The Pools team is heavily discussing several conflicts we see as we look at our organizations and our population. We recognize that the game has changed over the last decade, and like the rest of IRE: Our playerbase is spread thin across too many orgs. Some guilds flourish, others struggle, filling ministerial positions goes through dry spells. We want to help, but HOW to help isn't always very clear! Admin time with each guild can help for a time, but there's an issue of continual maintenance with each leadership turnover, each world event, and the constant struggle between too much and too little interference.
What is it that you love or hate about guilds and cities? Not specifics, not Bloodloch or Enorian, but the organization structures themselves. We want to hear from you, the community, and check your temperature. Reminder: We don't want to nitpick over specifics of so-and-so's leadership or how you think X theme just sucks. We're looking at structure and engagement priorities at this time.
On one hand: Guild-City structure as it is
Pros: - Communities to develop individual identities
- Specialize in niche roleplay
- Close sense of community
Cons: - Difficult population sizes
- Too isolated from cities, leaving them as a backdrop rather than
- Each struggles in its own way, requiring even further split in Admin
attention when it comes to the smaller-scope purposes outside of the
city's goals and identity.
- Simply delete some
Pros: Less orgs and consolidated population,
Cons: people are burned and certain niches are lost
- Consolidate into larger dual-orgs like Houses from Achaea
Pros: Consolidated population, new overlap RP
Cons: ...Houses 3.0, cities remain backdrop
On the other: City-centric structure
Pros: - Cities become the focus, allowing admin to consolidate and better
specialize their attention
- Enriches each city's roleplay opportunities and integration into more
breathable settings and environments.
- Possible daily mission system for helping with city functions
Cons: - Compromised niches
- Less customizable space for the tradeoff of city unificaiton
- Questions about how to restructure positions to preserve as much of
each involved guild as possible
- Possibly too focused on the city, which while this would allow Admin more
influence to help get them into healthier shape, may not be as enjoyable for
players who are having to adjust and face hard choices.
Clarification on this loose concept:
- City-centric structure would reprioritize over condensed ministries
- Guild halls would become quest/class hubs
- Ministries would consolidate, and Ministers become contestable positions
that lead/organize their recruits. City Council would become those
Ministers, with an additional general Peoples' Representative position.
- Newbies would still go through the academy. Then people would ENLIST
within their field of preference. They could RESIGN and re-enlist at any
- Possible CONTRACTing into a second function so you can be involved in both
Security and Chancellory duties, etc.
- Daily MISSIONS type quests for stipends/payroll flavour.
We want to hear your thoughts and opinions on what kinds of structure and environment you find engaging. Not specifics, not aesthetics, not light/dark/noble/blood thirsty, but the core things that those wonderful wrappings fit around.