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Post by Prime Minister Sinister on Sept 20, 2019 13:01:39 GMT -5
I've had a few long-time guild leaders (post-Quick) over my time playing and there really is fuck-all to do with that clan, mostly because it's so incredibly easy to murder the fuck out of members with zero recourse.
Back then all it took was one of your strongboys mugging the wrong person at night in Allanak to get magickers sent up to systematically track down and kill anyone with that goddamn green rag in their equipment list. Got frustrating having every last underling killed over a weekend every three or four months.
Gets even better when templars and other higher-ups decide that they can't be bribed all of a sudden because reasons-- and all of the rapport built up over the year was actually for nothing.
Like, shit Sergeant Whatsit, we -bonded- over that brick of spice, you really gonna do me like that?
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Post by shakes on Sept 20, 2019 13:03:16 GMT -5
The Guild's ultimate strength, its secret to perpetual existence, is that it is weak. Genius Over the past year I have tried to play in the Guild at least a half-dozen times where the Guild BOSS wiped me out. I joined, was working my way up to the blue bandana, and then bam. The Guild bosses they have had for awhile seem to fear anyone serving them who gets strong fast. Either codedly good or good with making actual connections. And they turn on them. That's the real reason the Guild sucks right now. You've got a bunch of low-skill shitheads who want to sit in Red's all day wearing their blue bandana and being 'top' but yet will actively attack and destroy anyone coming into their clan. Imagine if Salarri killed newbie crafters for knowing what the materials were before they were shown. That's essentially what the Guild has been doing for the past year.
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mehtastic
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Post by mehtastic on Sept 20, 2019 13:05:50 GMT -5
Ah, the old "kicking the ladder before anyone else can climb it" method of leadership. Imported to Armageddon from the corporate world, apparently.
Actually, it's funny you mention Salarr as an example, since Kurac had a leader a couple of years ago who did something similar to what you experienced in the Guild. Her name was Deidre or something. Would fire or kill up-and-coming Agents before they could get a slice of her plot pie.
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Post by Prime Minister Sinister on Sept 20, 2019 13:16:32 GMT -5
The Guild's ultimate strength, its secret to perpetual existence, is that it is weak. Genius Over the past year I have tried to play in the Guild at least a half-dozen times where the Guild BOSS wiped me out. I joined, was working my way up to the blue bandana, and then bam. The Guild bosses they have had for awhile seem to fear anyone serving them who gets strong fast. Either codedly good or good with making actual connections. And they turn on them. That's the real reason the Guild sucks right now. You've got a bunch of low-skill shitheads who want to sit in Red's all day wearing their blue bandana and being 'top' but yet will actively attack and destroy anyone coming into their clan. Imagine if Salarri killed newbie crafters for knowing what the materials were before they were shown. That's essentially what the Guild has been doing for the past year. Shiet, it doesn't even matter if you and your crew have fingers in most of the major merchant houses -on top- of wheels and deals with Tuluki nobility and growing Undertuluki gangs. All it takes is one person with the right connections getting a bee in their bonnet to vaporize the whole thing. The actual real reason The Guild sucks is because it's an easy target and nobody in the Known is going to be that mad about it getting regularly stomped out.
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Post by shakes on Sept 20, 2019 13:26:45 GMT -5
Ah, the old "kicking the ladder before anyone else can climb it" method of leadership. Imported to Armageddon from the corporate world, apparently. Actually, it's funny you mention Salarr as an example, since Kurac had a leader a couple of years ago who did something similar to what you experienced in the Guild. Her name was Deidre or something. Would fire or kill up-and-coming Agents before they could get a slice of her plot pie. Funny you should mention that. I had a character who was a fence in the Guild and then Smoke the then leader of the Guild pulled that whole, "You're making connections and waves so I'm going to kill you." I fled the Guild and Allanak, crossed the Red Desert on foot as a fence and made it to Luir's where I joined Kurac. And was then murdered about a RL week later by the Garrison under Sweet-Di's orders. Is it any wonder why I don't join 'official' clans now? The loose-knit player groups that form here and there on their own are much better at not just flat out murdering you.
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mehtastic
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Post by mehtastic on Sept 20, 2019 13:36:50 GMT -5
Ah, the old "kicking the ladder before anyone else can climb it" method of leadership. Imported to Armageddon from the corporate world, apparently. Actually, it's funny you mention Salarr as an example, since Kurac had a leader a couple of years ago who did something similar to what you experienced in the Guild. Her name was Deidre or something. Would fire or kill up-and-coming Agents before they could get a slice of her plot pie. Funny you should mention that. I had a character who was a fence in the Guild and then Smoke the then leader of the Guild pulled that whole, "You're making connections and waves so I'm going to kill you." I fled the Guild and Allanak, crossed the Red Desert on foot as a fence and made it to Luir's where I joined Kurac. And was then murdered about a RL week later by the Garrison under Sweet-Di's orders. Is it any wonder why I don't join 'official' clans now? The loose-knit player groups that form here and there on their own are much better at not just flat out murdering you. The major benefit to loose-knit, spontaneously-created player groups is that every player that's a part of the group has a shared interest in the group's success, which is probably why you enjoy them more. I think that's why I enjoyed them more too. Clans have rigid hierarchies that encourage the leaders of those hierarchies to pursue those beneath them ruthlessly in an effort to maintain power and engagement in plots. A common manifestation of this is the phenomenon of clan leaders holding back plot information from all of their underlings instead of using the information to generate roleplay and interest.
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Post by shakes on Sept 20, 2019 13:45:50 GMT -5
Too true.
Like the Red Union. If you so much as come out of chargen in Red Storm in webbed boots they're trying to rope you in and be inclusive, to keep you engaged. Their founder did that and all their leaders since have done so as well.
This has been a non-paid advertisement for the Red Union.
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tedium
Clueless newb
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Post by tedium on Sept 20, 2019 15:08:27 GMT -5
... sit in Red's all day wearing their blue bandana and being 'top' but yet will actively attack and destroy anyone coming into their clan ...
I just hate so much that this is rinth RP now. I used to play in the rinth a lot before the color-coded gang bandanas thing came in, but I can't take it seriously anymore. It's too hokey. What next, a Kuraci with a pimp cane and an afro?
Arm clans are incredibly consistent at being hot garbage. They're either incredibly lethal to their own members and have little impact on anyone else, or do absolutely nothing at all with absentee staff, with zero middle-ground. My bad experiences in clans far, far outweigh the good ones.
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Deleted
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Post by Deleted on Sept 20, 2019 15:10:50 GMT -5
the color coded thing is probably more then 15 years old, I think. It was made by Ahmul if I recall. Before Gin.
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tedium
Clueless newb
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Post by tedium on Sept 20, 2019 15:14:33 GMT -5
the color coded thing is probably more then 15 years old, I think. It was made by Ahmul if I recall. Before Gin.
I've been playing for 10-ish years, a lot of that in the rinth, and I can absolutely say that it picked up in recent years. It might have been a constant presence in the lore, but it was soundly ignored for a very long time by the Guild.
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Deleted
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Post by Deleted on Sept 20, 2019 15:22:45 GMT -5
Mmm. I think what happened is that when Ahmul came up with it, it was basically a very whimsical thing. NONE of those colors designated a coded rank.
Later on, I think it got coded in properly and put into theme, which is why there was an resurgence of it. Ironically. Right now the 'blue' bandana means low rank, while the green bandana means higher rank. When Ahmul made it, there was no blue bandana at all. Green was basically protection paid up. While turquoise bandana ment the guy was somehow affiliated with the crew.
Those days. You could've walked into the tavern and had a chat with some flimsy dude, while being afraid of some other big dude. Without realizing that you're talking to a guy the entire nobility fears, while the big dude is a 5 day old character who was told to keep his mouth shut and act tough.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Sept 20, 2019 15:26:44 GMT -5
Tattoos would make much more sense. Easily concealable or resealable as necessary. They really should have a tattoo NPC in the rinth.
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Deleted
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Post by Deleted on Sept 20, 2019 15:29:01 GMT -5
They do. Two of them. One of them is Guild specific.
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delerak
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"When you want to fool the world, tell the truth." - Otto Von Bismarck
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Post by delerak on Sept 20, 2019 15:37:50 GMT -5
oh. well I don't play in that shit hole so I wouldnt know.
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Deleted
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Post by Deleted on Sept 20, 2019 15:42:58 GMT -5
Heeeey. Delerak. Dont you want to app for a guild boss sponsored role? You know you waaaaaaaaaaaaaaaaaant to.
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