Guild Goals

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Thu Mar 31, 2011 9:14 pm

The staff were speaking to the players about the well-loved Royal Council quest, and looking to extend its popularity and idea into a more regular, RP-stoking thing. Today, the staff spoke to the GLs about setting guild goals on the guild level, and so agreed to put up some ideas for guild goals.

The plan is to set up a once every three OOC months or so goal per guild, then give the guilds each resources they can use to assist other guilds in achieving their goals (but not their own). The guilds that succeed in securing their goals will be granted QP to all active guild members.

So, this thread is to collect ideas to help stimulate the guild leaders brains with ideas for possible goals for their guilds. Any suggestions?

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Thu Mar 31, 2011 9:18 pm

Suggestions:

Merchants - secure raw materials from specific IC sources
Merchants - set prices on particular imports
Nobles - create a monument to the Daravi war
Reeves - establish a new guard tower

(as a staff member, I'd want to be pretty specific about goals, so I'd probably recommend that the Merchants secure gold from the mines in Sartez as a possible goal instead of the above for all resources in a month) Obviously, the RP for these goals would be far more supported than other goals, so the guilds can actually use this opportunity to shape the game.

registerednuisance
Posts: 45
Joined: Thu Jan 20, 2011 4:47 pm

Thu Mar 31, 2011 10:11 pm

A major Merchant goal might be secure ore from the Tarn.

Otherwise, it might be contracts. Ex., Merchants want contracts with Reeves to supply their cloaks/uniforms. Alt., the Reeves might want the contract with the Merchants. Whatever.

Estelle
Posts: 137
Joined: Fri Jan 21, 2011 3:04 am

Thu Mar 31, 2011 10:37 pm

I think it's a great idea.. but I'd recommend one OOC month to fulfill smaller goals instead of 3 OOC months for a bigger goal. 3 months is a long time. People come and go, leadership changes, and we don't really get the rewards til 3 months later, so there's less motivation to go for it.

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Zeita
Posts: 324
Joined: Mon Jan 10, 2011 7:38 pm

Mon Apr 04, 2011 12:42 am

Hmm.

I missed this when it was first posted, probably because it was sticky, and I have a mental blank for that part of the board. :P

Overall, I think this would be good. The best thing about the Royal Council was the interconnectedness with it all, it was a complex web of wants, needs and resources that I know for a fact that Temi worked very hard on.

I'd agree with Estelle that 1 month is better for this (if not weekly, even, but the workload for that would be high, unless this could have an automated system of some kind. Perhaps it could be for a week, once a month?). I think that for this to be engaging, it'd need to be more than a simple resource trading game and we'd need to find a way to involve not only GLs but all guild members within it.

This would probably work more easily with the setup of some guilds than others. Resources play well into the hands of the merchants (as the end user artisans/goods producers- I've always thought the term artisan better than merchants for the guild, but I digress), mercenaries (soldiers are a resource, and they're a guild that 'sells' them) and nobles (as the governers/owners of land where the stuff is produced). For the other guilds, their resources are less tangible and their goals less obvious. We could look at such things as increasing their prestige, or giving them things to increase their IC footprint or make their jobs easier- but a lot of that is intangible. I think we'd all want it to be more involved than a 'secure this stuff from the merchants' trading game.

Also, the masque and thieves generally can't interact very well with the other guilds, but then, perhaps they could be given some sort of quota system so that they have something equiv, with regards the chance to receive QPs. Also, with regards QPs given out, I'd like it to be given only to those involved in this, as long as all guildies are given the chance to be involved. (ie, I wouldn't want idle/rogue members getting the qps if they're not involved in the process of earning them.)

So, what are the resources of each guild (as I see them, and far from comprehensive):

Nobles: Land and the goods the unfinished goods they produce, Grade 1 soldiers, menial labor force.
Order: Priests. Holy relics? (They're more of a consumer than producer.)
Reeves: Stability. Confiscated goods & homes. Contracts.
Knights: Stability. Grade 3 soldiers.
Thieves: Stolen goods & money. Instability. Criminals.
Masque & Manus: Too shadowy to really play at this level, I think.
Troubadours: Entertainment. Information. Information-spreading.
Mercenaries: Security. Grade 2 soldiers.
Scholars: Books. Training & Education
Physicians: Healing/Health.
Merchants: Finished & luxury goods.

That all in place, what do they need?

Nobles: Stability. Security. Information. Information-spreading. Money. Luxury goods. Education. Health (for their lands) Grade 2 & 3 soldiers. Contracts. Finished & Luxury goods.
Order: Grade 3 soldiers. Stability. Information. Books. Education (or the control of it.). Mages. Finished & luxury goods.
Reeves: Criminals. Stolden Goods. (To confiscate!). Instability so that they can fill their job function. Information-spreading. Information. Finished goods.
Knights: Instability. Training. Healing. Finished goods.
Thieves: Money. Menial labor source. Finished goods. Stability (to break and switch to instability.)
Troubadours: Money. Luxury goods. Finished goods. Stability. (so that people have time for entertainment.) Contracts
Mercenaries: Money. Healing/Health. Instability (so that there is reason to employ them.) Grade 1 soldiers (to recruit and turn into grade 2 soldiers.) Contracts.
Merchants: Money. Unfinished produce. Menial laborers (for turning unfinished produce into finished & luxury) Grade 1 & 2 soldiers. Entertainment. Security. Contracts. Stability (hard to transport goods if there is trouble/bandits around.)
Physicians: Instability (so they have wounds to treat.)
Scholars: Students. Contracts.

Enough for now, I'll probably return to this later.

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Zeita
Posts: 324
Joined: Mon Jan 10, 2011 7:38 pm

Mon Apr 04, 2011 8:02 pm

To go along with this, I'd like to see a few skills added to use for automatic tests in generating resources.

For now, I'll call it 'Stewardship', which would be used for noble lands generating basic goods, and perhaps also influence the amount of money that nobles receive from their lands. It could be used, also, by GLs in general to perhaps generate some guild income/whatever resources their guilds create?

Enix
Posts: 84
Joined: Wed Jan 26, 2011 12:14 am

Wed Apr 06, 2011 6:57 am

I really like this idea, but i was thinking that maybe ALONG with goals, have also a quest base system?

Here is what I am thinking, perhaps something in game is happening, an RP revolving around a particular something. I know this will be hard to do with all guilds, but it is an idea. Lets say, the Reeves are having issues with bandits or something? Well, like we did with the Royal Counsil, create NPC's that people play for that matter, and at the same time, with the possibility of being killed or attacked. This is can really bode well for even the Knights, or even guilds like merchants, who maybe Hire mercenaries to escort them to places while doing business.

Its just an idea, considering everyone is so itchy about combat and death as of late, and they dont want each OTHER to die. Maybe soften up the feeling by just killing off NPC's made for the same person. Whoever is controling the NPC however, could very well return the favor however, I believe that would be fair, judging it cant just be one way in a RP world.

And added, their are goals with each guild. Keep in mind I am sure most of the time, Noble Guild will not be seeing much combative type quests, i would hope. Even guilds like the masque, thieves, and mages may have simliar type goals and quests.

With this idea, it could really run weekly or by two weeks, with the IMM's decision of course. It could even be a MINI quest in between big ones.

Just thought of this because there actually alot of RP that happens that everyones character can always be invovled in. Really the only time alot of people get tother is for burnings, quartering, or branding and stuff. Maybe events at theater and stuff too. Outside of that, you sometimes got to wait a while.

Just an idea!

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Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Wed Apr 06, 2011 6:49 pm

I get the feeling there's a great idea lodged in that, but I'm not certain that I understand it completely.

How do these quest goals come up? How/why are NPCs chosen? What's the pattern underlying the quests happening that makes them so repeatable?

Sorry, and thank you!
-Kinky

Enix
Posts: 84
Joined: Wed Jan 26, 2011 12:14 am

Thu Apr 07, 2011 12:42 am

Sorry, I apparently suck at explaining things unless im yelling...Think its a Marine Corps thing.

Okay, going to attempt to better explain this.

Let us say, something is happening RP wise that people are hearing about or that can possibly affect the MUD as a whole.

(Example) You hear talk of bandits roaming the roads outside the city.

For the Reeves, this is a goal. Rid the city of them! Get them out!

For everyone else, survive! Noone else will really have a part, aside from maybe Knights or Mercenaries or any vigilante type characters who decides to lend a hand, or assist someone who might be directly involved with a situation.

However, goal wise, this is geared towards the Reeves, giving them a goal to rid the city and outskirts of the city of the bandits. Perhaps the higher tier Bandits, the main baddies, are actually played by other players, for the soul purpose of fueling the RP of the event. While, at certain times, the city gets invaded or bandits come sweeping through the streets or something, randomly attacking or robbing those who pass by.

Now i understand such things will take effort on both ends, players and IMM's alike. One side needs to play the group, coordinating, executing, things like that. While on the IMM's side, its creating MOB's to infiltrate the city and such.

This is just a general idea. The same concept can be something for Knights...maybe not even directly a another one mage, perhaps something created by a mage? Undead? Demons? Plaque?

Merchants....with the expanding lands, they are going to want to get their faces in these new places for trade. Mercenaries or Knights, or even Reeves could be involved with this. Maybe even Brotherhood!! Who is to say the people the merchants are dealing with are not a cell from the elusive group. Just small things like that would be pretty cool, in my opinion.

I think its still an issue with VNPC's, as I keep seeing on occasion. I am guilty of it myself, sometimes. There are more Reeves than just the 4 or 5 we have, VNPC Reeves are around. Knights, Brotherhood, Masque....All these organizations have more than what there really is, even if the physical MOB population is as present.

I could create a mass list of things for this, some could be something lasting a week, others lingering around a month. The best part, they can overlap each other as well, where two guilds suddenly get involved and both have goals during the same event.

Again, just an idea. Sorry if i suck at explaining it. Its early morning for me and I have yet to aquire my coffee

Temi
Posts: 428
Joined: Thu Feb 03, 2011 7:22 pm

Fri May 06, 2011 7:58 pm

I've been working on this idea and trying to figure out how to involve guild members at all levels of the guild and it's been proving difficult. I would love to know what sort of suggestions you all would have on especially the lower level stuff. What would you think of having conditions of the guild doing its job, ie a public performance by the Troubadour's guild, a successful theft by the thieves, and so on? I worry it might end up feeling more like a 'quota' than a goal to work towards, but I'm having problems with what would really get normal members involved.

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