Brainstorming alternatives to guild power transfer
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Brainstorming alternatives to guild power transfer
There is a problem in Genesis that certain guilds have dysfunctional ways of how leadership is transferred.
This thread is supposed to bring 'fresh' new ways of ensuring active leadership and/or councils. It is not supposed to be a thread where minor details of suggestions are hashed out or a place where you say 'Idea X sucks, go home', but more a.. fresh input. Idea X may be good for one guild, but horrible for another.
Here are my suggestions:
Free elections
We know this one from the real world, pretty sure it's called democracy. At certain intervals (3, 6 or 12 months) there is an election. All members vote equally, whoever gets the most votes are elected leader. Said leader may appoint his or her council. Potential leaders must lobby for votes through whatever tactic they desire. It can get dirty, but so's the world.
Taking power through force
Barbaric and brutal, but also a viable method. Kill the leader and snag the crown for yourself. Already exists in some way, but it requires some finesse in how to claim the power, this method automatically transfers the power upon the kill.
Duelling
Any member can at any time challenge a leader to a duel for power. Winner takes leadership. Not without risk ofcourse, since if you fail to defeat the current leader he or she may now do as he or she wants with you. More applicable to evil guilds, but still a method of transferring power. Needs some sort of arena where one can duel without dying.
Largest member is leader
Whoever has the highest stat average leads the guild. Easy, messy, but also a method. Grind enough and the guild is yours.
Contributions matter
He or she who has the most additions to the library, herb-store, joint bank account, whatever, is the leader. Messy, sure. But as a support to some other system it might work in some way.
Any other ideas?
This thread is supposed to bring 'fresh' new ways of ensuring active leadership and/or councils. It is not supposed to be a thread where minor details of suggestions are hashed out or a place where you say 'Idea X sucks, go home', but more a.. fresh input. Idea X may be good for one guild, but horrible for another.
Here are my suggestions:
Free elections
We know this one from the real world, pretty sure it's called democracy. At certain intervals (3, 6 or 12 months) there is an election. All members vote equally, whoever gets the most votes are elected leader. Said leader may appoint his or her council. Potential leaders must lobby for votes through whatever tactic they desire. It can get dirty, but so's the world.
Taking power through force
Barbaric and brutal, but also a viable method. Kill the leader and snag the crown for yourself. Already exists in some way, but it requires some finesse in how to claim the power, this method automatically transfers the power upon the kill.
Duelling
Any member can at any time challenge a leader to a duel for power. Winner takes leadership. Not without risk ofcourse, since if you fail to defeat the current leader he or she may now do as he or she wants with you. More applicable to evil guilds, but still a method of transferring power. Needs some sort of arena where one can duel without dying.
Largest member is leader
Whoever has the highest stat average leads the guild. Easy, messy, but also a method. Grind enough and the guild is yours.
Contributions matter
He or she who has the most additions to the library, herb-store, joint bank account, whatever, is the leader. Messy, sure. But as a support to some other system it might work in some way.
Any other ideas?
Nil Mortifi Sine Lucre
Re: Brainstorming alternatives to guild power transfer
Edit: My original post missed the intention of Nils' question (shown above). Here is my new suggestion:This thread is supposed to bring 'fresh' new ways of ensuring active leadership and/or councils. It is not supposed to be a thread where minor details of suggestions are hashed out or a place where you say 'Idea X sucks, go home', but more a.. fresh input. Idea X may be good for one guild, but horrible for another.
Just like how regular players apply to guild leadership for guild admittance, players will apply to the guildmaster wizard themselves to see why they should get the spot. The questions would be developed by the GM's.
Some reasons at the top of my head why this could be good:
- More effort would be placed towards leaders striving to become more qualified for their roles. This is natural: people try to be at their best when they're applying for a lucrative job position like guild leadership.
- Wizards would have more of a pulse on their guild's activity: this is because they would be able to constantly monitor and track the perception of their guild from the applications their players give them.
- The applications periods would be more spread out and possibly occur at normal intervals that cater to the GM's own time.
Just a thought for now.
Last edited by Okotok on 11 Mar 2020 03:47, edited 1 time in total.
Re: Brainstorming alternatives to guild power transfer
3 / 5 of these are basically "Biggest guild member is leader"..
I find that very troubling. It shouldn't be so.
And to hear the suggestion from the biggest member of his guild... sounds a bit like someone wants to lead.
But, I really like the contributing part. Find something to contribute with that isn't coin, xp, items or whatever the biggest grinder gets easily.
Find a way where the one who cares the most, gets to be leader.
Someone who does a great job at finding and educating new members.
Or whatever else fits the guild.
Biggest person to get the power just leads to the guild never really changing leadership.
Those already huge are really hard to catch up to now, since we all had a huge climb from the last years EQ party.
I find that very troubling. It shouldn't be so.
And to hear the suggestion from the biggest member of his guild... sounds a bit like someone wants to lead.
But, I really like the contributing part. Find something to contribute with that isn't coin, xp, items or whatever the biggest grinder gets easily.
Find a way where the one who cares the most, gets to be leader.
Someone who does a great job at finding and educating new members.
Or whatever else fits the guild.
Biggest person to get the power just leads to the guild never really changing leadership.
Those already huge are really hard to catch up to now, since we all had a huge climb from the last years EQ party.
Re: Brainstorming alternatives to guild power transfer
Ya'll need some reading lessons. I'll highlight the good stuff for you since you obviously need help:
nils wrote: ↑10 Mar 2020 20:59This thread is supposed to bring 'fresh' new ways of ensuring active leadership and/or councils. It is not supposed to be a thread where minor details of suggestions are hashed out or a place where you say 'Idea X sucks, go home', but more a.. fresh input. Idea X may be good for one guild, but horrible for another.
Nil Mortifi Sine Lucre
Re: Brainstorming alternatives to guild power transfer
For a lot of guilds, I think regular elections make sense. If people want to campaign, that seems to fall under what Thalric has in mind. You could argue how full the racks are due to your contributions, how many new applicants there have been due to your recruitment, how you helped form an alliance with some other guild by your RP and diplomacy ... all that seems to be measurable by an election. I'm not sure how else you could measure such contributions.
Re: Brainstorming alternatives to guild power transfer
You can't throw out a bunch of ideas and expect people to not comment on them.nils wrote: ↑11 Mar 2020 01:07Ya'll need some reading lessons. I'll highlight the good stuff for you since you obviously need help:
nils wrote: ↑10 Mar 2020 20:59This thread is supposed to bring 'fresh' new ways of ensuring active leadership and/or councils. It is not supposed to be a thread where minor details of suggestions are hashed out or a place where you say 'Idea X sucks, go home', but more a.. fresh input. Idea X may be good for one guild, but horrible for another.
Re: Brainstorming alternatives to guild power transfer
Yes but we can save the critique for a different thread: here we're spreading ideas. Let's not point out issues before we even have all of our ideas.Thalric wrote: ↑14 Mar 2020 23:55You can't throw out a bunch of ideas and expect people to not comment on them.nils wrote: ↑11 Mar 2020 01:07Ya'll need some reading lessons. I'll highlight the good stuff for you since you obviously need help:
nils wrote: ↑10 Mar 2020 20:59This thread is supposed to bring 'fresh' new ways of ensuring active leadership and/or councils. It is not supposed to be a thread where minor details of suggestions are hashed out or a place where you say 'Idea X sucks, go home', but more a.. fresh input. Idea X may be good for one guild, but horrible for another.
Re: Brainstorming alternatives to guild power transfer
Activitymeters, because they work.
The simplest one works like this: Requires x hours of out of guildhall activity per z time. Clock counts downwards even if you are offline.
If you play too little, you will be replaced, and you cant just quickly remedy it with some simple and mundane action. Optional, if leadership is removed by the activitymeter, guild switches to free to join. This ensures the guild becomes more fully automated and requires less regulations of immortals.
In short, you must constantly stay ahead of the rolling boulder that is behind you, or be squashed. Too harsh? Then don't take office.
The simplest one works like this: Requires x hours of out of guildhall activity per z time. Clock counts downwards even if you are offline.
If you play too little, you will be replaced, and you cant just quickly remedy it with some simple and mundane action. Optional, if leadership is removed by the activitymeter, guild switches to free to join. This ensures the guild becomes more fully automated and requires less regulations of immortals.
In short, you must constantly stay ahead of the rolling boulder that is behind you, or be squashed. Too harsh? Then don't take office.
Re: Brainstorming alternatives to guild power transfer
Ah, so idle in the Sparkle church and keep a guild hostage.Nerull wrote: ↑17 Mar 2020 13:55Activitymeters, because they work.
The simplest one works like this: Requires x hours of out of guildhall activity per z time. Clock counts downwards even if you are offline.
If you play too little, you will be replaced, and you cant just quickly remedy it with some simple and mundane action. Optional, if leadership is removed by the activitymeter, guild switches to free to join. This ensures the guild becomes more fully automated and requires less regulations of immortals.
In short, you must constantly stay ahead of the rolling boulder that is behind you, or be squashed. Too harsh? Then don't take office.
Just because someone's "active" doesn't mean they're actually doing anything for the guild.
I would also add in checks and balances to make sure that council members are also performing their duties on top of it. Are they accepting new members? Going through the training process? Promotions? etc.
Also, if you swap it to free to join, can you go back if you get the right council member(s)?
Re: Brainstorming alternatives to guild power transfer
If you stand in the church, idling, the boulder will squash you. In other words, you earn no points and therefore you will be removed.
While such meters may be more complex / check for nested premises, an hypothetical example for a single-layered meter will reward somebody 1 point for every 100 herbs they collect. While scriptable, it forces you out of the safety and demands some activity - You probably need to prepare, have some gear, and is subjective to being hammered by potential enemies, and progression is not instant.
So, it allows you to slack for some periods, but in turn demands high activity, else you will not be able to recover the gap quick enough, and you are removed.
More complex versions may check for many things, even potential procedural generated content that you can't script.
While such meters may be more complex / check for nested premises, an hypothetical example for a single-layered meter will reward somebody 1 point for every 100 herbs they collect. While scriptable, it forces you out of the safety and demands some activity - You probably need to prepare, have some gear, and is subjective to being hammered by potential enemies, and progression is not instant.
So, it allows you to slack for some periods, but in turn demands high activity, else you will not be able to recover the gap quick enough, and you are removed.
More complex versions may check for many things, even potential procedural generated content that you can't script.
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/