Re: Guild Halls and Inactivity
Posted: Thu Oct 22, 2015 10:37 am
I REALLY like the idea of lore appropriate changes when a guild hall is abandoned. Near/in a city? A den of thieves, cut throats, etc. In the wilderness? Claimed by the denizens or perhaps by some cult. Flavor of the month upstart guild x wants a hall? Dukes commission them to clear out the ruins of y and they can then renovate that hall/make it their own. That guild falters for several months with no response from members? Guild hall reverts to being a dungeon.
I have noticed there is a bit of a lack of dungeons for the level 15-20 range (plenty of areas to adventure, but not a lot of options to loot)where unless power built or with higher level chars you basically can manage only the central cloakwood. In addition, the areas you can loot at level 15+ are all available to epics so you become very limited and really are mostly just grinding xp until you can manage higher level dungeons. You can no longer loot the orc caves, gnoll caves or the goblin mine, but are not strong enough for most of the epic areas. Would kill 2 birds with one stone to turn unused, ready made abandoned areas into dungeons for mid levels!
I also think the idea of generating rp around scouting the abandoned site, initiating an offensive against the denizens (perhaps multiple over several events and perhaps screenshots of battling the spawns for dms) could provide several benefits. It would give the dm(s) facilitating the guild hall creation a chance to see how the guild members really operate, rp and fight. This could then lead to later/follow up rp, or at least give ideas for future plots. It also shows how invested(at least for the moment) the members of the guild are. It's great that a guild leader can put forth the time, fake money, rp, etc in to gaining a guild hall, but how about the membership? Do the other members take ownership of the guild or are they just there to piggy back at the chance of gaining XP/items?
Basically I think this gives way more insight into aspiring guild than the current requirements.
I have noticed there is a bit of a lack of dungeons for the level 15-20 range (plenty of areas to adventure, but not a lot of options to loot)where unless power built or with higher level chars you basically can manage only the central cloakwood. In addition, the areas you can loot at level 15+ are all available to epics so you become very limited and really are mostly just grinding xp until you can manage higher level dungeons. You can no longer loot the orc caves, gnoll caves or the goblin mine, but are not strong enough for most of the epic areas. Would kill 2 birds with one stone to turn unused, ready made abandoned areas into dungeons for mid levels!
I also think the idea of generating rp around scouting the abandoned site, initiating an offensive against the denizens (perhaps multiple over several events and perhaps screenshots of battling the spawns for dms) could provide several benefits. It would give the dm(s) facilitating the guild hall creation a chance to see how the guild members really operate, rp and fight. This could then lead to later/follow up rp, or at least give ideas for future plots. It also shows how invested(at least for the moment) the members of the guild are. It's great that a guild leader can put forth the time, fake money, rp, etc in to gaining a guild hall, but how about the membership? Do the other members take ownership of the guild or are they just there to piggy back at the chance of gaining XP/items?
Basically I think this gives way more insight into aspiring guild than the current requirements.