Good guys dont get anything were completely over powered as it is. *enter sarcasm*Cherek wrote:Why do we "need" a neutral OCC caster I wonder? Then we will have 2 evils, 1 neutral and 0 good.
Oh wait we have the Heralds!
Good guys dont get anything were completely over powered as it is. *enter sarcasm*Cherek wrote:Why do we "need" a neutral OCC caster I wonder? Then we will have 2 evils, 1 neutral and 0 good.
Makfly wrote:It sure would be nice to have an occupational caster guild in the game, that is neutral and not surrounded by all the BS that the current ones.
Not to mention, having another guild that does not have the same old people sitting on the same leadership positions for ages.
Dude, Academy is like Cadets, but with spells instead of combat. What I'm talking about is a fully fledged OCC guild, separate from worshippers. Like someone else put it nicely: Magical Mercenaries.Cherek wrote:Rhaegar: You're not making any sense... what rumours? We already have a newbie spellcaster free to join guild. Its not a rumour. Its fact...
Dude, I know this. I've been there, done that.Maizara wrote:Your putting down a guild that has yet to even open, you have no idea how its going to be run. Basing them off how the Scops are is just shit, the Scops were set up to be non neutral, the Elementals are not. Again several evil characters are allowed and have joined the Elementals in the past and present.
Anahita wrote:Kinda bums me out to see all the hate here against the SCoP. There are a lot of assumptions that aren't really true.
I can only speak for myself, but here goes:
- I'm pretty darn positive that input from non-EW and SCoP is welcome on the Immortals side
- The Immortals are the ultimate "deciders" on what this will look like, not SCoP or EW
- I don't think the SCoP was ever perfect and I'd be disappointed if we end up with a carbon copy in the new guild
- I always thought the SCoP should be fully neutral, but lost that argument (see point #2). Though its the "Spirit" branch that skews that too, and if you look at all Genesis as a whole, anti-undead for Spirit makes sense.
- There needs to be a strong RP element in the guild to make it fun and that means *some* structure IMHO
- I'm rather fond of the idea of majority rule when it comes to how a guild is run and will work to support that in the new guild, whether council or not.