[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.
More information about the mud-dev2-archive
mailing list