Guilds

Guilds are what make Genesis really unique. Despite a terrible, dull combat system, patchwork support for thieves, and erratic and ill considered magical systems, the guilds of Genesis keep it a lively, entertaining game.

Racial guilds
Layman guilds
Occupational guilds
Composite guilds
Guild styles
Guild abilities
Guild restrictions

Racial guilds

Racial guilds are principally to give a character background and to flesh out his roleplay. They will occasionally give a few skills typical of the race to a mediocre level, depending on the guild.

It is possible to change racial guilds.

Note that a character may belong to only one guild of any type at a time.

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Layman guilds

Layman guilds represent a hobby or a sideline pursuit. A layman warrior is not a specialist, but perhaps a militiaman or a reservist who is given limited training in the skills of combat. Layman guilds come in many varieties and can supplement or compliment one's choice of occupational guild.

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Occupational guilds

Occupational guilds are associations of professionals. Here is where a character will find the highest degrees of training in various skills. An occupational warrior will defeat a layman fighter in almost every case, unless there is a great disparity in the stats of the warriors.

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Composite guilds

Certain guilds will represent membership in two or all three guild types at once. The idea behind this is that membership in the guild is so intensive that it doesn't allow time or inclination for other activities.

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Guild styles

There are several types of guilds, from warriors to spellweavers. However, as one who has played warriors, spellusers and thieves, I say that Genesis is heavily biased toward warriors. The simple fact that one advances in Genesis only by fighting should illustrate that point quite well.

I leave one caveat for those who seek to become spellcasters: Beware. If you seek to become a spellcaster for the power, then stop now, because your search is in vain. Few can claim to match my 100 days of game time experience playing a spell caster, and I know first hand the grim realities of being a magic user in Genesis. Only if you very much want to roleplay a magic user should you seek to join such a guild, and even so, be warned that the path is quite difficult.

That written, good luck, and may your intellect triumph over your brawn.

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Guild abilities

Guilds may bestow many benefits, such as training, special knowledge, special combat maneuvers, or even magical power. One may learn an arcane language or a secret battle tactic. However...

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Guild restrictions

...there are also drawbacks to joining a guild. Some have no rules, but some have many rules. Some guilds have potent restrictions. All guilds charge a tax of experience gained, and guild members can expect to be called on by guildmates and guild leaders to serve the guild. Any guild worth being in requires some effort and work on the part of its members.

There are some guilds that require no contribution from their members, but these are for the most part worthless guilds designed to keep the lazy and foolish off the streets. They most often have few or no entrance requirements and are characterized by the low intelligence and poor demeanor of their members.

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©1997 to Michael A. Laux.