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Guild Upgrade Options

Guild Upgrades are purchased every three months when the GMs announce an Upgrade Period. Points which have been accrued through the Upgrade Rules can now be spent on new game elements pertaining to the guild, its members and activities. If you do not spend your points then they will continue to increase until the following Upgrade Period, giving you more to spend next time. Saving up in this way can be useful for achieving a more expensive, detailed or comprehensive upgrade.

There are three strict rules to be noted when applying for an Upgrade:-

(1) Madhouse UK decision in all upgrade related matters is absolute and final.
We guarantee that something you will feel excited by what you get and other times you will feel hard done by. Either way, you are expected to remember that guild upgrades are free, they cost you nothing in real money and are added to the game simply to offer a deeper and more interesting game environment. Consequently, whatever you get is a bonus. Moaning, griping, or attempting to argue with the GMs about upgrade decisions will simply result in the whole upgrade being trashed and all points lost.

(2) Guild Upgrades Must Make Sense
Madhouse will check that the upgrade you are asking for seems "in keeping" with the guild and its overall aims and flavour, as stated in the guild house description and in conjunction with the guilds visible roleplay. Madhouse opinion and your own may not agree, but if Madhouse deem your upgrade inappropriate or unsuitable then that decision is final. If you want to convince us otherwise then you need to do so through roleplay and guild actions in time for the next guild upgrade. In addition, guild upgrades must fit in with the game world. Upgrades that attempt to do things which countermand important game balance elements, or are simply not possible in the game background, will obviously not be allowed.

(3) What other guilds have got has no bearing on your guild whatsoever.
Madhouse are not interested in hearing "so and so got this so we think we should get this..." or anything of the sort. Each guilds upgrade details are handled entirely separately and have no bearing on one another whatsoever. There is no 'favouritism' of any kind from GMs, nor will there ever be, but suggesting there is, or making references to other upgrades are likely to lose you the upgrade altogether. You should also bear in mind a tendency for players to exaggerate (we hesitate to say lie) about what they've been given just for fun, or to wind you up. Madhouse keep a close eye on guilds, and their upgrades, to make sure that the guilds, and the game overall, get a fair deal. Have some faith!

Spending Your Points

Here are some 'set in stone' costs for spending upgrade points:-

Guild Items (purchased at the Guild House) note:-(skills can be used instead of items)

A New Guild Item (base cose) : 1 point
Item gives +/- to one of the six statistics : +5 points for 1 point bonus, +12 for 2 point bonus, +19 for 3 point bonus.
Item gives +/- to attack : 1 point per point of attack
Item gives +/- to one defence type : +1 per point of "normal", +3 per point of "mental", +2 for any other defence type.
Item gives Damage Reduction points : 15 points per point of damage reduction up to a max of 3.
Item is a Weapon : +1 point
Item is Armour, Helm, Shield or Gauntlets : +1 point
Item is available to Guild Members Only : +3 points (where this is not the case, items cost much more for non-guild.)
Item is for specific adventurer class only: -1 point
Item allows long distance teleportation : absolutely never allowed
Cost of Item is set by Guild rather than GM : +150 points (get the idea?) <g>
Item does healing: +1 per point per point of healing, with other costs each time item is used (set by GM).
Item affects a target other than user: +5 points (local range), +10 points (long range, same map) +20 points (extreme range)
Item is a Skill instead of an item:- +1 point (XP and Gold costs for skill will be set by GM.)
Items effect is temporary and triggered by order: -1 points per 20% chance for effect to run out each turn.
Items effect (if temporary) costs XP to use: -1 (100 XP), -2 (500 XP), -3 (1000 XP), -4 (2000 XP), -5 (4000 XP)
Items effect (if temporary) costs GP to use: -1 (100 GP), -2 (1000 GP), -3 (2000 GP), -4 (4000 GP), -5 (8000 GP)
Item itself is temporary has random chance to disappear: -1 point (10%), -2 points (30%), -3 points (50%), -4 point (100%)

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