Considerations for a New Guild

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Considerations for a New Guild

Postby Morn » Wed Nov 11, 2009 4:44 pm

I'm considering creating a guild of theory testers and explorers. Information would be our currency. I'd like to have this guild up and off the ground before the expansion so that we can work as a team.

Information discovered by one or two members would be the property of the players who discovered it, they would not be required to share discoveries with the guild, so long as they were contributing information from their specialty field. Primarily guild activity would consist of discussion on our own private forum and group excursions into new areas. I'm thinking rules along the lines of, no intentionally posting misleading information. (Anywhere, in order to protect the integrity of the guild.) Don't just give away guild discoveries.

There will be no insufficient thinkers, you have to have some kind method of contribution. Creating and testing theories is the most common way to contribute, but I do have a wish list.

Map Writers
Programmer
Experienced Party Leaders
Guide Writers

If you're interested or think this guild might have some potential, PM me.
Do not mold yourself to society. Give your name and serial number and stand strong, and society will undoubtedly mold to you. Ask not if there is anything outside that you want. Ask if there is anything inside that you have yet to unpack.
Morn
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Re: Considerations for a New Guild

Postby Morn » Sat Nov 14, 2009 7:55 pm

[rescinded] sry for what now amounts to spam
Do not mold yourself to society. Give your name and serial number and stand strong, and society will undoubtedly mold to you. Ask not if there is anything outside that you want. Ask if there is anything inside that you have yet to unpack.
Morn
Sheriff
Sheriff
 
Posts: 187
Joined: Sat Feb 17, 2007 4:42 pm


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