Guild Responsibilities
This information is taken from the "Setting Up
A Guild Page". If you have already read that page
then you do not need to read this one. It is presented
here separately so that existing guild leaders can remind
themselves of their responsibilities without reading
the setup information again in its entirety.
Guild leaders should note that you have the following
responsibilities.
Duration Of Command
Guild leaders are expected to run their guild for at
least two years after setting it up. A guild leader
who wishes to stop running a guild should give SIX MONTHS
notice of this.
Communication
DungeonWorld is a global game with players from many
different countries. A guild leader is expected to promote
the guild to the entire player base regularly and effectively.
The leader of a guild, and both the deputies, must be
able to and willing to communicate in a timely fashion
by email and postal mail. This can mean replying
to letters in the U.S.A, the U.K., or any other country
in the world. In means you must have a regular and reliable
email connection and address. It means you must have
the time to answer queries from existing members, or
interested parties, within a fair and reasonable time-frame.
You are also expected to respond to messages directed
to you or your guild on the player noticeboard of the
main DungeonWorld Game. At least one of the three leaders
must monitor the main discussion groups of the game
and answer queries, roleplay etc. there. (It is recommended
that ALL leaders do this, in fact.) All queries should
be answered within a week, in the same medium as they
were sent.
Ambassadors Of The Game
Guild Leaders should consider themselves representatives
of the game. They will be working closely with the GMs
and are expected to be absolutely exemplary when dealing
with other players or guild leaders. Exciting and vibrant
roleplay is welcomed (and encouraged). In-game feuds
and challenges are common. But you should always, always,
always remember that everything you take part in should
be in-character. When dealing personally, out of character,
guild leaders are expected to be the soul of friendliness
and fun. Not everybody has the same sense of humour
as you, particularly since people from many different
countries often have different outlooks. As long as
you keep this in mind, you won't go far wrong.
Roleplaying The Chain of Command
Guild leaders are expected to have a good understanding
of the background of the game. Proper respect to authority
is vital because it is simply not realistic to do otherwise.
It is fine for a guild to decide, for instance, to be
anti-royal and to quietly dispute the good will or decisions
of the Crown. However, open and obvious treason, directly
insulting the Crown or a leading noble, swearing at
the royal courts, or anything similar, would simply
close the guild and have all its members thrown into
jail. Guild leaders would know this, and would remember
that while roleplaying, respect for power (if not for
those who wield it) would be intrinsic to an official
guild that relied on the Crown's good will to function.
Updating Guild Information
Guild leaders are expected to keep their guild information
(shown on the Madcentral website) up to date at all
times. The GMs should be notified of changes in contact
details, deputy leaders, or any other aspect of the
guild immediately.
Members Report
All Guilds should produce a members report, detailing
the activities, new members, and general roleplay of
the guild once every two months, which should be sent
during the last two weeks of the two-month period..
This members report should be sent to Madhouse by email
as a Word Document, or plain text file, for publishing
on the website and in the Madhouse Surgery newsletter.
The members report should be a minimum or 500 words.
If you can't manage 500 words on your guild's activities
then you should see that as a sign that your guild isn't
active enough. It doesn't matter which of the three
leaders writes the report, as long as one of them does.
Communication With The GMs
Any and all communication with the GMs should be sent
with the guild name and player leader's name at the
top. You should not assume we will know exactly who
you are from a cryptic email address or similar, as
we deal with many hundreds of players.
New Members / Removed Members
Each turn, new members and removed members should be
sent as a single communication to the GMs. The new members
information must include their full real name, player
number, character name and character ID number. You
should make sure that the members who are joining do
actual qualify as per whatever guild restrictions you
have set up, and it is your responsibility to make sure
they know how many backpack slots must be empty to take
whatever starting equipment your guild provides, and
that they have the funds required if there is a setup
cost in gold pieces to join the guild. Any and all queries
about the guild from players are always handled by the
guild leader, who collates and sends them to the GM
where appropriate. Madhouse will never answer
guild queries directly from a member, but will always
simply refer them back to the guild leader.
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