Text-Based RPGs: Joining the Flock - Text Games and Conformity

text game rpg sheep

By Teresa Harlan

While there is certainly no shame in being a text game rogue and forging your own path toward whatever you define success to be, my experience has been that conformity enriches a character. In saying that, I am not suggesting that everyone don their white woolen coats and start bleating like one of the flock in a feeble attempt to fit in. What I am suggesting is that prior to being anti-establishment, that you let your character give establishment a true chance.

Organizations in most quality roleplaying text games provide a whole host of benefits, from the tangible support structure (and sometimes free treats) to the more intangible aspects. Now, while we all like free stuff, and not talking to ourselves (though I hear it can be therapeutic), that is not the purpose of this article. No, this article will be focusing on the intangibles.

I have played my favorite text game for, well... let's just say that there are children that were born when I started playing roleplaying text games who are now entering the fourth grade. I have had a few throw-away alternative characters, but my main has rather consistently been active and going strong. I blame this (and yes, 'blame' with all the finger pointing that the word connotes) on the organizations she is a part of.

For my character, being a part of her organizations, her House specifically, truly defines her. And that was hardly intentional. I had her join her House purely for her to have people to learn her skills from without having to beg and plea. However, what I came to realize was that the culture of the House provided a wonderful platform to develop my character in. Being part of an organization in a text game helps you develop your character's motivations, his or her fears, his or her doubts, provides a structured set of goals and gives them conflict to deal with that is not self-manifested and therefore feels more genuine.

Sure, your text game character may have to compromise every once in a while, but that compromise makes you delve into your character's values more thereby assisting you in the creation of something that is multidimensional out of a text game that does not even have two dimensional visuals. That is sort of like creating life without the bloodbath that is childbirth (sorry for the awful image, it'll purge itself from your brain... Eventually).

The beauty of any good roleplaying text game is the player versus player interaction. These games are not just about completing quests or smashing people's skulls in (though they have plenty of that too), they are about being part of the creation of a story that has been being written for, in the case of my favorite text game, over a decade. As a rogue, you can still be part of that story, but each organization has its own story that fits into the grand scheme of things in the MUD that by joining, you join in on.

Ultimately, a lot of richness and uniqueness of these games are lost if you go at them alone. So perhaps, just this once, you can don your woolen coat and bleat a little as you join an organization. You never know, in a clever twist of fate, perhaps conformity will make your text game experience unique.

Go ahead and try one of the most highly acclaimed roleplaying mud games available today - all the cool kids are doing it!

Teresa Harlan is a text game enthusiast and currently plays games from http://www.IronRealms.com.

Article Source: http://EzineArticles.com/?expert=Teresa_Harlan

Comments

Since I never played rogue I don't exactly know how it is, although my first characters in IRE games were more loners and didn't interact very much. They had not much life, as you can imagine.
My two previous characters were part of organizations and had a lot of interaction with the other players/members, but one had an iconoclast behaviour (was a jerk, to be brief) and the other... well, I don't remember much how it was with the other (I played very little with him, Imperian didn't catch my interest and I came back to Lusternia).
Now I am an useful member of my guild. OK, "useful" is a strong word for somebody who plays now and then and is really lazy with her studies, but I tend to help whenever my guild needs me and my guild helps me back (OK, it is the other way around: since my guild is so helpful I began to be helpful for my guild. But the point is that it is a virtuous circle of helping each other).

If Melisa is my first succesful character is because I finally understood the benefits of team work, so, yes dear reader, keep in mind what this article says, because it is good advice. 

Lusternia is a bit of an odd case in that it's very, very difficult to become an influential rogue. So far I can really only name one example in our hard-working friend Tully. It CAN be done, but it'll be a long, hard road, since the game punishes rogues via lack of power for powerskills and a lack of NPC teachers past Master (if that far).

That said, politics in most orgs being what it is means it's very easy to have an impact, even if it's minor, on the organization, at the very minimum. The best way to describe the game at time is as an interactive fiction exercise, because the more you put into it, the more the game will reward (or sometimes punish) you.

Indeed.

^^

Righto!

yea.. well said.

I get they want to encourage faction conflict, but rogue RP is fun :/

Hah

Nice read! :D

more people

My text game character is a rogue Priest, sometimes I wish I had the city bonuses like the effigy and the 7% damage scimitar thing but its nice to forge my own brand of 'Good' instead of joining the cookie-cutter faction. I was Eleusian for a while but they don't accept Priests so I had to leave, but I still hang around Eleusis and defend it and stuff

=)

An intersting take.

A heretical priest :)

When I first started playing Achaea it was the days of guilds, and I loved it; the expectation to uphold oaths or lose one's class skills provided a great environment for my character to flourish.  In a lot of ways, the introduction of Houses and rogues made everyone a lot more casual about their ideas of longevity and dedication.    

 

On the other hand, I have a few alts that just wouldn't/couldn't survive in a House/City, their particular roleplay just doesn't mesh well with diverse groups.  

Ryylaet leans more towards the aspect of fanatacism in his guild. This ends up getting him in trouble more often than not, as the rest of the community is... apathetic. Or at least seemingly so in comparison. However, to follow the herd and become apathetic as well would not aid anyone anywhere in any way. So, sometimes being the odd one out is necessary. For momentum to gain, there has to be an initial shove.

Alexys is definitely defined by her Guild and Council. I wouldn't have her any other way. There have been times I've seriously considered going without a Council, but I always remember how they have helped Alexys, and I just can't bring myself to quit. The companionship and security of a Guild and Council really helps me to enjoy Imperian. I think rogue is a fine thing to be, but it's not for me.

I think it would be cool to go rogue, but it'd nice to know people, of course, if you did

There are several reasons I have not gone rogue. First, and most important, I'm not sure if there is a mage trainer outside of the three main cities, which would mean I would have to bug other players to get any lessons. Secondly there are special deals for being in a city and guild like city/guild credits, and free food and bandages at the square. Lastly there is the companionship that has been built up, including the easier availability of hunting partners. This is very important for me, since I get far better experience teaming up in the dwarven mines then soloing in the nearest thing I can survive alone.

 

On the other hand I don't blend in at all. I have demons and until I was threatened with a disfavour was showing them, causing many people to think they were corrupting my mind. I calmed down a little bit since then, but still have not made much of an effort to blend in.

to Organisation types.

 

As a cityless player with a guild, It can go both ways, for example you may be a member of a guild of theives but by being a member of a city also you are limiting the number of potential victims for theft, also buy not stealing from people of a particular group when you are notorious for stealing then you may inadvertently expose yourself to the city that the guild resides thus possibly exposing other members of the guild which may be loyal to the city. Please excuse my erratic wording, I blame night shifts... but I digress..

To be absolutely cityless and guildless is a pain. You have no one you can really learn from in ways of both skills and how to effectively make use of them. Also if you upset someone or get targetted by another player, by not being a part of a guild or city you are depriving yourself of potential allies.

Although it is perfectly reasonable and possible to play this way, I found it extremely lonely, not having the city and guild aethers to talk through and although I could spend time in certain cities, there was always an element of distrust, which usually made things awkward with certain groups.

Never underestimate the power that being a part of an IC community can bring.

I've managed to survive so far without picking a city, it leaves me free to do my own thing. I'm not ruling it out as a future option, it's just nice to know that I have choice and it's not one I'll make lightly.

 

Houses on the other hand I don't think I could play without, I fell into the one I'm in now but that's what made the game worth playing for me.

My personality leads me to involvement in organizations. I need objectives to stay interested and feel like it was worth my time. I've played Aetolia for years now, nearly since it opened (rue those few months I delayed!), and my primary character has always been a member of at least two organizations at a time, and typically three (counting orders, cities, and guilds). I typically get into leadership positions not because I want to lead an organization, but because it gives me even more ways to stay busy.

I've also had times where I heard friends going on and on about how much fun they were having playing a rogue, so I've given that a try on at least half a dozen occassions, across multiple IRE games. I just can't get into it. I'm glad they like it, it just isn't for me. For those familiar with the DISC, I'm a STRONG SC (99,98), so you might say I'm just not wired for being a rogue.

My original character was long in the Sentinel's Guild and then House after they changed over. She was in leadership most of her time with them, especially helping novices move up in the organization. Then, after a blowout with some of the other leadership (Not content to allow some of the others to continue to be lazy when it affected her jobs, heh.), she went rogue and changed cities. During that time she'd been in and out of activity so when she went rogue it was too easy to fall the rest of the way into dormancy. Being a rogue after being in a major organization and being a major part of said organization made life extremely boring...way too much time to think even after years of complaints of how busy she always was. Perhaps I'm just a born glutton for punishment, lol.

Ashadra is the House Leader of the Sylvans and has been for about 73 Achaean years now. She's also been on the Eleusis city Council for the same amount of time. She had been Orderhead of her previous Order for a half a century or so, but then changed Orders and is trying to work her way along there as well.

I'm definitely pro-organization as there are so many benefits to having people of similar mind to help you and to help in return. You don't have to waste time, lessons, gold, or credits learning your way through skills and other things the hard way. It leaves you plenty of time to do all the other things you'd like to do with yourself. Right now I'm trying to find time among all her duties to become a dragon and better learn combat...wish me luck! LOL!

Aelmy is more focused on celest as an aquamancer and not just goofing off (well okay sometimes I do but hey I do it for fun) anyways I think that celest has a decient organization

I think you have to be a pretty remarkable sort of person to be able to go it completely alone in these sort of games. I know very few people who have truly made a name for themselves doing that!

On the other hand, some of my favourite characters are those who keep organisations ticking over, creating that sense of unity and purpose that can really give depth to your character's RP.

My characters roleplay doesn't really fit with any faction, hence why he's a rogue. My char fights for 'justice' but not Good/Justice, hence why he defends Eleusis/Shallam.

I think nobody should be rogue in the beginning, because you never get to find out how enriching being part of something larger is. Especially when your young and need guidance and instruction. Being rogue is more meaningful I think at later levels, and even then, its still more entertaining being part of some sort of faction, imo.

Has always meant a great deal to me.  A lot more than being part of a city.  So, I was pretty glad that I joined, it gave me a purpose.  Now that Lucine has grown up some, she's not quite as dependant on her house, and could probably do fairly well as a rogue.

 

She's thought about leaving the house a few times.  Not something she admitted to many people.  But, somehow, I'm highly addicted to the Sylvans. 

Joining the flock means you care what others think.

The subject says it all. Faur's advice is why I'm a rogue.

This is true, although not necessarily a bad thing.

It can often be a lot more difficult to be more roguish or independent since you have no actual ties to everyone else. It can work though if the effort is made, which can then perhaps flow into traits of your character.

My character, other than his Order, is a rogue. He didn't start off that way though, and I wouldn't want to start a character off as one, because only through years of being organizations is he able to be a rogue and still know a hell of a lot of people.

 

Granted, I could have played that out. But it would have been a much harder path. A new player would have a far easier time at least joining a city, if not a house.

Even though I understand the temptations to go rogue, I still find it difficult to be able to do it and go far within a text game. I'm not saying that it can't be done, but it takes a highly motivitated person (or serious arpeer). I would imagine the best kind of rogue is someone that can play the 'spy' and go between rival organizations to trade secrets/items/etc. Or, someone that has carved a specific niche in the game and everyone acknowledges him or her... like Tully in Lusternia...

I think you probably could carve out a specific niche to do the rogue bit well but that's such a paradox because you'd almost have to be in an org to get that started. About the only person I can think of in Achaea who's a very well-known rogue is Santar, and that's from combat rather than rp.

I've tried being a rogue but it's much more fun being in an organization and part of a greater whole.

When I have lots of time I find conforming great. But as a father of 4 kids I find that my time is very limited. So going rogue allows me to do the fun things I want in the few minutes I am allowed to.

nice read..

 

i love my order/city/house/ more than anything! i dont think i would be a rogue ever hehe!

i agree, as i couldnt even think about leavin the organizions i'm apart of, love everyone that is in each organizations. includes the Order im apart of

I've found that joining a House or Guild helps me a lot in all aspects of the game

Being guildless sucks! Tried it. It's lonely without GT, there's definitely much better social interaction when you're part of a guild, no matter how you look at it.

I can't imagine that being without a city would be much better. I salute the people who CAN pull it off (I don't know that I could), but for anybody just starting I highly recommend joining an organization and immersing yourself in it.

about how little they've found to do, or how little interaction they get, or... etc... in my experience are often as close to being 'rogues' as one can get while often still wearing a title. Aside from new players who simply haven't had a chance to get themselves dragged into one thing or another, it astounds me how many people find themselves in that position. If you're at all active in a good organization... whether going with the grain as the above implies, or against it (understanding the risks, of course)... you'll rarely find time to stop and think, let alone get bored. As much as I hate politics... it guarantees I don't get genuinely bored, and that makes the itchy wool worthwhile.

 

(and @the author, that image WILL NOT GO AWAY... *whimpers*)

A "good" organization by my meaning above is any organization that's active on the whole, whether making positive progress, tearing itself apart from the inside, 'good', 'evil', 'neutral', or otherwise.

Just to add to the whole guild to house change on achaea: I remember I was in one of the first guilds to turn to house, which were the paladins. On my current character I melded pretty good with it, of course I was in the jester guild at the time so we were already seperated from everyone else. It only benefited us by giving us a chance to add new classes and benefits to our new house. I am glad there are rogues, the fear of losing ones skills just because they don't want to be bound to a city or guild just doesn't sound logical Rogues also give a realistic aspect to the game giving characters more RP.

I've now been playing MUDS for nearly 8 years now, and since being both in a guild/house and playing rogue, I personally found myself, most enjoying and most intrigued while within a city guild, there is much to be earned, many friends to be had, and a literal whole new dimension to game play involved... that is my opinion at least, even when you follow the crowd, and do what the cool kids do, you find you are still unique in your own way, and bring a new aspect to the table.

I've been rogue only in transition between houses and I hate it. It's so quiet at times that it can be unnerving.  I like being in a house now and can talk when I want to or on my ship I can still go incognito as well if I so choose. 

Besides the fact that being a rogue in Lusternia makes it difficult to really complete anything (thanks to Nexi and Power), Lusternia, I believe, does a pretty smashing job of creating a roleplay withing each guild.

 

I remember playing Achaea very briefly during the guild-to-houses phase. I belonged to a monk guild at a time who had a purpose and that purpose was an abbey full of monks to help spread their message across Sapience. Then when Houses were introduced... well. That wasn't really the goal since it wasn't just a guild of monks anymore. Not to mention it was hard getting used to all those different classes running around your guild estate. It really lose a lot of closeness with the opening of Classes in Achaea. That was a big reason for leaving.

 

Lusternia offers a lot in the way of finding your character's voice while establishing yourself in a guild and city. That being said I usually feel bad for people who go rogue!

Each city and guild has its draw backs as well. Sometimes going rogue is a good route to establishing your character or even further developing them.

It's atleast easier nowadays then before.

Every time I try a house or guild, I eventually get bored. The requirements feel more like work and less like fun, and I eventually get led away by other games.

 

I don't want to write an essay, okay? I just want to have fun!

I always read people complaining about having to write an essay, which I can understand is a huge pain in the rear especially if you have other obligations IRL.

Despite that, I don't think having to write an essay is a bad thing especially if it is based on IG Lore. Perhaps the main issue is the fact that some houses have essay requirements for novices, rather than having essay requirements in a house Path designed for those Lore-type characters.

I understand you. My advancement in my guild (Geomancers) is stuck because I keep procrastinating the writing of an essay, but the benefits outnumber that boring task.

My other long running character (now retired) was a Nihilist. About him I must agree more with you: I found the Nihilist requirements more than I could stand.

 

But the point of this article, I think, is that going 100% rogue is not advisable. Being a not-so-commited member of a guild is another song, I think. Maybe not that advisable but more common that we would admit.

 

If you can think of an easier way to test a character/player for IC knowledge and understanding, I'd love to hear it. Discussions are nice, but particularly when you're in a larger House, not everyone has the time to spend going over each topic with each member. And quizzes aren't enough.

Granted, there needs to be some understanding there that we're not playing the game in order to write university level papers, and I know my requirements aren't that strict. It isn't that difficult - even if you aren't a writer - to whip up a three paragraph essay as long as you've taken the time to learn the lore. It's about the balance between taking the lore of the game seriously enough for the sake of roleplay and making it easy enough so as not to feel like a chore.

tl;dr - Essays are necessary until an equivalent alternative is found. If you don't like it, don't join a House that requires them.

is the first step. In some organizations it's really difficult to prove yourself to earn their trust and be given more responsibilities. So the hardest part next to joing would be acceptance.

I have this wierd urge to deviate from the norm but I've found that, rather than go rogue, playing a more unusual race is a fun option. I played a mugwump druid for a long time in Lusternia, but I've played Qistrel as a kephera druid ever since they were released as a race. Sadly, there are now a lot more incentives to stick to one of the major races - domoth blessings, great houses benefiting from you being of their chosen race and so on - so there's a lot of pressure being put on me to reincarnate to faeling.

Everyone is born into one faction or another. It makes more sense to stay in a house/city for a number of years and then RP some sense of discontent and departure.

Don't conform, moo.  seriously.

I've always wanted to try going rogue, but it just seems so boring without a constant group of people to consistently interact with.

Yeah, wanted to say the same thing. It isn't really about the House/Guild/City bonuses that my IRE chars belong to organizations it's just because alone it's really really boring.

not being in a house always makes me sad. course when the HL goes insane on you for tryign to leave the house to switch class you see the benefits of being houseless

I tried to have my character be the quite lone-wolf type that just kind of went out and did his own thing. The city, clan and order that he belongs to however, are what really ended up defining who he is. It is through the interactions with these organizations that he grew into being more of a leader than I had ever imagined he would. I love everyone I interact with, I couldn't have made the character into who he is without them and it makes the game much more enjoyable.

I've heard from a fair bit of newcomers that they don't want to pick a city of a house because they don't want anyone telling them what they can or can't do. In all honesty, though, I think this is the wrong way to think about it. Houses and cities do place certain restrictions on you, sure, but overall they vasly increase your RP potential, the availability of social access, and perhaps most importantly the availability of education. I'm not sure I could have functioned without a house or city. They provide purpose and direction.

I recall a few months ago that a newbie tried to play a Merian Nihilist. (for those unfamiliar with Lusternia, Nihilist's hate Merians.) After receiving orders from everyone to reincarnate as another race, he rage quit quite loudly on the newbie channel, citing that he would just go find a less conformist MUD instead.
 
This was a point of view that I never understood. The only reason that I can think of to try playing such a character combination is for the RP of trying to make your way and prove yourself in a world where everyone hates you. 
 
If every organization allowed anyone to be a member, and allowed its members to do whatever they want, then what's the point. There has to be some unifying structure to the organization that its members conform to, or else there's no reason for it to exist.
 
Thanks for the article.

Achaea made an attempt at promoting pro-establishmentism when they ditched guilds for houses, which are more flexible, have more options, etc.

 

And then they reversed their pro-establishmentism by permitting only one house in each city to claim a particular class. We've travelled back in time 200 years to the cookie-cutter system. If you're a citizen of CityA and a member of ClassX, you can only join HouseY. Houses don't play fair, though. They have a particular 'flavor' or 'character' to them, which may jive with some and irritate others.

Essentially, being pro-establishment means:

A. you suffer through rogue status, suffer through your existence in a house you don't particularly care for (to get the Icon bonus!), and/or

B. Switch classes (Not many can afford switching classes, and then you run into people suffering through existence as a class they think is "ok" for a house they love), and/or

C. People house-jumping, which spawns a disregard for the purpose and seriousness that goes with house membership, and/or

D. Frustration arising from being forced into a situation you don't like, restricted from classes you want to be, etc. causing people to just stop playing because this is a game and should not be frustrating (except the contructive kind).

This, I love my class but I am stuck with only a very limited number of potential Houses to join. Most of these Houses I would not agree with or be happy in, so my choices are to stick with a House that is "okay" but I am not happy in for the sake of a class I love, or change class and be potentially less happy with that choice for a House I really want to join, not to mention the cost of class change, the changes in character/roleplay to account for that, etc. Neither option is ideal and these limitations are not as fun for roleplay.

What I'd miss about a house or city most is the opportunity to help people.

Hmm

Why? You can still help them, no?

Belonging to a city/guild/house enhances help among its members and also helps with roleplay a little.

I commented twice and I still don't get my credit. Maybe this time...

Spam causes -1 in credits!

I'd played an Enorian Paladin for the better part of 8 years. Same guild, same city. Eight years. Opting to change the aspect of my character, I quit both guild and city. The lack of community wwas so disheartening, I could only be a rogue for three days. Hard to see the appeal in it.

I think that some classes have it easier on being rouge than others. Magi for example are almost dependent on a house. Though you can use public enchanting chambers, you are relyiant on a houses Master Crystal. While Sylvans and Druids for example could go complete rouge and not have the same problems. 

can be very critical. We consistently 'shut down', if you will, people who have speech disorders (thats a common one in Lusternia - I.E. Stuttering, talking in the third person), because it doesn't fit in Glomdoring. We have an idea, a structure, and you adhere to it or else. People call it stifling RP, but I call it keeping the Org Pure. just my two cents.

I feel Org RP is important too. You can RP being obnoxious to senior members of your org too, but they can just as easily RP punishment back. Stuttering and third-person I haven't found to be that bad, but it's the ones that 'forget' how to speak Common that get to me at times!

And there will always be people who irritates you when it comes to their RP

I have been a rogue for most of my achaean career. Though there has been one single org I have called home since I was thirty in the game. The Order of the Smith has been my characters home for countless ingame decades now. Honestly it's the only place I ever felt really comfortable in. I like being rogue, I don't care to much for a lot of the houses currently in game, they just don't suit me. I suppose though in the long run I'm not a true rogue because I have belonged to the same order for two hundred some odd ingame years. 

 

Being a rogue isn't all that bad though, it can be a very rewarding experience. It really depends on your playstyle. Sometimes it's a choice due to bad experiences in other houses. Regardless of why you are a rogue though, it can be a really rewarding RP experience. At least I have found that out on many occasions.  Oh and the entire one house one class thing we have now is a real pain for those of us who don't want to give up our current class too, that's another reason I stay rogue.

eh

Putting effort into your organization leads to great results. If you are someone who hops around orgs, you hardly have any room to talk about accomplishing anything if you lack the motivation to put any effort in, least of all your best. 

So far, none of my rogue characters have been interesting enough for me to keep. It took some trial and error to find a House with people I got on with well enough to stay, but it was more than worth it. My current main is the best character I've had so far, and I can say with absolutel certainty that it's because of the organisations she's apart of.

well, not so much a problem but a rule. The game is based on organizations and group playing, eventually. If you are alone, you won't fully enjoy the game. the organizations won't add you to their activities, because you're not one of them.

Text games are something you can play for life.. although the balancing 20 years from now might be a bit skewed.. can you say 1,000 Demigods? Thankfully, (but unfortunately) the playerbases will probably never be that high.

I'm currently houseless and belong to no city. There's something to be said for going lone wolf. Extremely inconvenient? Yes. Lonely? Yes. But you don't have to answer to anyone, and whatever you accomplish you know you REALLY had to work for it.

In all the Houses I've been in, in all the games (houses, guilds, etc.) - no-one gives you a better sense of who your character IS than who you choose to associate yourself with in game.

 

If you choose to hang about with thieves and liars then chances are that's how other players will view you, with a degree of guilt by association. Personally I happen to think that's a good thing. Sometimes nothing is more fun that associating with the "bad" guys, or the "good" guys. Insert any chosen dichotomy into "bad" and "good."

 

All of my characters have ultimately been defined by association first, whilst I find my feet in the world that I'm still learning the history of. Once you've been there for a while and know yourself, the House/guild etc. becomes less important.

Interesting read.

I never tried playing a complete rogue, I think I would feel way to alone

One, was complete rogue, no class even, made it to level 10, suicided.

Did it with Daslin for a while, no house/city/org connections, was kinda hard as I'd just switched classes.

That's one of the better aspects of IRE games, at least in Imperian it's possible to play rogue with most classes. With market stalls available all over the lands it's no longer an issue getting supplies either.

Would be a great accomplishment...makes me wonder that I should try it...

That would be amazing. Just utterly amazing. Maybe if I'm rich someday, I'll attempt to do it in cheat mode (aka all the artefacts ever).

Being without house or city makes things uninteresting

my char was quiet and shy when she first started out, but as she got used to people she became more open and spoke a bit more. Though she doesn't speak as much one would want her to. 

 

Many times she's thought of going off on her own into the 'world' but always decided against it knowing the 'world' would eat her alive, she's too kind for own good. She likes the fact the House she's in everyone considers a family and is protective of each other. She likes feeling safe. 

Interesting for a daily credit

I am my own flock. Me and my Birdy Jahoma. -beam-

where are athese new articles all coming from?

nice to see an article I haven't seen before

nice article

credit

Dons the coat and wolfs it out! I'm taking over baby!

Pillaging my own comment!

There isn't a mix between the enforced structure of guilds and the freedom of houses. Guilds were too difficult to move between, but houses are far too open in regards to which classes they accept, IMO. Most cities have most classes nowadays, which makes true rogues very rare.

My character is Level 40 - still Houseless, still Cityless. I wouldn't say that it's for everyone - my character's a sort of wanderer, finding his place in the world and making friends that span cities and houses.

That isn't to say he won't join a City or a House soon - but the fact that my character says, "A House and a City must earn my loyalty before I throw my weight with them!" makes me feel a little more independent as a result. The fact that my character has yet to participate in house/city poltics yet has been a small price to pay so far. :x

Not to mention it almost got you robbed and shaken down, my friend.

And yet, I wasn't - because I've good friends. ;) No need for cities there!

:P

Sometimes trying to be too different makes you the same as everybody else. Then it's the conformers who are the ones who are different.

credit

 

conformity cearly has it's pros and it's cons

I tried a rogue once in another set of games seperate from IRE. The only problem with it is... well there can at times be little interaction, because whilst the guilds are doing their "thing" your sat around like "Helloooo.... Hellllloooooo.... HELLLLOOOOO" and they pretty much ignore you because they are to busy, performing the ritual of awesome godliness or whatever it is they do. So to me, it has always been and will always be, guilds/houses are a neccessity not just in roleplay, but in interacting with other characters.

credit yay

I keep joining small organizations, so I guess I'm bad at the conformity

Between conformity (with all the negativity the word seems to drag along) and being reasonable. This article suggests taking the reasonable route. I love that, mostly because the violently opposed are really annoying if they have no reason to be. Mindless opposition serves no purpose, a lot like overboard madness, which you find, too, in some characters. Sometimes, there's reason to be curious or play along with at least one organization, at least until you have a good and thorough idea of what they might be able to offer you.

Enough that I came back mostly full swing after being gone from Achaea for like 6 months!

House died, Guild stalled in revival with lack of novices, and my city leader is killing me with the lack of doing -anything- so that I can't do my own job. Don't think I'd bother with Aet at all, though, if I wasn't a part of them.

Join elite masses of jerks and try to jerk your way to the top of the jerk heap. That's winning.

grunt

plus you can eat mangos!

samiches?

Baa!

baaaa!

Taking the sheep shot?

Heh

nice