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Author Topic: Keyforged Guild Hall  (Read 4082 times)

RoseHeart

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Re: Keyforged Guild Hall
« Reply #45 on: October 20, 2023, 05:27:07 pm »

Ok, so this is mostly aimed at Merchant Guild, and the item crafting guilds: Smithing Guild, Alchemy Guild and Tavernkeeping(Cooking/Brewing) Guild.

I think it would be good it iron out a few things. The Merchant Guild has been doing great work with NPC customers which can trade gold or exotic items for crafted items. I was selling my snacks there, but with the Tavernkeeping Guild not having clear item crafting rules right now, I decided to wait. However the Alchemy and Smithing Guilds are as I understand it, about crafting metalwork and potions, and if players can sell those items that would be good.

Anybody, any player should be able to make a potion, or a sword or armor, etc. With the leader and member of those specific guilds defining the game mechanics to create the items and DM them.

What the merchant guild can do is continue what they have been, in the main thread now. In the Merchant Guild thread they have allowed people to set up a shop for other players---or NPCs---to buy and haggle. These kind of mundane RP stuff is good fodder for the main thread. That way the Merchant Guild thread can primarily focus on tweaking the rules of NPCs.



Even if the trading stays in the Merchant Guild thread, it would be good for the crafting guilds to "iron out" the rules for crafting and start allowing players to do so, so they can set up shops. It would be good if the leaders of the crafting guilds lead by example, craft and sell a few items please.
« Last Edit: October 20, 2023, 05:30:19 pm by RoseHeart »
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crazyabe

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Re: Keyforged Guild Hall
« Reply #46 on: October 20, 2023, 08:24:17 pm »

Given we've got three "crafts" type guilds which fill different niches, of which one is essentially abandoned- might I suggest unifying them all under a crafts union which would fulfill the needs for working on any craft without an active guild, until someone willingly sets up- or adopts an inactive- guild for said crafts- and provide a proper location for the Crafts guild masters to argue craft overlap, crafting mechanics, discuss or trade materials and products with cross craft uses, and generally ensure everyone is on the same page with what's going on.

on another note...

-Weekly Idling Scores-
NAME(USER)SCORE
Mysterious Stranger(crazyabe)320
Blacktooth Ripclaw(Roseheart)322
Bim “Bimson” the great(Megam0nkey)193
Taarka(Crystalizedmire)121

The Idle' guild is always open to New recruits!
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Crystalizedmire

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Re: Keyforged Guild Hall
« Reply #47 on: October 21, 2023, 05:41:46 pm »

Please join the merchant's guild. We are responsible for the economy.
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #48 on: October 21, 2023, 08:15:29 pm »

Cartography Guild is preparing for the next patrol, with a Wizard Bimson request to direct the upcoming hunt.
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #49 on: October 21, 2023, 09:37:31 pm »

Given we've got three "crafts" type guilds which fill different niches, of which one is essentially abandoned- might I suggest unifying them all under a crafts union which would fulfill the needs for working on any craft without an active guild, until someone willingly sets up- or adopts an inactive- guild for said crafts- and provide a proper location for the Crafts guild masters to argue craft overlap, crafting mechanics, discuss or trade materials and products with cross craft uses, and generally ensure everyone is on the same page with what's going on.

That's one option. Another interesting option is for each crafting guild to have their own method. Such as ingredient requirements.
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #50 on: October 23, 2023, 01:09:56 pm »

Ok, to clarify something, the idea is NOT to have gameplay limited to members of a guild. That is not the intention at all.

Participants open new guilds to add a new gameplay mechanic, such as combat, currency, or farming. Those who join the guild vote on changes to those mechanics, and help as DMs of those aspects of play.

This is why I refer to my guild as the "Cartography" guild, and not the "Cartographer's" guild. The point is to add cartography mechanics, not to RP an exclusive group of cartographers.

In this specific case, all players describe aspects of the world, such as when they join and tell about their origin. The Cartography DMs then compile this and add on as meets the needs of the other guilds, and produce the known map info. Additionally, they DM patrols to allow everyone another means of interacting with the map. It's for everyone. Everyone can participate in cartography.

I see this catching on, but it's worth reiterating.
« Last Edit: October 23, 2023, 01:11:38 pm by RoseHeart »
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #51 on: October 24, 2023, 10:45:22 pm »

The Guild Digest will be posted soon, we only have Idle, Market, and Cartography reports!
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MadMonkey

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Re: Keyforged Guild Hall
« Reply #52 on: October 24, 2023, 10:46:26 pm »

Guild report from The Adventurer's Guild. We are preparing for another expedition. Bruv is trying to buy warm clothes to  facilitate a trip to the arctic caves in the North but no one has any furs to sell. The Alchemists Guild supplied us with 3 skin blistering potions. Not sure yet what we will do with those.
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Jerick

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Re: Keyforged Guild Hall
« Reply #53 on: October 25, 2023, 03:35:40 am »

The alchemist guild fulfilled a request by the adventurers guild and is currently open for anyone who wants to come and dabble with potion making.
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sodafoutain

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Re: Keyforged Guild Hall
« Reply #54 on: October 25, 2023, 09:57:28 am »

...of which one is essentially abandoned

Heh. Yeah... I've been meaning to get back to it, but my time management and general apathy is kicking my ass. Swear down, I'll update it tonight. I've gotta check in on other stuff here as well, so it'll be a good time to get a few things adjacent done.

That's one option. Another interesting option is for each crafting guild to have their own method. Such as ingredient requirements.

I think extending the concept of the cooking to all players makes more sense, but only guild members may use the guild's Ingredients and Serve Patrons. So long as everyone is fine with keeping track of their cooking stats, but your method might be preferable to lower the average sheet cruft.

My intention with this was extending the stats a Tavernkeep member keeps track of to all players, likely in something adjacent to the inventory sheet managed by the Idle guild. Additionally, Serving Patrons is an activity that assumes there are always people to serve, a la the Merchant's Guild, if that wasn't clear.



The Tavernkeeper's Yaranga has fallen quiet, likely because of the guild members and the guildmaster attending to other matters. Elliot has been tied up in introductory expeditions as a part of the adventurer's guild and paying homage to his ancestors by taking up forging. However, there are still activities occurring.
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #55 on: October 25, 2023, 12:35:29 pm »

Reports for Week 6 begin now. See you next week.
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #56 on: October 30, 2023, 08:09:10 am »

How are people feeling?

The Guild Digest will be posted in 2 days.
« Last Edit: October 31, 2023, 02:51:05 am by RoseHeart »
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #57 on: October 31, 2023, 08:58:54 pm »

Cartography Guild has begun the second hunt. The goblin is back to stir trouble.
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #58 on: November 01, 2023, 03:02:13 am »

Why is no one participating in the hunt?



Last day to report in for the Digest.
« Last Edit: November 01, 2023, 07:42:38 am by RoseHeart »
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RoseHeart

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Re: Keyforged Guild Hall
« Reply #59 on: November 01, 2023, 10:53:00 pm »

Last chance for the Digest. (Only my Cartography Guild has made the report)



Also, what do you think we should do with this captured goblin?
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He who knows he has enough is rich. -Lao Tzu
Whenever you've got to make a hard decision, don't become somebody that you don't respect. -Dr. John
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