02-17-2020, 04:26 AM
I'm still not convinced yet. It's not that I expect PCs to be bad at this or to do bad things, but that it's technically possible and game services need to be independent of players.
What would you do in your town today if the city sewer workers were factionalized, and for whatever reason they decided that your section of town didn't deserve the same service that everyone else gets? Just the mere thought might have the entire town up in arms at city hall trying to throw out the whole government as unfair.
Not only that, I wouldn't want to see one faction handling all the guilds. Technically, every different profession/craft/industry should have its own guild, and that's way to much to be handling with player involvement. Besides, most guild work is local in nature and I don't see many possibilities of them having an organized structure that is managed over the whole continent, much less given ranks across widely-separated areas.
There are some things that you don't really want to take chances with, and so far I haven't heard any good reasons to take such chances. But perhaps we can start off without PC guilds and reconsider them later once the game is in play? The effect of the guilds can be built into the model so I don't have to worry about how things are being done every cycle.
What would you do in your town today if the city sewer workers were factionalized, and for whatever reason they decided that your section of town didn't deserve the same service that everyone else gets? Just the mere thought might have the entire town up in arms at city hall trying to throw out the whole government as unfair.
Not only that, I wouldn't want to see one faction handling all the guilds. Technically, every different profession/craft/industry should have its own guild, and that's way to much to be handling with player involvement. Besides, most guild work is local in nature and I don't see many possibilities of them having an organized structure that is managed over the whole continent, much less given ranks across widely-separated areas.
There are some things that you don't really want to take chances with, and so far I haven't heard any good reasons to take such chances. But perhaps we can start off without PC guilds and reconsider them later once the game is in play? The effect of the guilds can be built into the model so I don't have to worry about how things are being done every cycle.