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Player-Formed Guilds?
Posted: Thu Mar 29, 2012 8:36 am
by Myke
If no particular guild fit the power-set you envisioned embracing or the pathways you hoped will open up would the generation of a guild utilizing a list of existing content (primarily with existing guilds as a template) be worth even bothering to attempt?
Specifically, I'd like to (one day, read: not showing up and a day later asking the world be reshaped in my glorious image, although it should be ;D) make a focal point of Zurin's character development the formation of a guild for renegade Grummers. Those who left the Quarantine Wall with the intent of finding ways to integrate magic into their machinations.
A sort of neo magi-mech movement. Eventually utilizing self-crafted enruned pistols, magical bullets, with a focus on low-grade steam and clockwork technology, with some minor magical elements and maybe some pyromancy for allure and flavor (because who doesn't love burning things).
If this ever came to fruition and I had already joined a guild, is it possible to quit guilds? I feel like if I don't pick one I'll be nerfing myself potentially.
Posted: Thu Mar 29, 2012 10:36 am
by Rias
We're open to new guild ideas, but making guilds and their areas, abilities, specific tasks, etc. is very time-consuming, so sadly we're just not going to be able to accommodate everyone. Please feel free to propose ideas, but more likely than not, even ones we like won't be implemented for quite a while.
As far as quitting guilds - not really. Don't join a guild assuming you'll be able to quit or switch later. While it's possible under special circumstances, it's going to be extremely rare. Otherwise, what's to stop people from joining a guild, getting what they want out of it, then quitting and joining another, and so on? A big reason guilds exist is to specialize a character and hone a specific skillset. Allowing someone to jump to different guilds blurs that "specialization" and takes away the limitations of what is intended to be a limiting system.
You can easily progress a character without joining a guild, if you're waiting on the possibility of a new one coming out, or just prefer to be more "freelance". You will miss out on any special abilities and other perks you would have gained from joining a guild, of course, but it's completely possible to become skilled in nearly any skill on the list (barring a few specialty ones, like the magic skills) without joining one.
Posted: Thu Mar 29, 2012 1:14 pm
by Isiaa
Could we use "left-over" gods for some sort of sect/mini-guild? Basically the idea is that in those guilds you can only gain recognition points which you get by doing quests for the deity. You could then spend the recognition points on equipment in the theme of the deity and possibly, later or whenever possible spend them on special abilities from your gods sphere. Say a storm god. The armour would be black(Iron) and silver/white. Some abilities could be to summon rain, lightning and flying.
There might be title requirements where you have to spend recognition points on abilities called "titles" which allow you to access more of your deities temple.
Posted: Thu Mar 29, 2012 1:29 pm
by Landion
No guild is based on any 'god'. Not even the Church of Light who respect and honor Serafina, but do not worship her because she is not a 'god'.
Elemancers already can learn a powerful lightning base spell, if they work hard enough. Summon rain... might be a possiblity for very skilled hydromancers, but I don't see much use for it aside from farming. Flying isn't going to be a planned ability.
Posted: Thu Mar 29, 2012 1:56 pm
by Thrun
Certain Other Games have a notion of a "Household" or a "Society", which are player-created, player-run, and organized more around shared interests and goals than game mechanics. "Magitech Grummer" seems like a good fit for that: you can get Elemancers, Traders, Grummer from all walks of life. Same deal for "worshippers of this here left-over god".
You'd have to organize your own events, though.
Posted: Thu Mar 29, 2012 2:48 pm
by Rias
Player-run organizations (like Thrun talked about) would be very cool, and we'd certainly be accommodating - the players would just need to organize something! If it merits enough attention and approval, the GMs might be moved to accommodate with a little headquarters or something like that somewhere, maybe run some events to do with it if appropriate, and so forth. The majority of the work running the thing would be done by the players, however, and you wouldn't be learning any special abilities or anything from it.
We love it when players take things into their own hands. There was a little talk of a couple players forming some kind of militia or guard not long ago, but that seems to have fallen through the cracks for the time being.
As far as gods/deities/immortals (semantics!), that's an aspect of the world we really just haven't given a lot of attention to yet. I have had some ideas for a few minor little benefits/flavor things for particularly fervent servants of some of the immortals, but we don't even have our full immortal list yet, let alone all their lore.
And yeah, I'm sorry, no plans for a flying ability/mechanic. It's a can of worms that I just have no interest in delving into and hammering out.
Posted: Thu Mar 29, 2012 2:52 pm
by Lae
[quote=Rias]And yeah, I'm sorry, no plans for a flying ability/mechanic. It's a can of worms that I just have no interest in delving into and hammering out.[/quote]
There goes my dreams of flying on a broom one day.
(kidding, sort of)
Posted: Fri Mar 30, 2012 7:50 pm
by Avedri
I'm just glad we have the opportunity for mounting!
Posted: Fri Mar 30, 2012 8:00 pm
by Lae
[quote=Avedri]I'm just glad we have the opportunity for mounting![/quote]
You kinky wench you.
Posted: Fri Mar 30, 2012 8:02 pm
by Rias
>scry Avedri
Posted: Fri Mar 30, 2012 8:09 pm
by Avedri
Feh. Just because I bought a donkey...
Back on topic, I will say that there are certainly outlets within current guilds that would allow for additions that might have a more steampunk/Grummer feel. I'm heading back to work right now so I can't really flesh this out right now but I'll leave this open for editing. I do really like the idea of this as the steampunk element was the initial draw for me to try out Clok.