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Jobs, Guilds, and the Classified Section


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#1 SonicSilcion   Members   -  Reputation: 122

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Posted 29 June 2000 - 02:54 AM

Ever notice how in an RPG you can belong to [nearly] evey guild there is and learn all their secrets? Does anyone know how improbbable this situation is. In the medeivel days this just never happened. You had to prove you were worthy of joining any craft {say blacksmithing}, and usually after you did you couldn''t go bopping over to another one {let''s say, the masonry} and join. You often were a life member. And even if you did try joining you''d hear something along the line of, "Hey, we don''t want none of your metal-working trash in our guild! Get outa here!" Why this detestment. Guilds existed to keep the skill limited to a certain number of people. This ensured their wares would not be mass-produced and devalued from high availability. So to keep their livelyhood, guilds often barred members of other guilds from joining to keep each other relying on each other. It would be refreshing to see this model in a game, but you wouldn''t have too many people playing in your sandbox. So an alteration should be made. Instead of life membership, you could leave when you wanted, but your skill would drop down to one of many fixed notches {which ever was the closest one down.} Then you''d have to go through the tedium of joining a new guild. You''d still have learned something from your previous employment, but not enough to pose a threat to another guilds livelyhood. The process should take a while, as to stop job hopping. Plus, you wouldn''t learn any valuable skill until you actually became a member. This is to make sure someone actually, "gets a job." ---Well that''s one subject. I''ll post the others later. ---Sonic Silicon---

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#2 Niphty   Members   -  Reputation: 122

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Posted 29 June 2000 - 05:59 PM

I believe Landfish and i both have some plans to impliment a realistic medieval age RPG including things like this..

J




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