Re: Locking skills behind guilds?
Sometimes. Organizations are important for global or broad run roleplay (think thieves, assassins, merchants -who some would call thieves on Ateraan).
I like it both ways. On Ateraan we have set groups (guilds, religions, even Nations) that have determined goals. These groups can be clique'ish or limiting, but most involve their roleplay with the masses. Merchant and Trader guilds for example do this. Religions are all vying for political and social power so they integrate.
On a larger scale are the two distinct nations (kingdom and southland) who have always had conflict with eachtoher but economics and interaction have thwarted this to involve others.
There are also races on Ateraan that tend to be against eachother or inclusive.
The nice thing is that there are clans that can form for a specific goal or ideal and rogues that can join any group or organization. I personally believe groups are important for purpose and goals and enhance rather that deter roleplay.
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