Suggestion: Adventurer Guild?

Questions and suggestions that don't fit anywhere else in this area.

Moderators: Stormbringer, Ehlanna

Re: Suggestion: Adventurer Guild?

Postby The Mercenary Abby on Mon Sep 10, 2018 2:53 am

The Mercenary Abby wrote:Thanks! The basic intention was simply to give players something to look forward to doing every month, but seems like there might soon be a rise of monthly activities so there may be no need for this idea after all (The Works and the Might Makes Right mini events are two examples).

It will still be something I'll try to work on just to see if there are other practical ways of doing it, though.

Already agreed with you on that one, Miyuka
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Re: Suggestion: Adventurer Guild?

Postby Stormbringer on Sun Sep 16, 2018 11:11 pm

In my experience guilds have two functions generally:

1. To restrict and regiment players roleplaying
2. To give someone the ability to strut about wearing a uniform

Other reasons such as the need for group hugs and being allowed to order other players around may also be considered.

That's why we deleted all but the assassins
Charm’d magic casements, opening on the foam
Of perilous seas, in faery lands forlorn

(John Keats)
Check your baggage at the door and bring some magic through your
window onto the world of Belariath
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Re: Suggestion: Adventurer Guild?

Postby Farvel on Mon Sep 17, 2018 2:13 am

Stormbringer wrote:That's why we deleted all but the assassins

So the Thieves' Guild doesn't exist anymore? I keep getting conflicting answers on that one.
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