Specifically, this came to my attention/interest because of the thieve's guild in Westgate. From what I have been able to determine Sable, the guildmaster, is a PC (though, I'm not 100% sure in this case). It made me wonder about some of the fun organizations, like this guild, that are listed in helpfiles but seem overall inactive. You find a lot of them in help files, for example The Night Masks, or Black Fingers (Beshaba), or Dark Justiciars (Shar).
What's the status of some of these groups and organizations? If they are inactive, I suppose my suggestion is to make them not anymore.
Player Run Groups/Organizations
Player Run Groups/Organizations
~ You cannot catch a Shadow.
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Tycho closes his eyes as he shakes his head, 'Do not give the Hin wine, it is like feeding gremlins after midnight...'
Re: Player Run Groups/Organizations
Some of these are deity specific organizations, and some are player run. Black Fingers, for example is deity specific.
In general, these are inactive as they tend not to translate to FK very well. For example an org via a faith which only accepts fighters might get maybe one or two members, as we have so many deity and class selections.
Player run organizations tend to go through their phases in which the leaders are active. Sable's area(Which is not actually an org, but that's IC!), for example, was once run by her, but has been not too long ago given to another player though kept her name. There is another area which IS run by an organization that went through a period of inactivity due to busy player leaders. They were approved for and completed an in game organization area which exists still in Zazzesspur.
These are all old examples. Today what we generally like is for a group to organize themselves and become active together, after a good period of this they are welcomed to apply to build their own area. A good example of this is the Burning Blades, a goodly group of adventurers who teamed up often to go on raids and quests. After several months of activity and a good bunch of members they applied for, and were approved to, build an area as their organizations headquarters.
TL;DR: Be careful not to confuse deity with player, as deity ones are currently not offered much with very rare exceptions. Player run organizations should build themselves via roleplay and have a good membership then apply to build their own organization quarters.
In general, these are inactive as they tend not to translate to FK very well. For example an org via a faith which only accepts fighters might get maybe one or two members, as we have so many deity and class selections.
Player run organizations tend to go through their phases in which the leaders are active. Sable's area(Which is not actually an org, but that's IC!), for example, was once run by her, but has been not too long ago given to another player though kept her name. There is another area which IS run by an organization that went through a period of inactivity due to busy player leaders. They were approved for and completed an in game organization area which exists still in Zazzesspur.
These are all old examples. Today what we generally like is for a group to organize themselves and become active together, after a good period of this they are welcomed to apply to build their own area. A good example of this is the Burning Blades, a goodly group of adventurers who teamed up often to go on raids and quests. After several months of activity and a good bunch of members they applied for, and were approved to, build an area as their organizations headquarters.
TL;DR: Be careful not to confuse deity with player, as deity ones are currently not offered much with very rare exceptions. Player run organizations should build themselves via roleplay and have a good membership then apply to build their own organization quarters.
Beshaba potatoes.