The case for closure – fighter guilds
Posted: 12 Jan 2021 23:51
So lately the same argument has been is repeated over and over – we need fewer occupational guilds, lest we end up in a reality where there’s an occupational guild per person. Guilds in Genesis define a character for life or exist either as a stepping stone towards something greater or just a source of skills needed to kill stuff.
There is no ideal way to close a guild, and any choice will be an unpopular one. I guess it’s time for a popularity contest!
Try not to vote with your character in mind, but rather the game. If one has to go – which one can we live without? I’ll make an attempt to argue why every guild should close. Obviously, staying completely objective here is an exercise in futility, but I'll make an honest attempt at it.
I’ll start with the fighter guilds. Rogue and magic to be revealed.
The Gladiators of Athas
It’s technically sound, offers some nice skills, is free to join and has a long history in Genesis. I fondly remember charge-killing Shale or Goliath for that killer combination of the bloody steal axe and the mighty dwarven cleaver back in the nineties. However, for the longest time I’ve found the concept of free roaming gladiators completely whack. A gladiator is a slave, kept in a cage and the only time he breathes fresh air is when he’s forced to fight to the death in the arena. It’s paradoxical to the core, and that’s why it should be shut down or continue on its’ mockery of an existence as a layman guild with every ability slashed in half.
The Army of Angmar
Ah, my beloved AA. A funny guild with a long history and amazing skillset. Tears have been shed over its closure in the past. Being the only ‘tanky’ option for evils, it has secured the soloist where company were none to be found. However, due to the same ‘tanky’ nature (and despite its recent addition of a tank rotator) its members flee en mass as they reach a certain size and other ‘apex’ guilds offer more offensive grunt with two-handers. With its guildhalls empty, its design outdated/old fashioned and its code an absolute horror show, the guild should serve Genesis one last time by being sacrificed on the altar of progress and shut down, or continue on its legacy in a diminished capacity as a free to join layman, with tank rotation.
The Calian Warriors
The most powerful occupational fighter guild in Genesis. Its history and legacy as old as the before mentioned guilds the Calian Warriors offer cooperation, tank rotation and a good natured fun. When active, a group of Calians matches a typhoon when it comes to destruction. leaving the game physically smaller for the others trying to carve out some progress. However, the guild’s mechanisms for control are manipulated to ensure it stays in a certain groups hands, even when the members remain in slumber. And in slumber they have remained for most of the time lately. The guild has outlived its popularity and such it is time to close the Calian Warriors as an occupational guild and offer its abilities as a layman with tank rotation.
The Knights of Solamnia
A solid guild, a staple of Genesis, its history and legacy go back to way before many of Genesis’ current players were but a glimmer in the mailman’s eyes. It is deeply anchored in Krynn lore and offers roleplay opportunities equal to that of the traditional Paladin in any roleplaying game. Some would argue that due to some of its core abilities, it will always be victorious in a duel of equals, but even with its skillset its popularity has declined steadily despite its members’ valiant efforts to ease up on the demands of squirehood. Perhaps it’s a testament to their failure, or perhaps it’s simply an old fashioned cookie cutter role nobody wants to assume anymore. Whatever the case, it’s time to close the Knights of Solamnia. And while the three previous guilds are eligible as laymans, I think it would add to insult to offer up such a prestigious guild as anything but an occupational guild.
The Army of Darkness
The ogres. A hilarious experience, both to play and for others to encounter, when done with immersion (it does get old though. Fairly quick too, I must add). The physical attributes of an ogre and its relative ease in acquiring a full set of (fitting) armours and weaponry has the potential to turn even the frailest of new players into a force to be reckoned with. However, it’s inherent design as a speed-grinder paired with the slowest hitting and least accurate special attack in the game calls for the closure of the ogres. They might continue to add hilarity to the game as a race/layman though, but in a diminished state and some easement of their restrictions.
The Dragon Order
With its friendly natured, philosophical approach to life as a whole, the Monks offer a way of playing unlike any other. Their player vs player-restrictions make them a safe choice for those uninterested in such mechanics, and with their knowledge of anatomy they offer ways to subdue foes who otherwise would stand victorious. Their legacy stretches farther back than many, and players who consider themselves Kahedans still exist this day. However, the guild in its current state does not promote speed of growth as long as it remains a bare knuckle fighter, and with popularity ever dwindling its time to close off the occupational branch for good and offer it up as a layman option only in order to keep the roleplaying aspect of the Monk available to those in want.
The Neidar Clan
The only (real) option for dwarves in their current state (see stat distribution). The stubbornness of the dwarves harnessed to aid them in combat as damage absorbing rocks one could argue has its place. It is a good natured, solid guild yearning for a blessing from above to enable the Neidar Clan to actually be ferocious fighters in offence as well. Shame on the immortals for keeping the dwarf in such a sorry state, even after ‘the reign of dex’. For as long as the dwarves remain so needlessly penalized, the guild suffers from unpopularity as most realize the obviousness of the truth; In genesis, dwarves suck! Close the guild, I say.
The Shadow Union
Swept in esoteric secrecy in the lands of Avenir, the Shadow Union offers unique roleplaying opportunities, absolute immersion topped with a skillset in battle envied by most. Their guildhall is filled with history known only to a few, and if the walls surrounding the baths in Sybarus could talk.. I’ll leave it at that. However, the clique that is the Shadow Union is tight-nit, stagnant and unwelcome of newcomers. They hardly interact with the outside world, and such the guild only exist to serve a few. In order to secure ‘elite’ members in other guilds, to shun arrogance and promote social interaction, the Shadow Union should be closed down for good. A layman option would, like the Knights, be an insult to all those who love the guild in its present state.
The Dragonarmies, red and blue
The apex evil fighter guild of Genesis. The ‘obvious’ option for those looking for a military style guild with a strict chain of command offering bang-for-buck offensive power. A popular option most of the time, but it has also suffered periods of inactivity. Considering said popularity I think they are the least likely candidate for closure, but here goes: The closure of one or both of the Dragonarmies would serve to spread out players on the remaining guilds. The Dragon part of the armies is a gimmicky joke and serve mostly as sky-taxies for those in possession of a horn. The two branches are also supposed to be in conflict, but instead they mostly get along and see each other as allies. Shut the guilds down, or in the very least, combine the two – they are allies with different color shirts.
The Mercenaries
For any of the occupational laymans to be embraced fully, a vanilla option with the ability to hide its title must exist. If anything, the mercenaries would do good with a slight upgrade to their special attack. Closing the mercenaries would not add to the game. I see no scenario where this serves as anything but masochism, but I’ll give it a go: One could argue that by removing the free-to-join option favored by new players, it forces them (or even oldies for that sake) to make more active guild choices instead of just going the safe route. There, close them!
There is no ideal way to close a guild, and any choice will be an unpopular one. I guess it’s time for a popularity contest!
Try not to vote with your character in mind, but rather the game. If one has to go – which one can we live without? I’ll make an attempt to argue why every guild should close. Obviously, staying completely objective here is an exercise in futility, but I'll make an honest attempt at it.
I’ll start with the fighter guilds. Rogue and magic to be revealed.
The Gladiators of Athas
It’s technically sound, offers some nice skills, is free to join and has a long history in Genesis. I fondly remember charge-killing Shale or Goliath for that killer combination of the bloody steal axe and the mighty dwarven cleaver back in the nineties. However, for the longest time I’ve found the concept of free roaming gladiators completely whack. A gladiator is a slave, kept in a cage and the only time he breathes fresh air is when he’s forced to fight to the death in the arena. It’s paradoxical to the core, and that’s why it should be shut down or continue on its’ mockery of an existence as a layman guild with every ability slashed in half.
The Army of Angmar
Ah, my beloved AA. A funny guild with a long history and amazing skillset. Tears have been shed over its closure in the past. Being the only ‘tanky’ option for evils, it has secured the soloist where company were none to be found. However, due to the same ‘tanky’ nature (and despite its recent addition of a tank rotator) its members flee en mass as they reach a certain size and other ‘apex’ guilds offer more offensive grunt with two-handers. With its guildhalls empty, its design outdated/old fashioned and its code an absolute horror show, the guild should serve Genesis one last time by being sacrificed on the altar of progress and shut down, or continue on its legacy in a diminished capacity as a free to join layman, with tank rotation.
The Calian Warriors
The most powerful occupational fighter guild in Genesis. Its history and legacy as old as the before mentioned guilds the Calian Warriors offer cooperation, tank rotation and a good natured fun. When active, a group of Calians matches a typhoon when it comes to destruction. leaving the game physically smaller for the others trying to carve out some progress. However, the guild’s mechanisms for control are manipulated to ensure it stays in a certain groups hands, even when the members remain in slumber. And in slumber they have remained for most of the time lately. The guild has outlived its popularity and such it is time to close the Calian Warriors as an occupational guild and offer its abilities as a layman with tank rotation.
The Knights of Solamnia
A solid guild, a staple of Genesis, its history and legacy go back to way before many of Genesis’ current players were but a glimmer in the mailman’s eyes. It is deeply anchored in Krynn lore and offers roleplay opportunities equal to that of the traditional Paladin in any roleplaying game. Some would argue that due to some of its core abilities, it will always be victorious in a duel of equals, but even with its skillset its popularity has declined steadily despite its members’ valiant efforts to ease up on the demands of squirehood. Perhaps it’s a testament to their failure, or perhaps it’s simply an old fashioned cookie cutter role nobody wants to assume anymore. Whatever the case, it’s time to close the Knights of Solamnia. And while the three previous guilds are eligible as laymans, I think it would add to insult to offer up such a prestigious guild as anything but an occupational guild.
The Army of Darkness
The ogres. A hilarious experience, both to play and for others to encounter, when done with immersion (it does get old though. Fairly quick too, I must add). The physical attributes of an ogre and its relative ease in acquiring a full set of (fitting) armours and weaponry has the potential to turn even the frailest of new players into a force to be reckoned with. However, it’s inherent design as a speed-grinder paired with the slowest hitting and least accurate special attack in the game calls for the closure of the ogres. They might continue to add hilarity to the game as a race/layman though, but in a diminished state and some easement of their restrictions.
The Dragon Order
With its friendly natured, philosophical approach to life as a whole, the Monks offer a way of playing unlike any other. Their player vs player-restrictions make them a safe choice for those uninterested in such mechanics, and with their knowledge of anatomy they offer ways to subdue foes who otherwise would stand victorious. Their legacy stretches farther back than many, and players who consider themselves Kahedans still exist this day. However, the guild in its current state does not promote speed of growth as long as it remains a bare knuckle fighter, and with popularity ever dwindling its time to close off the occupational branch for good and offer it up as a layman option only in order to keep the roleplaying aspect of the Monk available to those in want.
The Neidar Clan
The only (real) option for dwarves in their current state (see stat distribution). The stubbornness of the dwarves harnessed to aid them in combat as damage absorbing rocks one could argue has its place. It is a good natured, solid guild yearning for a blessing from above to enable the Neidar Clan to actually be ferocious fighters in offence as well. Shame on the immortals for keeping the dwarf in such a sorry state, even after ‘the reign of dex’. For as long as the dwarves remain so needlessly penalized, the guild suffers from unpopularity as most realize the obviousness of the truth; In genesis, dwarves suck! Close the guild, I say.
The Shadow Union
Swept in esoteric secrecy in the lands of Avenir, the Shadow Union offers unique roleplaying opportunities, absolute immersion topped with a skillset in battle envied by most. Their guildhall is filled with history known only to a few, and if the walls surrounding the baths in Sybarus could talk.. I’ll leave it at that. However, the clique that is the Shadow Union is tight-nit, stagnant and unwelcome of newcomers. They hardly interact with the outside world, and such the guild only exist to serve a few. In order to secure ‘elite’ members in other guilds, to shun arrogance and promote social interaction, the Shadow Union should be closed down for good. A layman option would, like the Knights, be an insult to all those who love the guild in its present state.
The Dragonarmies, red and blue
The apex evil fighter guild of Genesis. The ‘obvious’ option for those looking for a military style guild with a strict chain of command offering bang-for-buck offensive power. A popular option most of the time, but it has also suffered periods of inactivity. Considering said popularity I think they are the least likely candidate for closure, but here goes: The closure of one or both of the Dragonarmies would serve to spread out players on the remaining guilds. The Dragon part of the armies is a gimmicky joke and serve mostly as sky-taxies for those in possession of a horn. The two branches are also supposed to be in conflict, but instead they mostly get along and see each other as allies. Shut the guilds down, or in the very least, combine the two – they are allies with different color shirts.
The Mercenaries
For any of the occupational laymans to be embraced fully, a vanilla option with the ability to hide its title must exist. If anything, the mercenaries would do good with a slight upgrade to their special attack. Closing the mercenaries would not add to the game. I see no scenario where this serves as anything but masochism, but I’ll give it a go: One could argue that by removing the free-to-join option favored by new players, it forces them (or even oldies for that sake) to make more active guild choices instead of just going the safe route. There, close them!