I am interested in establishing a sort of "NPC" guild, among other things, from reading some of the other threads. The idea is to create a sort of city simulation that other guilds can tap into for their roleplay, and will have active and inactive components. I wanted to pitch it here first to see if everyone is cool with the base concept, since there are a few moving parts:
The Lawkeeper's Guild is submitting a proposal for a tent to be established in the burgeoning outpost of Keyforged, among a wave of migrants that have newly arrived to the outpost upon stories of ripeness of the unmolested lands. The guild will provide a system of interactions to keep track of the migrants and other lesser figures, and will establish a system for members of the city to create laws, a treasury, and a city watch force of Wardens to execute the laws and collect taxes and keep order.
Guildmember Mechanics:
-City Census: A running account of the population of the city, firstly organized into barrows, of which a number will periodically be given to the cartographer's guild to record their position on the map. Barrows can have various buildings and types of populations, and each has its own main industry that can be interacted with for resources. Barrows provide taxes based off of their activity and population, as well as lists of patrons to the other guilds (tavern, blacksmith, alchemist) for them to use for their purposes.
-Lawkeeping: The Lawkeepers aren't the government, merely an agent of government, and provide services for members of the public to organize a government and enact laws, of which the guild will keep track of.
-Treasury / Law Enforcement: The economic activity of the city is tracked by the guild and its members can collect taxes, as well as enforce the laws, and investigate incidents. The taxes go into the treasury, a share of which is held to fund the Lawkeepers, and the rest are used as directed by law. This can be used to establish a starter fund for new players and guilds, and to be distributed out to existing players and guilds to kickstart the economy.
Non-Guildmember Mechanics:
-Lawbinding: Players can start their own government, enact its laws, form its judicial system, whatever they want, which the Lawkeepers will carry out by the will of the people.
-Economic Interaction: Guilds can request lists of patrons for their guilds, with however much detail they require, and we will provide them with a list of patrons and an estimate of their purses for their use. The guild will also publish a report of economic activity and what resources can be bought from the city's various burrows (for the tavern, alchemists, blacksmith, etc.) to supplement Adventure Guild supply.
-Theft: If another player wanted to make a Thieves Guild, that would work nicely, but at first mechanics will be planned for players to collect their own "taxes" from the NPCs, and later on after talking to other guilds, theft mechanics can be worked out if desired to steal from players as well.
-Report a Crime: Purely for RP sake (crimes and cases will be generated for the guildmembers to investigate and solve on their own), other members can report crimes for the guild to solve and to track down and bring justice to the perpetrators.