Proposed Guild System

- Faramir - 20 March 1998 -

(modified 6 July 1998)

[Version 3.4: Real system, with warfare, fully released. Clarified purpose of this document, added info.]
[Version 3.3: Added note about title restrictions.]
[Version 3.1: Fixed info about abbreviations.]
[Version 3.0: The real system is out, sans warfare...page updated accordingly.]
[Version 2.2: Added mercenaries idea (thanks go to Furey).]
[Version 2.0: Noted sections that are "mine" (not in DD's upcoming system).]

Details About the Proposed Guild System

(Please note, this document is not the official word on the now-implemented guild system. It was a proposal -- developed in cooperation with Origin -- for the system that eventually became implemented, but details may differ from what is actually available in the game. Where possible I have tried to update the proposal to match the actual implementation, but specific information may be wrong or out-of-date.)

Within UO, probably the most relevant part of a feudal system will be guilds. In order to implement this in a fair way, guilds would have to be somewhat formalized with in-game support. This in-game support will be part of Designer Dragon's upcoming changes to the notoriety system (see Bob Hanson's excellent FAQ on the new Reputation system). The guild system will provide a way for players to engage in combat, which will promote roleplaying (see Xavori's comments) and hopefully address the issue of anti-social player-killing.

(The details below include "wish list" items of mine, which are indicated by italics (not to be confused with italicized single words or phrases, which indicate menu options!).

Another important feature of the feudal system would be to make it possible for the taxpayers of a town to elect a leader. My idea for electing the leader runs like this:

Once the leader is elected, the system would work exactly as it does for normal guilds, with the "guild" replaced by the Town Council. Of course, "joining" and fealty would no longer apply: all citizens (see the section on taxes in the community essay) would be part of the "guild" and the hierarchy would be flat. An odd (though realistic) side effect of this would be that a citizen of one town might actually pay more taxes to a different town because of his buildings there; this would be an inducement to change citizenship in order to have more control over his property taxes! Origin could direct a percentage of the taxes collected for the town into the bank account of the Mayor, who could use the money to hire a militia, stage feasts, etc. (Or, the Mayor could just keep the money!) If the taxation system for guilds were implemented (as explained above), this could happen automatically, with the additional benefit that a Mayor could control the tax rate (both for property and for citizenship), thus making his city more (or less) appealing to residents. Note: the Mayor could abdicate (requiring a new election) at any time by telling the Town Clerk of his wish to do so; however, there would not be an option to appoint a successor. A city with no Mayor would collect taxes at the rate established by the previous Mayor, but the money would disappear.



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