[MUD-Dev2] [DGN] Multiple Guild Membership

cruise cruise at casual-tempest.net
Tue Jul 8 15:56:43 CEST 2008


Thus spake Jon Wright...
> I'm considering the benefits:
> Players are not forced to choose between social networks and therefore
> potentially lose touch with friends in old guild.
> Players can have more than form of social grouping (the raid guild,
> the pvp guild, the roleplay guild).
> Guilds can be more specialized and only exist to serve one of the
> goals above (is that a good thing?)

I've wondered this myself - it seems to have a lot of potential.

My play with the concept revolved around having membership be either 
secret or public, depending on the aims and methods of the organisation 
- so that a player can be publically a member of "The Guild of Truly 
Holy and Pious Knights", but secretly part of "The Evil Nasty 
Necromancer's Society".

Coupled with rewards for organisations based on quest completetion, 
there's the potential for conflicting mission requirements, and thus 
some interesting social interaction ("Did Bob accidentally screw up in 
that boss fight, or does he have some other motive?").

> However, I'm sure there must be disadvantages, for example:
> You don't feel like you really BELONG somewhere
> The bonds between members of the guilds are weaker
> If the bonds are weaker, then there is a reduced sense of duty between
> guild members (less assured reciprocation of aid)

It depends on the purpose of the group - and what you gain from being 
part of a group.



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