meirya
Adept
IMO the goal of every organization in the game should be to make it a PC run organization. It requires less resources from plot, is generally more fun for the PCs, and allows the game to be brainstormed by a large number of players. One reason that the mage's guild has been such a success is the amount of input and ownership the players have over it. PCs are in game 24 hours a "game day" NPCs are inherently limited unless they are a true PNPC like Quinn.
This is indeed the goal. For a huge variety of reasons, Mages Guild has had the most success in working towards this goal. Merchants has not really had a dedicated point person so it hasn't had as much time and energy sunk into building it up, which is now being rectified. Healers Guild has suffered from a variety of challenges that are hopefully changing slowly. (However, there will always be a glass ceiling of the ducal/royal guilds.)
It's a both/and situation, mind you: staff has to empower PC guild members to take over the guild and also PC guild members have to step up and take initiative and ownership of the guild. In Mages Guild for instance we have several PCs who've stepped up from early on in the game and taken on more and more responsibilities, which I've responded to as Shani by giving them even more on top of what they're doing on their own initiative, and it's progressing quite nicely.
Last edited: