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DungeonWorld


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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