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Guild Stagnation

Posted: Tue Jul 26, 2022 10:05 pm
by Planehopper
I have a bit of a conundrum. I mentioned it on discord the other day.

While we aren't seeming to grow as a community by huge leaps and bounds, we do have new players from time to time (it seems on discord that we have at least a handful currently). These players are starting fresh characters, low level, generally lesser equipped, and looking for peer connections and guild/organizational interaction.

At the same time we have lots of guilds out there.. they range from robust and active, toward small and maintaining, and all the way down to ghost-town without a contact person.

In the past I have seen new players burn out rather quickly when not finding many peer connections as quickly or as securely as they've liked. While RP can generally be found, the level differences between new players and established characters can feel somewhat daunting as a new player, and the inability to adventure together can make those interactions more difficult to maintain.

From my perspective, as one of my guild's leaders, I feel like I am a bit cornered on how to keep the guild active and engaged with new players. Populated by level 30 characters, it is easy enough to RP a mentor role, a support role, etc, but its a bit like you are mentoring and then sending them off (sometimes to die) on their own. Its not ideal, in my opinion.

I am invested in the success of the guild, and I don't necessarily want to alt-out elsewhere (at least not any more than I already have), but there seems to be a sentiment that I shouldn't play Jackard and another in the same guild (because of the rule quoted below). At the same time, I can't take Jackard and adventure with and have fun with new characters because he is level 30 and in a completely different sort of role.

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viewtopic.php?f=7&t=45816
Playing Multiple Characters in One Guild
Playing multiple characters in one guild should be avoided if there is any chance that they would know each other or interact with each other. Per the sharing-information-between-characters rules found here, any information your character has should be gained from IC sources that are not your alternate characters. Out-of-character information can be helpful to gain context as a player, but by no means should it be used to dictate any aspect of in-character behavior. If you do have multiple characters in one guild, avoid overlapping them in any way—including only using one character per plotline.

If you do have multiple characters in one guild, they will not be counted toward filling the activity requirements when applying for guild pages, applying for a guild hall, or when obtaining any guild assets. Activity requirements are fulfilled by number of active players, not active characters.


How would/do you handle that? I am considering to roll an alt anyway, and just report up to someone else. Maybe my new character will just think Jackard is a (person) and never talk to him or something. :lol:

Re: Guild Stagnation

Posted: Tue Jul 26, 2022 10:27 pm
by Ithilan
I think its totally fine if you make an alt to interact with lower level characters within your guild.

The way I interpret that rule is more of a precaution so players dont make guilds where they alone are the active player, filling up 10 character slots on the roster etc.

I also think its to avoid a conflict of IC knowledge being passed easily between your own characters with out potential RP. But I think if you act within reason, as I think every one knows you will. Theres no issues in promoting activitiy this way.

Just my take though.

Re: Guild Stagnation

Posted: Tue Jul 26, 2022 10:44 pm
by selhan
Put back in Guild Shops with special items and problem fixed \o/ :dance:

Re: Guild Stagnation

Posted: Tue Jul 26, 2022 10:49 pm
by Planehopper
selhan wrote: Tue Jul 26, 2022 10:44 pm Put back in Guild Shops with special items and problem fixed \o/ :dance:
I actually am glad they're gone, as it only entices alts and is inevitably inequitable. But that's a topic for another post, if you'd like to discuss it there.

Re: Guild Stagnation

Posted: Tue Jul 26, 2022 11:33 pm
by JustAnotherGuy
Playing multiple characters in one guild should be avoided if there is any chance that they would know each other or interact with each other. Per the sharing-information-between-characters rules found here, any information your character has should be gained from IC sources that are not your alternate characters.
I think your desire follows the spirit of this rule here. Especially if one of your toons is a leader, and the other a lowly peon. I don't think they'd be sitting together often and trading secrets and gossip.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 12:04 am
by Oarthias
We used to just put ourselves in parry mode and walk along a lower level dungeon with the person that was looking to join the Order. They got RP xp and the dungeon xp while we slowly moved along through our loop and arrived back at the city afterwards. It was fun for all. ((I do miss being able to actually collect at least a little bit of loot during those trips to fund the small donation of potions and heal kits to them, but that is a whole other topic.))

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 12:09 am
by JIŘÍ
I can't talk much for surface as I spent little time there.

But in UD 4 out of 5 are lvl 30 characters.

It took me nearly entire week to begin encounter actually players who play for role play. Entire week all I saw were lvl 30 pcs jumping in running chests wordlessly mulling items around and logging.

Those guys ignored even tells completely 😅 and if you did the effort and began to talk to them they would type a simple emote or wrote single sentence and walked off.

Recently though I run into people like tanlaus, rinzler and handful of others that finally changed it. But I can imagine what new player thinks when plays in UD, another 6 pcs logged in, and everyone ignores him just doing their regular chest looting circle.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 12:25 am
by selhan
Yer need a bartender down there thats why! :dance:

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 12:38 am
by Planehopper
Back when I was playing Zahven, both before and while I was a member of the Ebon Blade, I would find and hire lower level parties to accompany him on quest runs, staying out of the parties, staying disengaged from the enemies, and just RP XPing with them and taking quest XP for me. That worked better in that scenario (as the aloof wizard), and honestly didn't lead to much guild involvement (but it was fun!).

Haven't had as much luck finding those sorts of parties these days, at all. Mostly one-offs and solo players nowadays, it seems. The escort/parry thing works, but Jackard will riposte as much as he doesn't and end up killing things if I am not actively avoiding the enemy and to me that just strains rp/immersion at times. But it does work I suppose.

I guess, if nothing else, maybe this will also serve as a reminder to reach out to characters when you see them. Even if your character is a loner, or a big shot, or you're busy doing your thing. If we want this place to maintain (let alone grow) we may have to rethink and be more accommodating.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 2:09 am
by Rinzler
selhan wrote: Wed Jul 27, 2022 12:25 am Yer need a bartender down there thats why! :dance:
The Bregan Tavern is hiring :)

In all seriousness, I've always thought the 1x PC per guild rule (or guideline) was silly for this exact reason. We can mule items between characters who don't know each other but god forbid you play two PC's in the same guild who know each other. The only rule should be that your alternate PC's within the guide can't infiltrate other guilds.
Recently though I run into people like tanlaus, rinzler and handful of others that finally changed it.
We do go out of our way to engage with UD PC's 8-). Generally speaking, I would say historically UD players are by far much more friendly (IC and OOC) and willing to engage in RP with basically anyone, typically because it can get so lonely. However, I do acknowledge there are a select few players that just ignore your existence on a consistent basis.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 3:57 am
by Almarea90
I feel your problem here. That's what I do for Candlekeep:

1) Always have a point of contact present. I spent most of my time with Edelgarde parked in Candlekeep's bench so that there is always a point of contact ready to interact with visitors. Of course I can't be logged 24/7 but people usually know where I am when I'm on and if someone is considered joining Candlekeep they know who to speak with.

2) Engagement. This doesn't have to necessarily be through loot run and mostly depends on which guild you have. Personally, when someone joins I have them shadow either me or someone else with a senior role and see what we do and assist. For example, Moonsong's character recently joined and when she started, I showed her how to gather facts, build a research draft and populate it with the research itself both through IC mentoring and by CCing her in on the research PMs. Then I assigned her an autonomous research but still being available for advice. If you have a trading guild for example, your newbie can follow your character while they complete orders and transactions, then you can let them handle their own smaller orders and so on and so forth.

3) Events. If you happen to join events both playerdriven and DM led bring them along whenever possible and ask for their input.

3) Level gap. I don't do loot runs, so I can't really help here. I agree with what was said by Oarthias. Probably the most efficient way is to buff the hell out of them and follow in parry mode or etherealness so you can step in if things go south.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 4:23 am
by Aspect of Sorrow
The Whitewood Vanguard has a pretty steady stream of new faces, but also some new players. We offer direction but also we hunt down and communicate with other similarly leveled characters that should pair well with them and to also broaden their horizon of the who and where of the players on the Sword Coast.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 6:43 am
by Lambe
For accompanying lower levels in dungeons, I suggest a no damage mode or more no damage weapons we can use. This way you can also roleplay sharing the struggle of combat without killing off everything in sight.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 8:31 am
by blazerules
I've had thoughts rattling in my mind on how to help new players engage with the world and get some objectives going. Plus feeling like they have a chance to effect the world which is one of the main appeals of RP. But that thoughts not fully formed and I've not the time.

So far though I just parry mode and help out lower level newbies when I can. It's fun, and generally makes them feel a bit less lonely when leveling. Would be nice to have a no attack/damage mode so it'd be easier to accomplish this.

Unfortunate truth that yeah everyone who has been here has been here long enough to be a high level. Back when I joined in 2017 there were TONS of players around my level. Hell's most people I knew were new people joining. Odd time! Now? I'm not sure.

Edit:
One thing I've seen a few other RP games do to address this problem is a power down mechanic. Temporarily powers you down to whatever level. This let's high level folk play with lower levels without them feeling a bit useless as some high level dude tanks everything.

The high level players who powered down get no rewards from the lower level areas or even loot (abuse protection).

Not sure how doable thatd be though.

Though now that I think about it it'd be fun to power down and go through an old dungeon I'm too strong for now.

Re: Guild Stagnation

Posted: Wed Jul 27, 2022 8:56 am
by Lambe
blazerules wrote: Wed Jul 27, 2022 8:31 am I've had thoughts rattling in my mind on how to help new players engage with the world and get some objectives going. Plus feeling like they have a chance to effect the world which is one of the main appeals of RP. But that thoughts not fully formed and I've not the time.

So far though I just parry mode and help out lower level newbies when I can. It's fun, and generally makes them feel a bit less lonely when leveling. Would be nice to have a no attack/damage mode so it'd be easier to accomplish this.

Unfortunate truth that yeah everyone who has been here has been here long enough to be a high level. Back when I joined in 2017 there were TONS of players around my level. Hell's most people I knew were new people joining. Odd time! Now? I'm not sure.

Edit:
One thing I've seen a few other RP games do to address this problem is a power down mechanic. Temporarily powers you down to whatever level. This let's high level folk play with lower levels without them feeling a bit useless as some high level dude tanks everything.

The high level players who powered down get no rewards from the lower level areas or even loot (abuse protection).

Not sure how doable thatd be though.

Though now that I think about it it'd be fun to power down and go through an old dungeon I'm too strong for now.
Souls games do this really well and it's a ton of fun. Maybe an activatable level drain type of function can be used? Not sure how exploitable that can be.