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New rules for guilds?

I would suggest that the guild structure as currently implemented parallels the concept of "sept", a tightly bound subdivision of a clan or tribe.

Clearly the game initially intended to encourage players to make divisive choices with consequences as to things like politics and which teleport pacts you got to use.

The rise of the un-aligned class already put stress on that model, and the institution of the Marauders as a playable orientation stressed it in ways that were not foreseen. The lack of speedy coding and adaptation meant that what was, in concept, a bug, went uncorrected long enough for some players to see it as a feature.

The concept that choices have consequences, however, suggests that allowing Marauders into aligned guilds remains a bug. It makes being a Marauder free of certain consequences that Kami and Kara and Nation aligned have to accept.

As Placio points out, a suggestion that guilds be given total control over their membership should be submitted to the Ideas forum since it represents a far greater change in code and play than extra room in GH's or multi-selection for trading.

Myself, I would like to see neutral guilds be allowed to take any members but retain the restrictions on aligned guilds.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>
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