There has been a lot of discussion by players on the forums and by the administration about player population and how much players are spread between orgs. This is something we attempted to address with Guild Covenants but the general consensus was that Covenants didn't fully address the problems that we had hoped they would. We have been thinking about this proposal for awhile (since before covenants!) and want to share it with players for feedback before we fully invest in it.
To start, we really wanted to address the complaints we have heard from players and also noticed ourselves as administrators. Those being largely that players in cities are spread out between 4-5 guilds making it difficult to advance, causing some guilds to seem empty, and creating many empty positions that get filled by inactive/semiactive players. I've outlined the main ideas we have come up with as solutions below.
Disclaimer: None of this is set in stone and it is all open to change, up to and including just not happening at all. In place of the word "guild" the proposal uses the word "faction" to clearly delineate between the current system and the proposed system.
- All current guilds would be removed.
- Three new factions would be created in each organization.
- The Faction Leader would be on the organization ruling council just as current Guild Leaders are.
- Guild Champion, protectors, and security positions would no longer exist.
- Guild Administrator and undersecretary positions would no longer exist.
- The secretary position would still exist for Factions with the same powers.
- Guild novicehood would no longer exist.
- Current guild halls would be removed and either repurposed or replaced entirely by new faction halls.
- All restrictions on archetype would be removed. Any archetype may join any faction in their city.
- A new Ministry of Security would be created for each city.
- The Ministry of Security would handle things previously handled by guild champion/security including enemy statuses and guard placement.
- The Ambassador Ministry would take over all novice-related functions city-wide.
- Ambassador would be in charge of the Collegium and appointing Collegium Professors.
- Players will graduate from the Collegium directly to Rank 1 in their Chosen Faction.
We recognize that guilds have a long history of very interesting lore as well as huge amounts of player work poured into them. We intend to transfer as much of this as possible into the Faction system (ex. we aren't suddenly just going to delete the bard guild Voices or come up with new and alien organizations to replace existing guilds).
An example for potential Hallifax factions is below to give you some idea of what this might look like. Disclaimer: Example not set in stone.
- The Institute of Art and Science
- Composed of Master Artists and Scientists, and those aspiring to achieve
recognition as the premiere scions of Hallifaxian Culture. Players we are interested in the Science/Art aspects of Hallifaxian roleplay might join this faction.
- The Skylark Company
- Dystopian corporation of spies, and soldiers, doing what it takes to defend Hallifax from those who would destroy it and spread Hallifax's supremacy by force and coersion. Players interested in more sneaky/intelligence style roleplay or people who identify as soldiers and combatants might join this faction.
- The Bureau of Collectivism
- Cririk-style comrades working toward a plan for the good of
all. Players who enjoy the bureaucratic aspect of Hallifax, players who identify as merchants or support-players, and players who want to try out the "servant" roleplay might join this faction.
Not all cities will keep this format, but the idea is to emphasize roleplay aspects that already exist within each organization. The factions also will allow players to choose their faction based on their own roleplay and interests rather than by what class they want to play. Especially with multi-class, a system unrestricted by class makes more sense. The Factions are also not intended to be limiting to roleplay. The Institute faction might offer seminars on the artistic history of the city or temporal science all citizens (similar to how the current Institute guild has an Associates degree program for Sentinels); all factions might require their GR1s to be taught about Collectivism and the Collectivist Manifesto; the Skylark Company might offer basic and advanced classes in defense and combat to the city-at-large.
We currently don't have a timeline set in stone, but work would not start on this until after the combat overhaul is finished. The divine consulate of each org will work with the organization leaders on specific faction-related things if/when we get to that point.
If you have any questions, comments, or concerns we would love to hear them. I can't really answer questions like "What will <city/commune>'s factions be?" but otherwise I'll be checking the thread frequently.