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Post by CartMid on Oct 25, 2008 13:23:20 GMT -5
Alright, I've already posted it on the rangers of mielikki thread but as it comes to interest of many, I decided to make this poll. Fact is, there are minor guilds related to the nature with same goals, which difficults the RP stuff for that. What I propose is a major guide to gather characters with same interest to become a more powerful faction. Welcome members are druids, rangers, favored souls and other followers of gods of nature (Silvanus, Chauntea, Mielikki, Eldath, Solonor Thaelendira, etc) Yes! You will have to worship a god of nature... ;D The hierarchy could be the following: - The Ancient One (Or the Wise one): Probably an NPC druid (Any DM up to the challenge? ). This would be the head of the group. providing the directives of how the others should act. - The Elders Council: Presided by the Ancient One (Or the Wise one), would be formed by a leader of each sub-guild. They could be PCs or NPCs. - The Subguilds structure: This can remain the way it is for now. Each Sub-guildmaster is resposible for that. About the place of gathering: Otomo is providing this for us in an existant place in the PW. Though it would be amazing if we could implement a Sanctuary. To give an idea of what I'm thinking, I posted this: theswordcoast.proboards89.com/index.cgi?board=toolkitareabuilding&action=display&thread=1125Well, I think this is it for now. What do you think?
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Post by DM Sir Carnifex on Oct 25, 2008 13:57:02 GMT -5
Can Jeygh be the guildmaster? ;D
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Post by CartMid on Oct 25, 2008 14:23:14 GMT -5
Can Jeygh be the guildmaster? ;D No! He will be too drunk for that But yes... he can be accepted ;D
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Post by DM Cephas on Oct 25, 2008 16:42:17 GMT -5
I say go for it! Build it and they will come. Besides, I want to start a thread with "How to Keep the Dwarves, Nature people, and halflings in check" Hahahaha. In all seriousness, the stronger the guilds are, the more fun of a server this will become. You're more than welcome to borrow the WM rep system if you want.
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Post by CartMid on Oct 25, 2008 16:52:05 GMT -5
Lol, yeah, part of the motivation was due to the WM big success... But not like you guys, we need a DM or an experienced druid to become the ruler of this.
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tlantl
Active Member
Posts: 198
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Post by tlantl on Oct 25, 2008 16:53:18 GMT -5
Where's the I don't really care option? I can't vote for this since I would have to commit to a decision about how others play their game.
I disagree with the idea but don't want to say no and deny another his fun.
I don't care for guilds, or other cliques, and will not support them.
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Post by DEV Jlf2n on Oct 25, 2008 17:09:28 GMT -5
You guys should be Harpers instead. A more nature tuned sect of the Harpers.
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Post by CartMid on Oct 25, 2008 18:40:52 GMT -5
Where's the I don't really care option? I can't vote for this since I would have to commit to a decision about how others play their game. I disagree with the idea but don't want to say no and deny another his fun. I don't care for guilds, or other cliques, and will not support them. Well, if you don't really care there is no reason to vote then. That's why I haven't posted it there. If you disagree though, it would be a good opinion to hear since this is the main idea of the poll. If I wanted people to vote only yes, there would be no need for such You guys should be Harpers instead. A more nature tuned sect of the Harpers. Actually I thought of that previously, but I think this way would be better.
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Post by DM Cephas on Nov 2, 2008 23:32:10 GMT -5
Elf0509, I'm open to playing the Ancient One. He'll deal with all the "Nature" guys and have a few ideas on how to set this up. The Elders Council could either be composed of each Deity's champions or it be composed of each element (Fire, Earth, Water, Air, Beasts, Plant). I probably prefer the latter but let me know what you think.
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Post by CartMid on Nov 3, 2008 8:51:51 GMT -5
That's a good idea... I thought of it being formed by the guildmasters so PCs could be part of the council as well. But that may work better. Any further ideas?
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Post by DM Cephas on Nov 3, 2008 10:39:39 GMT -5
I did my first "intro" to this last night. Start asking your Nature friends about it. Something is a'brewing. Let me just do the Ancient One for a while. If I start noticing some notable PC's in game, it may give me further ideas about a council. We're going to have some tenets as well. Stuff like... 1) Never attack/kill beasts or creatures of the wood except for necessity (killing an animal for food, in self defense, put it out of its misery, etc). Farming Wolf pelts for money, killing Treants since you can easily avoid them, etc are forbidden. 2) Protect the above from abuses. (i.e. destruction of forests, farming wolf pelts, etc.) Note: Don't post yourself in the wolf area and grief new players. Perhaps warn them OOC that your pending attack is an RP reason. Let them walk away or kill them once and then you walkaway. 3) ... actually you can probably keep it simple and just use the two above. But if you can think of more, go ahead and post them. Actually, the Ancient One will probably go with the above tenets and attack any that don't follow it --- whether or not they're not part of the guild. If a druid or ranger wants to be in its good graces, they'd better follow it
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Post by broham2 on Nov 3, 2008 10:55:50 GMT -5
I can see that being a bit problematic, as the wolves are really the only means for low levels to make gold and gain experience. Most classes aren't able to tackle gnolls for quite some time, and the bandit cave and the kobolds can be a bit rough due to the numbers.
In addition, the wolves attack players first, so they'll have to fight back, and we don't want players leaving wolf bags layin all around either due to the lag problems (we seem to have enough of that already).
I like the idea for RP purposes, but since the wolves are the first place for new players to go, and the first and easiest quest involves killing them, I think this rule puts the nature types at a bit of a disadvantage without some other means of them making money/leveling up.
Just my two cents.
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Post by CartMid on Nov 3, 2008 11:41:55 GMT -5
I agree with broham2. Right now Silverleaf does not attack wolves anymore but in the beginning, my RP reason was that the wolves kept attacking him so he had to defend himself. I agree with the tenets above but I think we should leave the wolves out of it. It would not be very nice bothering the newcomers too
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Post by DM Sir Carnifex on Nov 3, 2008 11:48:03 GMT -5
Agreed. Hunting the players that hunt wolves would be rather cruel. Not to mention, Jeygh hunts wolves when he's drunk... But he's a formidable force in the defense of nature at all other times!
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Post by DM Cephas on Nov 3, 2008 15:16:47 GMT -5
Yeah, I don't like the idea of PC's hunting newbies in the wolf area either hence my note. I'd almost prefer that mid to high level Nature types stay out of the wolf area. Ignorance if bliss Tell a wolf-pelt "farmer" OOC where your RP stands and find a good IC way to split up without fighting. A couple of other points. The Ancient One isn't exactly going to see Jeygh with a lot of respect if he is so carefree about killing wolves. In regards to self-defense, I think I covered that part. It's part of nature. As for newbies being at a disadvantage, that's what the senior guys are for right? To help them out? Anyway, I'm not going penalize XP for stuff like that (esp since this isn't a hard core server), but I will most certainly reward for consistency in RP. The Ancient One will probably only favor those that fully follow the tenets. Think rank/xp/items.
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