- Joined
- Jun 29, 2012
- Messages
- 4,441
- Reaction score
- 34,451
- Points
- 673
- Age
- 34
Introduction
The Guild Wars is a first test out of a series of World Progression related Games. They mostly involve players deciding how to react to global and local events to steer their own role play with some red thread. Unlike the previously failed poor district gang wars, this game will focus more on the perspective of guilds instead of individual player groups, thus the competing organizations should be no more than 5, instead of 15. That makes it insanely more manageable, along with structural changes to how things are done. The Guild Wars themselves are the administrative decisions of the various Guilds of Regalia to act on global and local events with all consequences in tow. This game has real effects on family wealth and political standing, and provides great and ample role play ammunition to use in-game on the server to compete or make deals with other families, the first step to implementing some low impact economy role play.
Create a Guild
Players may create a Guild as long as it features at least 5 families with their own production or merchant base, and their "leader" is a noble family owner. These families need to have a functional and quality Family thread on the Family section of the Forum. Players may also join existing NPC and Player guilds, though when they join NPC guilds, depending on the structure, they may not have any say in what the guild decides every week. In order to sign up a guild, contact me in private with your guild name, your character as leader, and a list of all accurate families who are members of these guilds.
Weekly Action
Every week, a World Economy report will be generated with global economic events as well as the general state of the Regalian Economy. Each player controlled guild will be confronted with 3 unique challenges that may be related to their members, other guilds, the country or global events. The guild leaders are then asked to deliver a guild-wide response within a few days. It is up to the guilds to discuss what they can and will do (if they plan to do anything at all). Good examples of what Guilds can do are listed below, but please remember, these are only examples. Players are completely free to creatively come up with any sort of solution.
Weekly Consequences
By signing up to the Guild Wars, the players, their families and respective guilds all agree that their families are liable to the consequences as well as the profits and losses that come as a result of market manipulation. All changes that occur in the game are immediately applicable to families and are immediately canon. Families can:
Additional forces
additional forces will sometimes come into play randomly and mess things up for everyone, or parties of guilds. Every guild should be aware they exist, and should be aware what triggers them.
Npc guilds may often face the same challenges as player guilds, though often take a background role to be the actors of the global events, not the players themselves. Most guilds will compete with these guilds, though deals can be struck with them as well.
The Guild Wars is a first test out of a series of World Progression related Games. They mostly involve players deciding how to react to global and local events to steer their own role play with some red thread. Unlike the previously failed poor district gang wars, this game will focus more on the perspective of guilds instead of individual player groups, thus the competing organizations should be no more than 5, instead of 15. That makes it insanely more manageable, along with structural changes to how things are done. The Guild Wars themselves are the administrative decisions of the various Guilds of Regalia to act on global and local events with all consequences in tow. This game has real effects on family wealth and political standing, and provides great and ample role play ammunition to use in-game on the server to compete or make deals with other families, the first step to implementing some low impact economy role play.
Create a Guild
Players may create a Guild as long as it features at least 5 families with their own production or merchant base, and their "leader" is a noble family owner. These families need to have a functional and quality Family thread on the Family section of the Forum. Players may also join existing NPC and Player guilds, though when they join NPC guilds, depending on the structure, they may not have any say in what the guild decides every week. In order to sign up a guild, contact me in private with your guild name, your character as leader, and a list of all accurate families who are members of these guilds.
Weekly Action
Every week, a World Economy report will be generated with global economic events as well as the general state of the Regalian Economy. Each player controlled guild will be confronted with 3 unique challenges that may be related to their members, other guilds, the country or global events. The guild leaders are then asked to deliver a guild-wide response within a few days. It is up to the guilds to discuss what they can and will do (if they plan to do anything at all). Good examples of what Guilds can do are listed below, but please remember, these are only examples. Players are completely free to creatively come up with any sort of solution.
- Spend more Manpower on something.
- Spend more money on something.
- Send someone to try to make a better deal.
- Send someone to sabotage the opponent.
- Kidnap an enemy merchant.
- Poison the supply of goods being sent.
- Cut corners in production and fire sell.
Weekly Consequences
By signing up to the Guild Wars, the players, their families and respective guilds all agree that their families are liable to the consequences as well as the profits and losses that come as a result of market manipulation. All changes that occur in the game are immediately applicable to families and are immediately canon. Families can:
- Lose Money. Families can become less rich.
- Lose Market Credibility. Families may not lose cash, but lose income.
- Lose Imperial Favor. The Emperor doesn't like failures.
- Lose Employees.
- Be Imprisoned. Criminal conduct is still just that.
- Cause a Regalian Recession.
- Cause another Family to lose any of the above.
- Suffer major economic losses or upturns at the result of a Weekly challenge.
- Gain Money. Families can become richer.
- Gain Market Credibility. Families may have a higher income.
- Gain Imperial Favor. The Emperor enjoys Economic successes.
- Gain the Support of the people for their actions.
- Defer their gains to another family.
Additional forces
additional forces will sometimes come into play randomly and mess things up for everyone, or parties of guilds. Every guild should be aware they exist, and should be aware what triggers them.
- Imperial Treasury Bailiff
- The Imperial Treasury Bailiff is in charge of making sure the government receives what it is owed, that all taxes are correctly filed and that no unscrupulous business practices result in the government having to pay more. The Imperial Bailiff is usually attracted to shady business practices of guilds used in too high frequency.
- Balion Smuggle Ring
- The Balion Smuggle Ring is an unofficial Smuggle Ring associated with the Balion family, the noble house that effectively runs the maintenance and infrastructure of the Sewers. They are generally bad news and might randomly pop up just to mess up a guild's day. The Smuggle Ring is usually attracted to monopolies and excessive market control by one particular Guild used in too high frequency.
Npc guilds may often face the same challenges as player guilds, though often take a background role to be the actors of the global events, not the players themselves. Most guilds will compete with these guilds, though deals can be struck with them as well.
- Garrite Masons Guild
- A mostly construction related Guild that governs mostly carpenters, masons, bricklayers, glass forgers and roof tilers.
- Bulwark Arsenal Guild
- A mostly military produce related Guild that governs mostly weapon and armor forges, cannon foundries, shipyards.
- Kade Produce Consortium
- The Kade Produce Consortium holds a strong chokehold on the food produce of the Regalian Archipelago, consisting mostly of Kade backed grain exports and various smaller families riding on the bigger fish.
- Flying Poppy Merchants
- The Flying Poppy Merchants are the last remnants of the Anahera Trade Empire, holding onto a practice of free trade and some tariff exemptions negotiated with the Kade Produce Consortium.
- Importe Royeux
- Importe Royeux is a mostly international guild that specializes in Ithanian exports, clothing, furs, paintings and antiques and the like.
- Falx Movement Union
- The Falx Movement Union is a union of Northern traders who reputedly only trade in fenced items and good stolen from other nations by Nordskag and Ellador Raiders.