 19:34:37
Well, and Ileein had most of the passion for getting the guild systems up and running and was happy to let me pop my opinion in when I had one. Generally, being more worried about city politics than what the guild was doing and seeing that Ileein enjoyed doing the guild stuff and did an excellent job at it, why ruin a good thing by trying to seize control?
In the Harbingers (back in the old days), we had a long period of time when the GA was only semi-active and so I was a do-it-all GM who handled most of the guild structure and the commune politics. I'm not sure if it is still that way now, or if it was just necessity of having to make up the difference at the time.
In the Harbingers (back in the old days), we had a long period of time when the GA was only semi-active and so I was a do-it-all GM who handled most of the guild structure and the commune politics. I'm not sure if it is still that way now, or if it was just necessity of having to make up the difference at the time.
Lendren2011-03-04 20:36:13
QUOTE (Ileein @ Mar 4 2011, 02:22 PM) <{POST_SNAPBACK}>
This was for a few reasons, one of which was the given flavor (the Primus's office is described as more casual and the Magnificus's as more ornate and official, for example)
They gave you the offices as a fait accompli? We designed our own guildhall.
I think I can safely say that the Spiritsingers have the division of labor we have because I pushed for it to be that way, but I also think it's the most sustainable division of labor, the one that allows each person to feel needed but not burn out from being demanded too much of. That it matches how the positions are described in the help files just means I think Estarra had it right. (Or whoever decided what the positions were and wrote that file.)
Everiine2011-03-04 20:55:53
QUOTE (Greleag @ Mar 4 2011, 02:18 PM) <{POST_SNAPBACK}>
In my experience, the leaders of the warriors guilds are all basically interchangable and usually run the guild like a tribual and function as a disciplinary tribunal when someone gets into trouble.
This pretty much nails it on the head for the Serenguard, and I've assumed for the Ebonguard. Odd though, I've always seen the Paladins and Ur'Guard as more regimented, with a strict hierarchy and all the military pomp, and the Templars and Sentinels as just crazy. I must add the disclaimer that I've never had any experience in the four city guilds.
Ilyssa2011-03-04 21:44:07
QUOTE (Everiine @ Mar 4 2011, 04:55 PM) <{POST_SNAPBACK}>
This pretty much nails it on the head for the Serenguard, and I've assumed for the Ebonguard. Odd though, I've always seen the Paladins and Ur'Guard as more regimented, with a strict hierarchy and all the military pomp, and the Templars and Sentinels as just crazy. I must add the disclaimer that I've never had any experience in the four city guilds.
The Paladins are regimented so extremely it's not even funny as a whole, but as far as leadership goes, they have the tribunal thing going on. The Sentinels are slowly getting their act together; the guildleaders involve each other if they need to, but there's a lack of communication to the guild proper that I've seen in both.
Unknown2011-03-05 02:17:39
The Shadowdancers are GM-centric, because of the whole Queen/King of Night + Princes/Princesses (GA and GC). The Blacktalon are fairly balanced between GM and GA, though. Both guilds use the three-path advancement system, so even the GC has a role in maintaining the guild.
Unknown2011-03-05 02:21:57
In the Aeromancers, Tulemrah (GA) tends to deal with guild-specific things, and Phoebus (GM) handles all the Board stuff. Who has more work to do depends on which side has more things going on at any time. I like that, I don't think I would enjoy being GM if I tried to control everything. That period of time where the previous GA was inactive and it was just me running the guild kinda sucked.
Elostian2011-03-05 10:35:11
QUOTE (Lendren @ Mar 4 2011, 09:36 PM) <{POST_SNAPBACK}>
They gave you the offices as a fait accompli? We designed our own guildhall.
That's because the Bard guilds were a special case, with the RP-background being that the guildhalls were newly constructed, having not existed in the world before the coming of the Voices. I am not actually sure how it was done with the Monks, but I am certain that every single Mage, Warrior, Guardian guildhall was a 'fait accomply' as you put it.
Eventru2011-03-05 10:42:44
Monks designed their own, as well.
Elostian2011-03-05 10:46:24
Well, there you go then, only 27% of current guildhalls were designed by players.
Daereth2011-03-05 10:46:40
I helped design the Harbingers guildhall. I thought it was fun and had no complaints. Much thanks for the entertainment!
Shiri2011-03-05 12:04:06
The bridge can be blamed on the Divine though.
( psycho bridge)
( psycho bridge)
Unknown2011-03-05 14:42:26
Is that the bridge that asks if you are true?
Ileein2011-03-05 14:46:04
*coughcough*Wayfarer Redemption*cough*
Diamondais2011-03-05 14:48:15
Aerotan2011-03-06 20:25:17
QUOTE (Greleag @ Mar 4 2011, 12:18 PM) <{POST_SNAPBACK}>
The guardian guilds (besides the Institute, which for whatever reason pushes all the work onto the GA) typically want to have one person playing Pope and have them make all the important choices while making the GA be basically "head of novices" and the champ be an argument over who gets the cham pet. The mage guilds have a similar deal going on, where one person is Archmage, and the other two are just sorta blah. It doesn't help that Adom/Scuchi were archmagi, or that you need the Archmage's OK to go ahead with Xion. In my experience, the leaders of the warriors guilds are all basically interchangable and usually run the guild like a tribual and function as a disciplinary tribunal when someone gets into trouble.
I can't speak for the current Aquamancers, but one thing Jinx and Syridean were always clear on is that the Magister is in charge of the inner workings of the guild, the day to day stuff and any disputes that didn't involve guild leadership or guild cohesion (or that I wasn't tired of dealing with.), while the Archmage is in charge of guild identity and being our voice on the council, as well as handling guild leadership issues (including security/secretaries). That was something I tried to foster in the Cantors as well, but when you don't always have an active GA sometimes that just doesn't work out.