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DungeonWorld


Setting Up An Official Guild

The purpose of guilds in the game is to offer increased opportunity for roleplay, interaction and diplomacy to players. In general, official guilds are only set-up in the main game (module 5) of DungeonWorld. While there are some possibilities for a guild to expand into another module (like Frontier), they must begin in the main module. It is not the purpose of a guild to provide avenues of power for individual characters, nor to assist in character progression. (This means... people should join for the fun... not for the items! If you don't think the aims and ideals of a guild suit your character, don't sign up simply because you can get an extra point of vision or similar...! Guild leaders should promote this as the basis of the guild.)

Starting Membership
Guilds must gain a starting Membership of 30 characters, controlled by at least 10 real players, to be considered for official status. Potential guild leaders who want to set up a new guild must do so by promoting the guild on its aims and roleplay alone. The starting members must consist of a fair proportion of players who are not currently in the 'mainstream' of the game. By which we mean that its no good if every starting guild has the same ten players. You will be expected to show that you have recruited people who have not previously or recently been very active in guilds.

Madhouse will absolutely not discuss possible guild items or abilities with you before you have a starting membership, nor should you gain that starting membership based on items you might or might not have when the guild goes active. If you cannot fill your guild with interested parties on its theme alone, the guild will not be accepted as an official one.

New Ideas
A new guild should, ideally, offer something new to the game. Guilds would be far less likely to be considered if they are similar to a guild already active in the game. Potential guild leaders should look over the other guilds available thoroughly before going too far with their design ideas, to avoid wasting time on something which is simply a rehash of something the game already has.

General Appeal
A new guild should appeal to a wide range of players. It would be no good trying to set up an official guild for a limited character class of which only ten existed in the game, for instance.

Evil Guilds
It is extremely difficult to set up an evil guild as an official guild. Such nefarious organisations are usually better run as an unofficial guild. This is because all guilds are assumed, in-game, to be sanctioned by the Crown. The royal leader of the kingdom would not sanction an obviously evil guild. It is possible to set up "shadowy" guilds, which are plainly known to be dark horses out-of-character, but who have good in-game rationales to defend them against claims of wicked deeds. You should bear in mind, though, that an evil guild often becomes the target of a huge amount of interest from the many 'good' guilds and that it can be both strenuous and nerve-wracking to deal with this. Players of tough skin and good humour only should consider this difficult path.

Leadership
All guilds must have three leaders. The full guild leader (who is responsible for all communication with the GMs), and two deputy leaders. All three of these must have in-game personas, characters who are assumed to be the actual leaders in the world of Bereny, controlled by the real players who are the actual leaders for out-of-game purposes. ONLY the full guild leader may ever contact the GM on guild matters. All three of the guild leaders have certain restrictions as follows:-

The Player who is the Full Leader may not be; the leader of any other guild in the game, the deputy leader of any other guild in the game, a player who controls a Lord Crusader, a player who controls a character with the rank of Duke or higher, a player who has been active in the game for less than a full real-time year.

The players who are the deputy leaders may not be; the leader of any other guild in the game, the deputy leader of any other guild in the game.

Deputy leaders do not have any 'official' tasks for dealing with the GM, but they should still make sure they meet all the requirements a leader would consider before agreeing to deputy, since they could be asked to take over if, for some reason, the leader were to leave the game.

Duration Of Command
For control purposes, the guild leader is responsible for all guild matters. 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. A guild leader who retires from running a guild will normally not be allowed to set up another guild at any time, except by special agreement with the GMs. When a guild leader retires the GMs will normally choose one of the two deputy leaders to take over, although final decision on this is up to the GMs and does not rule out the chance that leadership will pass to somebody else entirely, depending on the situation. Madhouse decision in all official guild matters is final and absolute.

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.

In Conclusion
Hopefully, after reading all of this, you will see that being a guild leader is a serious commitment. If you have been put off by the volume of information and requirements, all well and good, because we do not want anybody getting into something they cannot handle. You would regret it and so would your members. On the other hand, if you are still keen to give a guild a try, have a great idea for a new guild, and aren't put off in the slightest then you are exactly what we are looking for! Go ahead and begin trying to fill your guild with the initial membership and then let us know when you're ready to proceed. Running a guild may be a lot of work, but it can also be great fun and very satisfying. We'll be there to help you along every step of the way!

 

 

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