Lands of Classic Castle - Discussion Thread

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ZacharyIslazy
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Re: Lands of Classic Castle - Discussion Thread

Post by ZacharyIslazy »

I do like the idea of "Chapters" that have 6-8 GCs that all pertain to a connected set of events. Much like acts in a play.

As for guilds, I've suggested my own in the past, along with others too. I always liked the idea of a Piracy Guild :twisted: But I think it's kinda fun to see what people do for the current Guilds. I remember when we first started up, many Outlaws were concerned because there was only one Outlaw focused guild (Mage's), but I've always thought the guild challenges were actually more fun for us (Outlaws) because we had to go about them more craftily. The Merchant's guild is probably the best example of this.

Take for example the A2 challenge - "Your merchant acquiring his wares." Most of the time this might mean trading, buying, or crafting whatever you're going to sell at market or on the road. But for outlaws we could go about this by stealing or "borrowing" our merchandise :twisted:

Anyway, I do like the idea of faction specific guilds though.
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Re: Lands of Classic Castle - Discussion Thread

Post by SSchmidt »

Faction specific guilds.
They are only accessible after your character has really proven himself to his faction. You have to have 50 personal points (yes it's a lot, but we shouldn't have everything handed to us! :P ). That could also become an incentive for people to gain more personal status points, as only the "elite" get into the faction guild.

I mean, a thieves guild, located in "the shade," for only the sturdiest (and able to live the longest!) Outlaw. Come on, how awesome would that be?!?!

If you really wanted to factor in personal points, you could have prestige guilds at, say, 100 personal points AND
the mastering of faction guild. The guild branches into one or two different prestige classes. In this case mastering the thieves guild with 100 personal points will allow you to join one of two prestige guilds; the assassins guild or acrobat/trickster/something guild.

For example, if an outlaw is feeling particularly devilish, and wanting to be the best, he would have to master his faction guild, and then get 100 personal points to get in a prestige guild and then master that guild as well!

I know, I know, this is a lot. :halo: But it is wishful thinking, and COULD serve as the framework for something with more guilds and/or something which gives a bigger emphasis on faction points (which seem to be kind of pointless after 15).

If anything, it could be food for thought. :wink:
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Re: Lands of Classic Castle - Discussion Thread

Post by Sir Erathor »

Is it me, Sschmidt, or do your ideas focus rather wholly on the Outlaws? :P
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Re: Lands of Classic Castle - Discussion Thread

Post by mpoh98 »

Sir Erathor wrote:Is it me, Sschmidt, or do your ideas focus rather wholly on the Outlaws? :P
It might be wholly on the Outlaws, but that is just an example. I think there would be different ones for each faction.

And SSchmidt, I love that idea. I think it would be great if we could do that! :D
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Re: Lands of Classic Castle - Discussion Thread

Post by SSchmidt »

Yes Mpoh is right, I was just using the Outlaws as an example. :wink:
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Re: Lands of Classic Castle - Discussion Thread

Post by josdu »

I like the idea of Chapters too, and there could be a theme for each chapter like "Civil war" which is the theme for the present chapter in GoH. Also, is there an underworld in Roawia? Because Mark of Falworth used it in his story and I'd like to use it too although it might seem a bit like copying him. The only reason I didn't think of it was because I wasn't sure if such thing existed in Roawia.
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Re: Lands of Classic Castle - Discussion Thread

Post by royalbrickcustoms »

Is there going to be a Global storyline update anytime soon. If not that's ok. I was just wondering. :)

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Re: Lands of Classic Castle - Discussion Thread

Post by AK_Brickster »

I just answered this question of yours last week, RBC. Please stop asking.
AK_Brickster wrote:When we have time to write it. As of this moment, there is no approximate date that I can give you.

With the CCC starting up in a few days, I'm sure everyone will have enough to occupy them while we work on the next chapter.
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Re: Lands of Classic Castle - Discussion Thread

Post by royalbrickcustoms »

AK_Brickster wrote:I just answered this question of yours last week, RBC. Please stop asking.
AK_Brickster wrote:When we have time to write it. As of this moment, there is no approximate date that I can give you.

With the CCC starting up in a few days, I'm sure everyone will have enough to occupy them while we work on the next chapter.
Sorry AK. :oops: :cry:
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Re: Lands of Classic Castle - Discussion Thread

Post by ForestFriend »

Fellow LCC Roawians . Regarding the Guilds . I've read up on the Guilds as outlined in this forum. I'd like to see a limited expansion of the guilds to eight maximum as follows :
HERO'S GUILD : warriors and could include specialist chapters such as archers, spies, assassins, trackers etc. etc. anything martial really .
MASON'S GUILD : Builders, craftsmen, architect and could include blacksmiths ?
MERCHANTS : Traders, smugglers etc but also thieves, tavern owners, shopkeepers
MAGE'S GUILD : Mainly magicians, but could at a stretch include Bards, who enchant people with musical skills ?. witches ?
HEALER'S GUILD : Includes doctors, herbalists, midwives, naturalist healers, also mind/body healers ?
ARTISANS : Tradesmen including tailors, possibly blacksmiths, alchemists ? jewellers etc.
HUNTER/FARMER'S GUILD : Including fisherfolk, beekeepers, possibly miners here or under masons ? you get the picture.
THEOLOGIANS GUILD : Religious folk of all sorts, including hermits, priests, native medicine men witches ? :)
I don't believe there should be Faction specific Guilds as provinces with have a range of skills as listed above and their own specialist skills .
I've purposely kept the GUILD list shorter as it's simpler to understand and run. I would strongly encourage admin to consider allowing people to join more than one guild at an 'earlier' stage of their journey through their primary guild . This widens the scope for people's creative interests and adds to their and other's] enjoyment . It also reflects real life in a medieval scenario as you might be primarily a warrior but have growing healing skills etc. You could also add a SCHOLAR'S GUILD or include scholars as a chapter of Theologians Guild . Scholars would includes historians, teachers, etc.
You could expand the Mason's Guild to include Artisans to allow a separate Scholar's Guild . Anyway, that's it from me . :twitch:
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Andared of Lenfald
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Re: Lands of Classic Castle - Discussion Thread

Post by Andared of Lenfald »

ForestFriend wrote:HEALER'S GUILD : Includes doctors, herbalists, midwives, naturalist healers, also mind/body healers ?
I like the concept of this, but I can't visualize how you could manage to come up with 9 interesting, and unique challenges for this guild. It's a little too one-dimensional to merit a guild, I think.
ForestFriend wrote:ARTISANS : Tradesmen including tailors, possibly blacksmiths, alchemists ? jewellers etc.
I can't imagine how you could have a tailors guild since legos don't wear thread clothes (aside from the occasional cape and shoulder pauldron). The same goes for Jewellers really. Blacksmiths would have a few more options, but because of the nature of lego weapons, you couldn't actually build a lego a realistic looking sword or any other steel weapon, for that matter.
Alchemists seems like it would fit under Mages guild enough that it wouldn't merit its own guild.
ForestFriend wrote:HUNTER/FARMER'S GUILD : Including fisherfolk, beekeepers, possibly miners here or under masons ?
This one, I think, could work. Hunting obviously has some big possibilities. Fishing could also provide some interesting terrain challenges. Beekeepers...Umm, can't imagine how you could represent that with Lego. Miners would also provide a suitable array of potential for the 9 challenges.
ForestFriend wrote:THEOLOGIANS GUILD : Religious folk of all sorts, including hermits, priests, native medicine men witches ?
This seems a little too close in nature to the Mages guild for it to be a separate entity.

I think adding too many new guilds would be overwhelming. The only one of these that really stands out to me as a good fit and one that would seamlessly be added with the already existing guilds is the Hunter's/Farmers guild (perhaps just make it "Yeoman's Guild"?).
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Re: Lands of Classic Castle - Discussion Thread

Post by SSchmidt »

I don't think a religious guild would work either, simply because we have kept LCC "religion free" in that each character can do what they want with religion (to be more freeing).
While many here are religious, we have to be especially mindful of ALL the policies stated in the TOS. Simply put; religious guilds would have a very hard time reconciling with our TOS.

It is, however, very interesting to see other perspectives on these thoughts. :)
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Re: Lands of Classic Castle - Discussion Thread

Post by renagrade »

ForestFriend wrote: MERCHANTS : Traders, smugglers etc but also thieves, tavern owners, shopkeepers
Why would thieves be in this? Thieves would be the ones STEALING from merchants. I think they need their own guild, and I'm not just saying this because I am one :P
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Re: Lands of Classic Castle - Discussion Thread

Post by ZacharyIslazy »

renagrade wrote:
ForestFriend wrote: MERCHANTS : Traders, smugglers etc but also thieves, tavern owners, shopkeepers
Why would thieves be in this? Thieves would be the ones STEALING from merchants. I think they need their own guild, and I'm not just saying this because I am one :P
But that's the fun in joining the Merchant's Guild as an Outlaw! The challenges are left open so that you CAN be a smuggler and thief but still a merchant. Running a criminal enterprise may be very different from running a legal enterprise but at their core they're still businesses, right? :twisted:
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Re: Lands of Classic Castle - Discussion Thread

Post by ForestFriend »

Hi Guys. I’ve been reading the guild guidelines including the notes on advancement .I’ve also thought about your comments on extra guilds, faction specific guilds and joining multiple guilds etc.etc. I now believe that there should be two extra guilds only, as follows :
5] Hunter- Farmers [colour brown] and
6] Artisans [colour orange] .
I’m confident that the builds from A1- A2, J1 -J2 and M1 – M2 could be written with scope to cover a variety of occupations . Each progression would require suitable advancement in that guild and/or others . For example : Hunter-Farmer J1 : join a hunt/crop planting/stock raising activity as an observer. Advancement right up to M3 could be worked out with a suitable description for each higher level. Same thing could apply to Artisans . Blacksmith, cooks, healers could be covered by the Artisan Guild . Theologians could perhaps fall under the Mages Guild. I understand the strict rules excluding Religion from this forum. However, I can see advantages for basic yet respectful religious activities such as blessings, weddings, coronations or religious activities involving guidance etc. In Wolf Clan territory [Outlaws] we have Forest Brothers and Sisters who provide basic spiritual guidance and other practical spiritual support. Such occasional activities surely could only add to the interest and colour of LCC builds ? Of course , I would abide by any ADMIN advice or instruction regarding the above matter.
With advancement in more than one guild, I support the current rules and see no need for change. Again, faction specific guilds could be interesting but could also exclude characters from the other factions which in my view, would be a bad thing. Thanks for reading. Ciao, David.
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