The following is information, rules, and applications that
all GC's in AotMC will need in order to properly run their guild. This
page was created to make it easier for the GC's to have the ability to
reach all they need. This page also gives suggestions and ideas for
how to run a guild (as based on a collect of person experiences). If
you have any questions or comments, send e-mail to TheRaptor4 . Also, remember
that no everything here is set in stone (except for those things which
directly apply to the forum). Take it with consideration, but nothing
greater than that.
Looking for how to join AotMC? See here.
Back to main page
Back to main page
1. Why be a GC?
Being a GC (guild commander) is hard
work. You have to deal with people, enemies, problems, crises,
and everyone demands your attention at every moment of the day. Oh,
and good help is very hard to find. Being a GC is only suggested
for those people who are competent in the ways of role playing and who
have at least some experience in leading people. However, everyone
starts somewhere and it is okay for your first (or even twentieth) guild
to fail. It happens.
Being a GC has it's rewards. Friend and
interesting story lines being the two biggest, not to mention some of
the perks are nice (depending on which forum or rules you take on).
Outside of all of this, you have to find your
own reason to establish and maintain a guild. Without this, your
guild won't survive. You need to give your members a reason to continue
to work, wither it be for war, peace, or friendship. And you must be
ready and willing to sacrifice time, patience, and sanity, just to see
your guild grow. Members will lose interest in the guild if the
GC does not show interest him/herself.
back to top
2. Starting a Guild
To start a guild you need these basic elements:
1. A Name - What will you call
yourself? What will your group be known as? There have been
some very famous guilds through the history of RhyDin, will yours be
one of them? For suggestions, pick names that are easy to remember,
or are catchy (without being corny). Long, or strange names tend
to get lost and people just shrug when they are asked about your guild.
Also, be sure to pick an acronym that relates directly to your guild.
Most people simply pick the first letter of each word. For example:
Guardians of the Flame's acronym would be GoF or possible GotF, based
on how the GC wishes to set it up. A GC might also check around a
little before starting a guild to make sure no other major guild has the
name they want. If a problem does arise, however, then the name will
generally fall to the guild which came up the name first. Do not create
problems just because you want a guild name. There is no reason for
this. Good GC's compromise.
2. A Purpose - The ever
elusive purpose of why your guild exists. You do not have to have one
off the bat, but you do need to consider why you are starting this guild.
Ask yourself, is it a good reason to start one? Is it a reason
which will convince others to join my guild? Is it a reason which will
ensure the survival of your guild? Bad reasons to start a guild (generally,
there are exceptions) are: To destroy another guild. To start
a war with another guild. To be an alley to another guild. To
make everyone follow the same rules of role playing. To change the
way role playing works forever. To restore old RhyDin. And
pretty much anything on these lines. These guilds tend to fail because
they do not attracted experienced role players and because they are short
lived. A guild which is out to destroy another guild will also cease
to have a purpose once this guild is destroyed.
3. A Home - You need a home,
a chat room set in the Arts and Entertainment section where members
and non members can socialize. If you wish to keep nonmembers out
of your chat room, establish a private chat. Also, remember that
most rooms in A&E are considered to be in RhyDin. Why? Because
it's the biggest realm and it's impossible to tell who goes where with
what. If you want to be outside of RhyDin, then you need to inform
your members of this. You might not need to bother with nonmembers
as chances are you will only see them once. Either way, if you open
a public chat room, do not forget that anyone can come in. Remain open
to new people, they very well might be your next recruit.
4. A Roster and an Application
- These two go hand in hand. Rosters are how you keep your members
informed of their status in the guild and of the status of other members.
Applications are how new people join. There is no one way
to do an application or a roster. You might go seeking examples
from already established GC's. Most will be happy to give you an
application and some might even take the time to give you a blank roster.
Do not ask for a roster with members on it. This is considered
cheating sense you are looking for ideas and not trying to steal a roster.
Basic bet on both items is to have a list of your offered positions
in the guild and then, on the roster, who belongs to each section as well
as their dice and XP's, if your guild chooses to be based around dice.
3. Keeping
a Guild Running
The hardest thing to do for a guild is to reach
20 members (which is why the forum requires 20 members before joining
- see here for more on joining AotMC). The
second hardest thing to do is to keep your members motivated. This
is what kills most guilds. The GC runs out of ideas, or loses
interest, and so the guild just vanishes slowly.
To keep a guild running, it is strongly suggested
you keep in contact with your members by sending them updates, rosters,
information (but not junk e-mail or fwd messages), even newsletters.
Keep your members informed about what is going on in the guild,
who is running story lines, new openings in positions, and anything thing
else you can think of which is relevant to the guild.
Ask other GC's what they do to keep people interested.
The best source of information is from someone who has been there,
done that.
As for here, there is no point to going into
all the details of a guild, for each is unique and there is no one way
to do anything.
back to top
4. Needed
Rules for GC's in AotMC
Now to the rules. These are set in stone,
unlike the things above.
- The guild's roster (including spies) must
be sent to TheRaptor4 once every two weeks (or more often if they like.
However, do not send the roster more than once a week. If
a guild wants to send a roster bi-weekly, TheRaptor4 must know in advance).
If the GC is unable to do this, then s/he should have the SiC do it.
If the roster is missed 2 times in a row or 3 times in any twelve week
period, then that guild will be on the blacklist. If the roster is missed
again within that time, then the guild will be fined a heavy amount
of WGP's. If the problem continues, then the forum may ask the GC to
step down or will issue a punishment of that nature. (Note: TheRaptor4
will be the only one that knows of the roster OOC. That means that her
character(s) will have no clue what is on the roster unless a spy was to
give it to her. )
- The roster must stay above 20 members
to be in AotMC. A guild that drops below that number will have 4 weeks
to make it up, or will risk suspension. Meaning they will be kicked
out and not allowed back in until the minimum requirement is met.
- GC's may give experience points for good
role playing and creative story lines, but the amount must be reasonable.
We will be watching the XP's. If we see someone shot too high in a week,
we may question. If an absurd amount of experience points were given for
any particular reason, then we will not only fine the character those
XP's were given to, but we will also fine the guild WGP's. So, be careful.
- Gold is something that GC's must also
keep up with. They are in charge of paying their members and setting
prices on stores and houses for their guild, however, no member may
receive more then 200 gold per week, and no house may or store may
cost more then 1,000 gold total. We will also be watching this. Remember,
all the gold received from rent will go to WGP's. (More on WGP's).
The following limits are placed upon ranks and classes within
each guild:
Blacksmiths/Potion makers have a maximum limit of one
per every 5 members in the castle
Priests, Wizards, Knights, and Assassins must
be at least level 30 (d50). All of the classes will cost WGP's
to promote, see here for more information.
Wizards, Blacksmiths/Potion makers, Assassins, Knights,
and Priests have to be approved by the forum. The applications are below.
When a registered member is removed from a roster,
TheRaptor4 must be informed about it. Removal applications are
below.
- DON'T FORGET!!! The names of ranks and classes can be changed by
a GC. If a guild wishes to have Archers instead of Warriors, they
may, but they must designate which of the base classes the new class applies
to.
- You need to reward your members with more than just gold. Give
them XP's also, but be careful not to become too generous with them. Just
about everything can grant XP's, from spars to story lines to providing
help in running a tournament. Most XP giving comes down to the GC,
unless it is specifically set forth in the forum how XP's will be given
in a certain area. See here for the dice
chart. Below is an outline of what's said under the dice section.
- New members will start with 0 experience
points (XP's) at level 0, with Xd20 sides dice, unless deemed other wise
be the GC (though if the dice is considered too high, the reasoning may be
questioned).
- Xd is determined by what your character
is. Immortals and supernatural will have 4dX, half's will have 3dX, and
mortals will have 2dX. If this class cannot be deterred by the GC, then
the character will automatically get 2dX.
- GC's may ignore the classes and give out
number of dice as they see fit, but these dice may not exceed 4dX.
- If character is in more than one AotMC
castle, then their highest dice earned though AotMC will count as their
dice.
Applications:
The following application are to be used for the circumstances
stated upon them. Only these applications will be accepted, and only
the GC of the guild in question may send them in. Note that all
forum registered people (except Knights) will go on the forum roster . This is so that no
cheating may be done by non AotMC members (or AotMC members for that matter)
and that the abilities of different characters may be found quickly and
easily by anyone. The only information that will be given out on
this is the character's SN. The only exception to this is if they
at d80 (level 60). Their name will be placed under a title that
lists them as having d80's, d90's, or d100's, though their exact dice sides
will not be listed. D80's, d90's, and d100's must be registered as well,
and the registration must be updated as they reach each level of dice.
Application to register a d80,
d90, or d100:
Guild name the member is in:
SN of member:
SN of the GC:
XP's of the member:
Dice of the member:
Rank(s) of the member:
(send to TheRaptor4 )
Application
to register a guild assassin:
Guild name the assassin is in:
SN of assassin:
SN of the GC:
XP's of the assassin:
Dice of the assassin:
Post log of a mock AA done by the assassin
here:
(send to TheRaptor4
)
Application to register
a guild priest:
Guild name the priest is in:
SN of priest:
SN of GC:
XP's of priest:
Dice of priest:
Post a log of the priest performing a rezz
or unvamp here (may be mocked):
(send to TheRaptor4
)
Application
to register a guild wizard:
Guild name the wizard is in:
SN of wizard:
SN of GC:
XP's of wizard:
Dice of wizard:
Post a log of them attempting to cast one
of each kind of spell; summon, defense, and attack:
(send to TheRaptor4
)
Application
to register a guild knight:
Guild name the knight is in:
SN of knight:
SN of GC:
XP's of knight:
Dice of knight:
Post a log of them sparring a short spar or
match here:
(send to TheRaptor4 )
Application
to register a guild blacksmith:
Guild name the blacksmith is in:
SN of blacksmith:
SN of GC:
XP's of blacksmith:
Dice of blacksmith:
Post a log of them attempting to create the
maximum number of items as their level allows for one week :
(send to TheRaptor4 )
Application
to register a potion maker:
Guild name the potion maker is in:
SN of potion maker:
SN of GC:
XP's of potion maker:
Dice of potion maker:
Post a log of them attempting
to create the maximum number of items as their level allows for one
week:
(send to TheRaptor4 )
Removal Application:
Guild name the registered member is
in:
SN of member:
SN of GC:
Rank(s) the member is to be removed from:
XP's of member:
Dice of member:
(send to TheRaptor4 )
back to top
5. War Gold
Pieces:
Throughout the
forum rules, WGP's will be mentioned. The term is referring to a monetary
amount that the castle has collected over its time in the forum. WGP's
may be collected by a number of ways, but every week the guild will
get an amount based upon its member count. By sending in a roster each
week to TheRaptor4 the guild
will receive 50 WGP's for every member in the guild. These WGP's
will be used to purchases various items for the guild (like promotions,
siege weapons, et.).
WGP's are a
crucial part of the guild, for they help to judge how well a guild
is doing and how active they are. WGP's are used like gold would
normally be used on a simulation game. You use it to advance your members'
characters, fortify your castle, or to build siege weapons to destroy
other castles. There are a lot of things you can do with your WGP's
and a lot of ways you can obtain it. Here is a listing of all areas
(as close as possible to the actual spot) where WGP's are mentioned.
Joining - Guilds get WGP's when they first
join.
Taverns, Inns, and Shops - These earn guilds
WGP's from weekly rent.
Alliance - Guilds get WGP's when they
form an alliance.
War - Guilds get WGP's when they win a
war. They lose WGP's when they lose a war.
Tournament - Guilds get WGP's when
they complete a tournament or mock war.
Ships - Ships cost WGP's to create. Expect
for ship guilds. See here for more on ship guilds.
Weapons, Gates, and Walls - These cost
WGP's to make.
Character
Advancement - It costs WGP's to advance combat characters.
Elemental
Weapons (below) - These cost WGP's to make and only HC members can
create them.
Cheating can be punishable
by lose of WGP's and XP's.
back to top
6. AotMC Program:
All over the forum web page, small sections of a much larger
program can be found. Well, here is the AotMC program, in full,
and each of its sections. ( The download
time shouldn't be more then a few seconds. If you have problems,
please contact TheRaptor4. )
DL for AotMC Program (Full - Version
4.3)
DL
for Matches Program
DL for Dice and Level Program
DL for Spells Program
DL for AA, TA, CA, and Rezz Program
Because there files were made in VB, some computers may
require another short DL for the programs to work.
DL for VBRUN60 File
7.
AotMC Elemental Weapons:
This
is a very unique rule for GC's, SiC's, TiC's, and other members of
the high council. This will give all HC members the ability
to create magical weapons for their members at the expense of WGP's and
the HC's own XP'. The reason being for this is because these weapons
were meant to be for special occasions or special positions and to keep
them from being made in mass quantities. GC's will be limited to
making these kinds of weapons once a month, with SiC can make one once
every two months, TiC may make one once every three months, and all
other members of the high council can make a weapon once every four
months.
To create the weapon in the
first place, it will cost 2,000 WGP's and 1,000 XP's. Then,
following this, the weapon will be given dice to match with it's enhancement.
Unlike all other weapons, this enhancement will be rolled separately
from the main roll and will be scored based on what is rolled by the
dice, not converted to the dice chart. So if a character has
a 1d10 weapon and rolls a 10, then that's ten extra hit points they
have taken from a target in addition to their normal attack. The
maximum dice any elemental weapon may have is 2d10.
For every dice side
which is placed on the weapon, the cost will go up by 2,000 WGP's
and 1,000 XP's, which means a 1d10 weapon will cost 22,000 WGP's and
11,000 XP's.
For every die that
is placed will double the cost of the weapon after it has been calculated
as though it was a 1d weapon. Thus, a 2d10 weapon will cost
44,000 WGP's and 22,000 XP's.
The powers which can be
placed on these weapons tend to fall into the realm of elementals.
These weapons cannot kill a character, they cannot be used for extra
damage on an AA, and characters are limited to using one elemental weapon
to each fight, should they have more than one for some reason.
Common elementals to place on a weapon might be, fire, ice, lightening,
shadow, lava, mist, steam, acid... and the list goes on. No weapon
may have more than one elemental cast on it. Also, these weapons
may not be given an enchantment by a
wizard or be given an enhancement
by a blacksmith. They are to stand on their own. However, those
who carry an elemental weapon may have something else enchanted (such as
a ring or a wand), as long as it is used separately from the elemental attack.
In other words, someone maynot cast a spell (as given by an enchantment)
and attack with their elemental weapon. Besides, this wouldn't work
as spells are attacks all their own and have nothing to do with a weapon
a character may hold.
These weapons have
to be registered and they are so powerful, that the registration will
be placed on the forum roster so no mistake may be made about who holds
the enchanted weapon. The weapon must also be placed in
the roster next to the owner which links back to it's place in the forum.
The chart of all elemental weapons is found here, which is also found under the Forum Roster.
Also, those who fight with elemental
weapons will lose their class abilities for that fight. Rouges
will lose back stab, healers will lose healing, mages their magic, and
all classes will lose their weapons as given by a blacksmith. The
only way out of this is to use a potion, which adds (for attack potions)
or takes away (for armor potions) the dice of a character (either the drinker
or the attacker, respectively). Also, no one will lose their armor,
as armor works against the base dice of those carrying an elemental weapon.
Armor does not effect the dice roll of the elemental weapon, just
the dice of the character carrying it.
To register a weapon, the
following forum has to be filled out and sent to TheRaptor4. She will then return
a letter along with a date stamp, and a link to it's place on the
forum page (which will be different for each weapon). The date
stamp will forever follow the weapon and must be included with the weapon
when it is used in matches, placed in the profile, or on the guild roster.
When weapons are upgraded
after their original creation, this new date will be included in the description
of the weapon, but it will not replace the date stamp of the weapon.
Application for making weapons:
SN of GC:
Name of guild:
Total guild WGP's:
SN of one making weapon:
Rank of one making weapon:
XP's and dice of one making weapon:
SN of one weapon is being given to:
Type of weapon:
Type of elemental to be placed on weapon:
Dice of weapon:
XP's spend on weapon:
WGP's spent on weapon:
Description of weapon:
Application for upgrading
weapon
SN of GC:
Name of guild:
Date stamp of weapon:
SN of current owner:
SN of one upgrading weapon:
Rank of one upgrading weapon:
XP's and dice of one upgrading weapon:
Old dice of weapon:
New dice of weapon:
XP's spend on weapon:
WGP's spent on weapon:
Application for changing of
ownership
SN of GC:
Name of guild:
SN of previous owner:
SN of new owner:
Dice of weapon:
Date stamp of weapon:
back to top