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Author Topic: How should I proceed with Guilds  (Read 13245 times)
perk31
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« on: June 02, 2005, 02:24:05 PM »

Just curious if everyone likes the idea of having one or two general guilds and then having the rest specialized in some manner.  

For instance the Knights only accept good, and players whose main focus is not magical.  The Chaos guild accepts evil only but all classes are welcome.

I had intended the Keleanae to be Elf only or close to it and then work them into the story quite a bit but now I'm torn and I'm considering opening it up or getting rid of it altogether in favor of a more generic and wide open guild.  

One of my major concerns is to only have a few guilds that are active, well done, and important to the world and I fear that creating more than 3 or 4 guilds will dilute their affect on the game.
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perk31
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« Reply #1 on: June 02, 2005, 05:13:02 PM »

As I brought up in the thieves guild topic:

1.  How many guilds should we have?
             I think no more than 3 or 4 to start and we grow them later on when the
             player base will support them.  I believe this is the best course of action
             because I really want the guilds to be central to CA and it will be much harder
             to do with many guilds at the start.

2.  What class/race/skill/alignments should focus on?


The Knights of Torin and Disciples of Chaos are required but I'm open to who is allowed in them.  

All other guild possibilities are up for discussion.
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Podilarius
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« Reply #2 on: June 02, 2005, 05:15:06 PM »

I don't mind starting with just a few guilds until we have a good PC count. I do think that the ones that we have should be limited in it members ... like a secret door somewhere for the theives ... so you have to have something in spot .. then you have to make sure that they are not lawful ... then join ... have a blast ... once we get a lot of regular players then we can up the guild count ... and have much MORE fun ...

more coding is not so bad ... as long has there is a purpose to the maddness  :twisted:
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atebatsam
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« Reply #3 on: June 02, 2005, 09:33:36 PM »

i'm fine with a limited number of guilds in the beginning, even if it means delaying the thieves guild Sad  and have each guild in accordance to how you want the world of of chaotic abyss to be.  I also wouldnt mind delaying the thieves guild creation if it involved more talk about alignment.  While i would not argue strongly for excluding lawful neutral, i still believe lawful evil is probably one of the best alignments for guild members.  take, for example, the hells.  Devils are lawful evil, and they have no problem commiting 'not nice' acts.  The idea of lawful is that it is the counterbalance of chaotic, and a thieves guild needs its own set of rules and laws to follow, otherwise it will crumble.  
Oh, btw, i confirmed that rogues can be lawful good.
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perk31
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« Reply #4 on: June 03, 2005, 08:44:46 AM »

I just think a lawful good rogue is an oxymoron.  Maybe I don't understand the difference between chaotic and lawful as the description of lawful would indicate to me that a character would not normally go against whatever power and laws are in force.  

So do we want the thieves guild now or a different guild?  I think I would prefer having the thieves guild now and get rid of the Keleanae in favor of something more generic.

Knights    All good aligned characters with a non magic focus
Chaos      All evil aligned characters, (no class restriction?)
Thieves   Anything but lawful/good, some class or skill restriction
Generic   Takes anything, perhaps the Den of the Wolf I posted before.
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atebatsam
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« Reply #5 on: June 03, 2005, 09:22:51 AM »

sorry to cause more trouble, but i dislike the idea of a guild that takes anything.  Since there are a limited number of people right now, if someone wants to join a guild, they can make a character that fits one of the requirements, or wait or propose a different guild. To clear up lawful, its the opposite of chaotic, not necessarily someone who follows the laws, but lives a more structured life.  Consider a devout monk who prays every day, but then sacrafices a kitten every full moon.  thats clearly evil (that poor kitten)   And while i dont really like the idea of a lawful good rogue myself, rogues are also considered diplomats, scouts, and what have you, and it also makes a difference in multiclassing.
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Podilarius
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« Reply #6 on: June 03, 2005, 09:55:51 AM »

ok .. so what would be the restriction for a thevies guild then ... if you allow all alignments ... then you have to base it on class ... to be in the theives guild you then have to be either a rogue or asassin? I to read the write up on what lawful, neutral, and chaotic alignments mean ... and I still think that in a theives guild the most a PC's order should be is neutral ...

I do see the point, a thief should be well organized, so I leave it to everone else ... What should the restriction be on the entry into the theives guild?
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perk31
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« Reply #7 on: June 03, 2005, 11:25:37 AM »

Quote from: "atebatsam"
sorry to cause more trouble, but i dislike the idea of a guild that takes anything.  Since there are a limited number of people right now, if someone wants to join a guild, they can make a character that fits one of the requirements, or wait or propose a different guild. To clear up lawful, its the opposite of chaotic, not necessarily someone who follows the laws, but lives a more structured life.  Consider a devout monk who prays every day, but then sacrafices a kitten every full moon.  thats clearly evil (that poor kitten)   And while i dont really like the idea of a lawful good rogue myself, rogues are also considered diplomats, scouts, and what have you, and it also makes a difference in multiclassing.


You are not causing trouble.  I for one am glad to have your feedback.

Perhaps the question should be what alignments would actually seek out and join a thieves guild?  As a lawful good rogue I doubt that I would.
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perk31
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« Reply #8 on: June 03, 2005, 11:33:22 AM »

Here is a link to the 3.5ed alignments document.

http://www.wizards.com/d20/files/v35/Description.rtf


At the very least, I think lawful good has to be out of the question, especially since stealing is an inherently chaotic act.


Assuming that a thieves guild is going in, what does everyone think our 4th guild should be?
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atebatsam
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« Reply #9 on: June 03, 2005, 12:05:17 PM »

well, if you're gonna make guilds selective (which i like), how about any non good character and maybe with some rogue skills to join the thieves guild.  "The best person a person can be" description of neutral good causes the same problems that lawful good has, in many ways.  It really depends on the world too.  Would the thieves guild help the daughter of the tyranical king escape from marrying her off to some jerk for more land or something, or capture the daughter of the king and hold her for ransom, or both... but maybe good should be left out.  eg. a chaotic good person may steal a loaf of bread to feed his family, but that does not mean he should be in the thieves guild
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Podilarius
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« Reply #10 on: June 03, 2005, 12:23:03 PM »

Quote from: "atebatsam"
well, if you're gonna make guilds selective (which i like), how about any non good character and maybe with some rogue skills to join the thieves guild.  "The best person a person can be" description of neutral good causes the same problems that lawful good has, in many ways.  It really depends on the world too.  Would the thieves guild help the daughter of the tyranical king escape from marrying her off to some jerk for more land or something, or capture the daughter of the king and hold her for ransom, or both... but maybe good should be left out.  eg. a chaotic good person may steal a loaf of bread to feed his family, but that does not mean he should be in the thieves guild


works for me
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perk31
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« Reply #11 on: June 03, 2005, 05:18:26 PM »

So any non-good character.

Now if we do it on skills which skills and what levels.  I would think open lock is the most obvious and its very likely that other classes would put a few points in this skill.  This could be the gatekeeper skill for getting in.

The class specific skills are:
Concentration
Disable Trap*
Heal
Hide
Listen
Lore*
Move Silently
Open Lock
Parry*
Diplomacy: Persuade
Pick Pocket
Search
Set Trap*
Spot
Use Magic Device
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