Idea: Stricter Criteria for Joining Guilds

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Eyeball88
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Idea: Stricter Criteria for Joining Guilds

Post by Eyeball88 »

One of the things that bothered me about Morrowind was how incredibly easy it was to join a Guild. If you had the right stats, and agreed to the charter, BAM, you were an honorary member. But it should be harder. For example, the thing that got me thinking more about this was the Knights of Tamriel post. The different orders require you to be a good fighter, as well as devoted to their chosen God. It would be fairly weak to just be able to go up and agree to a Charter to become one of their order.

Is there any way to make steeper requirements for guilds? Maybe for the religious guilds (Temple, Knights of Tamriel) something like a required praying one time a week where you place something at the God's altar/statue (like a specific flower, or a book, or money or something) to receive a special blessing, and if you miss a week, the other members will start to dislike you. Or maybe having to do something to prove your faith before being allowed in?
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Nomadic1
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Post by Nomadic1 »

Some of the factions TR is including, and thinking about including, have steeper requirements. For example...

- The Ordinators need you to live rigidly until you are at a high rank. You can only be Dunmer and have to be in the Temple

- The Great House Dres is Dunmer only

- The Twin Lamps need you to release x ammount of slaves to join

There is also the Bloodhand Guild or something like that being thought up where you need a bounty of 6000 (so you can never function in regular society).
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Eyeball88
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Post by Eyeball88 »

Yeah, I've read about those, and the House Dres and House Indoril ones make sense, but it still seems too lenient. To prove yourself, all you ever have to do for most guilds is play delivery boy.

I guess I'm wondering if there is any way to really force the player to prove his/her worth before being able to join a guild, instead of just meeting ridiculous criteria.
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Nomadic1
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Post by Nomadic1 »

Well, like what? I'm not too sure what you mean now. Many real-life organisations have you start at being a delivery boy before moving up. In one or two guilds, you have to do an initiation test, as well as periodic testing to see what you know.

In short, be more specific.
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Garriath
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Post by Garriath »

Slight correction, Nomadic:

The current plan is to join the Ordinators, the PC must be Dunmer, high in the Temple, and high in a Great House.
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Post by Haplo »

ingame though, you do NOT have to be dunmer OR in the Temple to join the Ordinator Faction...

Are we adjusting this for TR?
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Post by Anonymous »

You couldnt join the Ordinators in Morrowind without mods, I'm pretty sure.
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Post by Haplo »

hmm...I dont usually use other peoples mods...but I'll check to see if I have something that modifies it.
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Post by Starcrunch »

Garriath wrote:Slight correction, Nomadic:

The current plan is to join the Ordinators, the PC must be Dunmer, high in the Temple, and high in a Great House.
I don't think you should have to be highger than rank 4 (the guard rank) in a House.

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Post by Anonymous »

I agree on that, but I also agree that it should be more complicated to join a faction, in real life, your not just BWAM in a faction, like, criminals test you to prove you arent a cop, so, the basic idea would be:

Fighters Guild: Kill someone with a bounty (Not just a level1 dude, at least 10)
Mages Guild: Learn an X amount of spells, and gather some mushrooms or sumthin
Thieves Guild: Bring an item with a value HIGHER than 1000

Also, the "skills" needed are RIDICULOUSLY low, you pass all just by starting the game, should be at least 20 :!:
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Post by Stumpytheguar »

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Post by Assassinace »

Personally I think most guilds added should be either A) more difficult to find (A la daggerfall) or B) have difficult requirements/quest type joining.
Not all but most. Also there should be some that are mutually exclusive however the exclusiveness should be up front and not conflict with the Morrowind guilds (So as not to annoy people who don't know what to sign up for beforehand.
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Post by Odysseus »

Personally, I am not really attracted to the idea of dumner only factions. I know that's the only way it fits with lore, but I happen to be one of those who hate dark elves... I would never feel right roleplaying as one, I think the difficulty in joining should be based on something other than choice of race at the beginning of the game, such as something that any race could take part in. It goes against lore, I know, but perhaps the factions that *normally* only allow dunmer should have a test that non-dunmer are required to partake in. If this has already been discussed, forget what I have said, but I think it'd be unfair to the gamer to exclude certain factions like that.

Not to undermine you guys, I truly think it is a good idea to increase the difficulty of the guilds, but racial discrimination is not the way to go.
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Post by AlphaFemale »

I thought that ordinator was a temple rank... nothing more... I mean I know it's house Indoril but there IS no indoril faction in-game, so they were just thrown into the temple.
You're sorta right. There is no Indoril faction, but there is not Ordinator rank in the Temple ranks. I think that all Ordinators are of the Diviner rank.
I think that the requirements for joining a faction should be extremely strict, specifically when dealing with inner-house conflicts. For example, you shouldn't be able to join House Indoril and be a member of the Imperial Cult, or join House Dres while being in the Legion. Common sense stuff like this would make factions much more in-depth, and increase the replay value of the game a lot.
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Post by Stumpytheguar »

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Lud
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Post by Lud »

how about if you had to pass a test before being allowed to join like if you were joining the fighters guild you would have to duel the guild steward (not to the death of course) or something like that
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Post by Psyborg »

Well, you can get into the fighter's guild no matter what... but with the ones it would matter with (Dres, erm... that other one... Indoril, that's it...) I doubt any member of a beast race would even get the agcknowledgement (yeah, that's the way to spell it... :roll: ) enough to be allowed to duel. A man race, perhaps. But not a beast race.
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Post by Eyeball88 »

I think the only way a beast-player could get into one of those guilds is if they hired a dunmer "middle-man" who would go in, get the quests, then give them to the player, so that the insiders of the guild never realize a Beast is actually doing the quests.

Alternately, we could balance it out by having a beast-only guild. 8)
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Post by Stumpytheguar »

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Eyeball88
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Post by Eyeball88 »

But I still think that the more pious religious factions should be harder to get into. Not just a "do a pilgrimage," but like, having to prove your devotion every week by attending a service, or giving something to the altar of the god; may not be super exciting, but it's roleplaying and it makes sense.
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