ironwood: (Default)
ɪʀᴏɴᴡᴏᴏᴅ ᴇᴍᴘᴇʀᴏʀ ᴇsʜᴀɪ ([personal profile] ironwood) wrote in [community profile] tushanshu_ooc2017-04-01 09:54 pm

[admin post] Admin Post: STATE OF THE SHELL: APRIL 2017

Hello chelonauts, it’s that time again!

It's been a few months since our last State of the Shell (Dec 2016) and we're happy to introduce some changes to the in-game structure to better facilitate plots going forward.

We've got some OOC structure changes to touch upon first - don't worry, nothing scary! First up, a mod-related change.

Mod Changes

A WILD MODLING APPEARS

We'd like to announce that Alex will be joining the modteam starting this month. Alex volunteered for modship when we last held an open call for them, but has been unable to officially come aboard until now due to real life constraints. Please give Alex a happy turtle welcome!


Process Changes

Adding Suitability Section

Our application process previously included a Suitability section that addressed why characters were a good fit for the setting in Keeliai. In a application update, this section was removed, but we're reintroducing it! The game metaplot has become more focused on intrigue and politics rather than outright war, but inquiring after character suitability is no less relevant now.

The new Suitability section will ask players to address what a character might do in Keeliai: how they'll interact with other Foreigners, how the Guild structure may impact them, if there are any specific issues they may face (physically or otherwise). We feel this will help address some of the concerns we often come across while reviewing apps, which we hope to result in fewer revision requests!


Event Calendar + Player Plots

We will be trying an event calendar for plots for the next couple of months. It's our hope that having a more visible way of checking on upcoming happenings in game will make it easier for players to plan their month's activity.

The calendar can be found on this post, and will be included in the game navigation links shortly.

We'd also like to highlight the Player Plots option, and strongly encourage our players to put forward ideas for events they'd like to organize. While a consistent metaplot does help guide the game, it can seem repetitive in some aspects, and some of the previous player plots have injected a lot of levity and fun into things. Even if it's an idea that only last a couple of days ICly, we'd love to hear it. If you've got an idea for a plot but aren't sure how to make it feasible to come about in-game, we can help with that too (we can blame a lot on the Dreaming, for real).

These two things are in this section together because we'd like the calendar to give players the opportunity to schedule their event suggestions at a time that works best for them.


Landmarks Page

As we continue to update our core posts with expanding worldbuilding, we realized that the Setting: Keeliai page was getting a little unwieldy in its size (mostly in the form of Li planning to edit something and going "what the shit this thing is huge"), so we'll be splitting off the landmarks and notable locations to a new page. This is also where we'll have a better listing for player businesses, and where players can add NPC but frequently used locales around the city.

The Landmarks page is located here but it's not yet completed; there will be an announcement note in the OOC comm once it's ready for use!


The Council is dead, long live the Guilds...

Beginning in April, announcements will be made throughout the city that the Council heading the provisional government is being formally dissolved. There's a variance in the reasoning, depending on who you ask: some people cite that it was terribly unbalanced, some report that there was an internal coup that was headed off only by removing the Council's affluence, and still others claim some people just plain wanted out of that structure.

Whatever the reason, the recent communications to Foreigners suddenly start to have context.

In the Council's final edict, the decision has been made to restructure the city's authoritative framework into nine Guilds representing the various aspects of kedanese life. There remains an ongoing aversion to a more centralized power, too much reminiscent of the Emperors, or even the rigid hierarchy of the Families. Since pre-established guilds such as the Merchants Guild and the Healers Guild are well respected by the city at large, it made sense to the decision makers to pattern the rest of the the city in the same way.

The Guilds are as follows (click on the links for more information about each, including their contact person and their areas of jurisdiction):


At the same time, a large plot of land in the Sky Sector, previously held as in reserve by the Merchants Guild, is released as the new construction site for a large, circular building to be named Xiadeng Hall. (However, it doesn't take long for people to nickname the building The Iron Circle.) This construction will take several months to be fully completed, and any willing workers are being hired beginning right away. It is projected to be completed by the end of the summer months.

It's yet another new beginning for a city and people who seem determined to keep reinventing themselves until they're happy with the result!

THE OOC LOWDOWN

Why the change?
The initial Council structure didn't garner much interest and was therefore limited in the scope of possible player involvement -- which was the opposite of what we wanted to do! The new Guild structure will provide easier access to new CR opportunities, expanded engagement with the setting, and provide a good foundation for additional player-run plots.

We also felt that the structure of the Council focused too much on the NPCs, and that it could be precluding players from being able to influence the game's metaplot through their characters, which has always been an important part of the way we run Tu Shanshu. Although the Guilds will still have NPCs attached to them, they will function more as OOC point-people, rather than ICly being in charge. Indeed, quite a few of the NPCs designated for these positions aren't at the top of their respective hierarchies.

Additionally, the Guilds will give the mods new vehicles for plotting and scheming forwarding the game metaplot and bring a new dynamics to city life. The NPC section of the monthly itineraries will be reworked to provide a description of each Guild's behaviours and plans for that month, which we hope will allow players more freedom to use for threading without needing to rely on the mods' NPCs for each interaction.


How will it work?
Once the initial disarray is sorted and the dust settled, everyone (including Foreigners) must join a guild. While the default guild for Foreigners (old or newly arrived) is, well, the Foreigners Guild, they are at liberty to choose whichever suits their preference. Different guilds provide different benefits, although they are all considered equal both socially and legally.

A character may only be a member of one guild at a time, but they will be permitted to change guilds if desired. Different guilds offer different benefits; it should be noted, however, that a guild change is a significant alliance shift and may have in-character consequences. Repeatedly moving from one guild to another risks alienating groups that a character may still have to interact with, depending on if the character parts the guild on good terms or not.

The Foreigners Guild will need in-character leadership and structure, to be decided in an OOC post, the results of which can be played out IC however desired. As the Foreigners will not know ahead of time about the Guild change, there will be some lag time before leadership needs to be named for the purposes of interacting with the other Guild representatives.


What are the benefits?
The benefits each Guild provides are varied, so it's worth taking the time to consider where a character is best suited. Examples of the benefits and resources (though not an exhaustive list) that a Guild might be able to provide:

• Business opportunities, such as discounts on certain types of items
• Certain legal authorizations and protections
• Support for research or personal projects
• Exclusive social events, including access to otherwise off-limits locations
• Training and education opportunities
• Monetary benefits
• Gifts or tokens of appreciation
• And others as the Guilds grow...

Each Guild has its own specific benefits and may also have membership requirements (these will not be financial, but may stipulate certain kinds in involvement in Guild activities, for example). These will be detailed in the Guild summaries, and further information can be provided by NPCs if characters would like to consult with them.


How do we make our choice?
Players must select a Guild for each of their characters by May 5th, and include their selection in their AC reply.

If your character makes their choice before that date, players are welcome to play that out ICly and to sign up on their Guild's respective pages, as linked above.

In the future, new incoming characters will have to select their Guilds in their first AC reply (they can indicate the selection in their AC check-in during their first month in-game, but this isn't required). This information will be detailed in the AC comment posts each month and updated in the game rules and application acceptance notices to ensure everyone is aware of the change.


What about other groups that weren't named?
Organizations such as the Keeliai Police Department and the Ban Om are not guilds and are considered separate factions, so it’s quite possible to be an officer of the law and a member of another guild, for example. More factions may pop up in the future, so don’t touch that dial!


Q&A TIME

Here we've assembled some of the questions we expected, but please don't hesitate to ask for clarification on any of the Guild information in this post, or anything we might have forgotten to address.

What if my character wouldn't ICly join a Guild because of ideological concerns/they can’t decide/they’re just a big rebellious rebel full of rebellion FUCK-THE-SYSTEM kind of person?
While they wouldn’t see much backlash initially (as the new structure is still being settled into) a non-Guild member will still enjoy basic rights and legal protections in their day to day activities. However, past the cutoff join date, they will see repercussions such as fines and potential jail time. Should kedan find out they’re unaffiliated, they’ll be slower to trust and far more brusque in their interactions. The option to stick with the Foreigner’s Guild is always there as well. Ultimately, a refusal to participate in the Guild structure of the city will be seen on the same level as committing a crime, as it implies a refusal to obey the city's laws.


If my character joins a Guild other than the Foreigner's Guild, can they still attain a position of power?
Absolutely! With in-game development, any character can become highly influential in whatever their chosen guild ends up being. Some of these advancements can be attained through AC Rewards, but some can only be gained by participated ICly in Guild-related plots and events through threads and logs. We are aiming to make this a possibility for everyone equally!


Can my character start their own guild?
Not yet; the Council debated a great deal behind closed doors to reach this number, feeling that nine guilds -- an odd number -- would provide the optimum variety to represent people while preventing the chance of a stalemate in group voting. It may be possible in the future, but we have no timetable on this as of now.


Can my character form a faction?
Yes, they may! There will be a (yet-to-be-established) vetting process by the Guilds, which will include having to provide some sort of membership and internal structure, and each faction will require at least one Guild to sponsor them. However, the paperwork can definitely be worth it, as established factions enjoy their own protections and benefits once officially recognized.


If my character chooses one Guild, can they change to another one later?
There's no laws against leaving one Guild and joining another, however it should be carefully considered ICly before this is undertaken. Joining a guild is, in essence, a pledge of allegiance, so a person (Foreigner or kedan) who is seen to be moving frequently between guilds will almost certainly be seen as less trustworthy. In addition and depending on the circumstances, the person's former guild may not look kindly on them if the parting was on poor terms.


Can one guild be affiliated with others? Can my character do work for one guild but still remain in another?
All the guilds are a pretty tight alliance - there are certainly aspects that will overlap and there will always be instances of people in one guild doing work in another. If your character finds they are doing more work for a guild they aren’t affiliated with than one they are, this would actually be considered a good reason to switch guilds.


So those are the major changes for the game! Questions are welcome (we're sure we've missed SOMETHING) and any feedback :)

Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting