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Social Clubs
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Topic: Social Clubs (Read 341 times)
RLogue
Apprentice
Posts: 8
Social Clubs
«
on:
February 11, 2010, 04:36:43 PM »
I'd like to see guilds be structured kind of like social clubs.
"But Rich, guilds *are* social clubs."
I mean in the flavor of Victorian gentlemen's clubs (not to exclude gentle
women
, of course) and secret societies. I'd love to see guild housing with different base models to choose from for look and then different options to dress them up. I'd want names of guild ranks to be able to be changed and detailed crests and heraldry to pick from.
Perhaps, guilds can be structured differently for the different parts of the game. The gaslighters can have gentlemen's clubs and secret societies. The wild westerners can form gangs and posses. The pulp adventurers can create adventuring companies and explorer societies.
Just a few thoughts and ideas.
Richard
Logged
Steampunkette
Creative Lead
Developer
Apprentice
Posts: 159
Re: Social Clubs
«
Reply #1 on:
February 12, 2010, 07:47:48 AM »
I think the idea of guild-ranks being mutable is a fine one. As is the idea of Heraldry and guild-logos of various sorts, possibly customizable to a certain degree (3-6 layers of editable options).
However limiting guilds to Secret Societies, Posses, or Explorer societies based upon where you are in the world is simply preposterous! Far better to let the players self-define their guild's role in the world itself.
As for the Guild Housing I'm not certain precisely how we're planning to handle that. There has been talk, however, of direct player-controlled housing wherein a player could declare their home the "Guild Hall" rather than having a separate building for it. I hope that's appealing?
-Rachel-
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CabbyHat
Apprentice
Posts: 56
Re: Social Clubs
«
Reply #2 on:
February 13, 2010, 03:57:16 PM »
I think that would work fine, as long as there's some kind of building where players can meet. It's just not a gentleman's club if you can't sit around the fire with a snifter of brandy and talk politics, after all.
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