good job
+1
Still lots to learn about how and what it takes to create a Guild, and also what restrictions there may be such as multiple memberships or contracts.
I'm interested in learning what benefits having a Guild brings to a village, and if multiple Guilds stack the benefit or allow unique boosts. I expect that you can choose a boost/boon to offer and then as the Guild grows this may become stronger or allow a second boon.
I also think having an ACTIVE Guild will be very important because I think there will be opportunities to advance your guild through quests.
These common sense basics are tried and true. So thanks for setting them out.
The way I view it, guilds working together is the best use of the system. No guild should be a jack of all trades, they should work alongside other guilds to achieve a common goal. For example, a group of metallurgists obtains their ore from a mining guild, and sells ingots to a smithing guild. Rather than one group doing all three, it generates a system of trade agreements, which makes the game more realistic and enjoyable.
The only thing I dont like about what you posted is this " I feel like I haven't said it enough, but please try to refrain from creating a kingdom/duchy/county/barony unless you or someone you know has the corresponding title. I get that you want to have big plans, but it waters down the rest of the real groups with those titles." I dont think it waters anything down. If someone wants to be a king, but cant pledge the $10K needed they shouldnt be discouraged from starting a kingdom. I dont think it has any affect on others if someone wants to start a kingdom, but cant pledge to get the title.
Other than that, its a solid post.
This is true, but of they want to aspire for land, they should set up a solid plan and start smaller. None of this "I'm a count/baron/peasant but I have an entire kingdom". You can still run a group based in a smaller territory under another king, not everyone needs to be their own king.
Agreed, but if they want to be king its better to start with the foundation of running a kingdom. I see no reason why someone who wants to be king, but starts as a regular guy or a count shouldnt run their group as though its their kingdom. They will still have to deal with their actual king, but it doesnt hurt anyone for them to run their group like a kingdom.
The term government is better for that then. You can lead a city the same way you'd lead a country, but that's not being a king, it's being a political leader. So a baron making a group for his city could call it "the city of..", or describe plans on how to overthrow the county, duchy, and kingdom itself without being stopped. As the new DJ says, it's hard to do, so doing it 3 times should be virtually impossible.
A huge one is have the drive to see it through. You read some guild postings and you can almost sense the person writing it is already trying to pass off most of the work and responsibility before the guild even starts and weirdly gives off a feeling that their heart's not entirely in it if you scratch beneath the surface.
Unless you're ready to shoulder the load and do everything for years to come (and then be delighted if others with the same drive as you offer to help along the way), don't even start. You aren't ready to do it. You really, really aren't.
FWIW, I was KS Backer #21 and wanted nothing but the best for this game.
So now that the KS is gone and everyone has their influences listed, this can get even more in-depth. Large edit incoming