Magister's Guild revamp - looking for opinions.

Started by Aldrick Tanith, February 07, 2009, 12:13:25 PM

Previous topic - Next topic

Aldrick Tanith

I am in the process of completely overhauling the Magister's Guild.  With most of our members dead or placed on inactive, it has become clear that it is very hard to create an interesting single class only PC faction on EfU:A.

The Magister's Guild worked very well when we had the Society to compliment us, but due to various OOC and IC reasons the Society is no more.  So, to that end, we are going to do something completely different.  I want suggestions and feedback.  What are you OOCly interested in interacting with?  What are some of the things the guild should focus on?

I do not want the Magister's Guild to become Spellguard V2.  I think that is how most people OOCly envisioned us.  I want the Magister's Guild to be different.  However, if you view a list of the core DM factions you will clearly see all of them marked as excluding wizards.  So for the official DM factions there is no place for a wizard.

I believe this does leave an opening for a wizard dominated PC faction, but due to OOC reasons it cannot only recruit wizard PC's.  It cannot sustain itself.  In revamping the Magister's Guild, it must focus on uniting people by common cause, something that is easy to ICly get people involved.  

A simple philosophy, something along the lines of:  "Only those with the knowledge of the arcane can truly protect the colony.  This island was once ruled by wizards, and it will take wizards to understand what has been built.  The Magister's Guild is united in its support of a lawful government that protects and defends the people.  The Guild seeks to assist in that effort, but also more importantly:  to understand.  The Guild believes that only through properly understanding the island can the colony be protected."

The guild would then shift to try and fill the void left vacant by the Society, while maintaining its pro-wizard stance.  Guild members would be united through an oath and common goals.  The guild would work on seeking artifacts and relics of the past, as well as combating the many, many threats that face the colony.  Oh - and of course... secrets.  The guild shall work to keep secret some of the most dangerous knowledge on Ymph, to prevent it from falling into the hands of those who would use it against the colony.

I am looking for varied opinions and thoughts.  Would this be a group that would OOCly grab your attention, and that you would be interested in getting involved with?  Do you have any ideas that could enhance the idea behind the guild?  Do you have any ideas what the guild can do on a day-to-day basis to keep people interested, active and tuned in?

Aldrick Tanith

Some stuff I'm throwing out there:

*  I like the idea of Clerics of Mystra and Azuth holding special places within the guild.  These are two deities that are not often embraced by PC's.  These deities should definitely be able to embrace the guild.  Below is the dogma of these two deities.

Mystra dogma:  Love magic for itself. Do not treat it just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance. Magic is Art, the Gift of the Lady, and those who wield it are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.

Azuth dogma:  Reason is the best way to approach magic, and magic can be examined and reduced to its component parts through study and meditation. Maintain calm and caution in your spell casting and magic use to avoid making mistakes that even magic cannot undo. Use the Art wisely, and always be mindful of when it is best not to use magic. Teach the wielding of magic and dispense learning throughout Faerûn that the use and knowledge of magic may spread. Live and teach the idea that with magical power comes grave responsibility. Learn every new spell you discover and make a copy for the temple library. Do not hoard your knowledge, and encourage creativity in magic in all ways and at all times.

*  I'd like to divide the guild up into two separate parts.  One part, the leadership, would be wizards.  The second part would be more like the Society:  a collection of individuals who have embraced the philosophy of the guild and have taken the oath.

*  I'd like to have a special place for fighters and fighter multi-classes in the guild.  I am imaging a fighter who takes additional oaths, not to a guild, but to a particular wizard of the guild.  Some type of honor-bond, in which the fighter is bound to protect the wizard even if it means death for himself.  I am imagining it being almost Paladin-like in their oaths.  A great deal of shame should be involved with allowing a wizard to die (any wizard), but an even greater amount of shame is felt when the one you've sworn to protect dies.  Would playing this sort of PC interest anyone?  I could see such PC's working to  obtain the Weapon Master, Knight (especially the Knight) and Divine Champion (of Azuth or Mystra) PrC's.  

*  Maybe some type of special code or oath for wizards.  An ethical code.

*  The Archaeologist should make sense for this guild, and be the primary place such PrC's would want to join.

Amourae

Just a random thought, but I think the primary goal of the Guild should be focused on, for what I understand, was the "Seeker's philosophy".
 
As the Seekers dedicated their time and resources scouting and searching ways back to the surface, to escape from the Underdark, the Magister's Guild could be directed towards finding ways to revert the magical properties that brought people to the Ziggurat to ecape the Archipelago, instead of acting as a political force to consolidate it's establishment here. I believe it'd give the wizards involved a less "bureaucratic" appearance.

Listen in Silence

I like the idea of the fighter guardians! Though I know most people prefer to play the character in charge, the most powerful and all around badass warrior/wizard/preacher around.

I for one would gladly play such a character, as I believe it would bring with it some pretty fine RP oppurtunity.

I also believe, however, that a faction such as this is sorely lacking in the DM faction list... Perhaps you should consider persuading the DM's into making it a DM faction instead? That'd bring along with it much more stability and a longevity that no pc faction could ever match, despite loose recruitment requirements.

Aldrick Tanith

Quote from: Listen in Silence;109314I also believe, however, that a faction such as this is sorely lacking in the DM faction list... Perhaps you should consider persuading the DM's into making it a DM faction instead? That'd bring along with it much more stability and a longevity that no pc faction could ever match, despite loose recruitment requirements.

I already tried when we had roughly eight or so wizards as members.  From what I was told the DM's are a bit worn out on wizard only factions, and weren't interested in creating another.  I plead the case that it made perfect sense for such a faction to exist on the island, as it was built by ancient Netherese Wizards and had an active Mythallar... alas... it gained little to no traction.  

I'm hoping that if the faction can get enough PC support, and do enough awesome things that it may eventually become a DM faction much like the guard did.  However, I wouldn't hold my breath.

Amourae-

I like that idea, but it'd be pretty much counter to everything Aldrick has worked toward, so for him it wouldn't be IC.  Although, that doesn't mean a wizard interested in understanding how and why people are on the island, and a way to return home could not join the guild and find support there.

I can has fun?

If the oath was to any wizard of the guild, rather than to a specific wizard, it would not only be more flexible, but you would end up with some unexpected pairings between PCs who may not necessarily get along with one another. Some of the most fun I ever had was when my Watch PC was forced to cooperate with Spellguard PCs he hated.

On that note, you might consider tying the guild to the Colonial Watch somehow...?

Nihm

You haven't given any reason why only mages can do this.  Bards, sorcerors and clerics are just as qualified, bards even moreso with their lore and leadership skills.
 
And why would a fighter swear oaths to the typical cranky, arrogant, spindly old mage who is too busy studying his spellbook to do less important things like ever changing his underwear?  You've got to offer some incentive there.

Random_White_Guy

As we spoke of, Meldread, The trick is to find a unique niche to fill.

The trouble with the mage guild was always it seemed to be -exactly- like the Society. I'm not sure if that was on purpose or a mistake, but rather than sharing their findings they wanted to hoard them. That seemed like the only difference between the two.

I'm not sure if that was a dynamic you were looking for but from a non-involved perspective that's what it appeared to be.

You'd need to find a distinctive way to separate yourself from it, as well as do something beyond "Just compete with them or wipe them out".

Competing for knowledge with the society is cool, but you need to have something More.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

domare

Again RwG is right on the money and happened to be the same thing I struggled with OOC and IC wise.  Obviously, anyone who can find, research, and understand many of the hidden secrets of this Island would certainly understand that knowledge is power.  This is where I saw the Society and the Magister’s Guild coming to a head.  The Society was for the most part…for researching and publishing findings.  The Magister’s Guild was for researching and leveraging their insight to obtain what they want.  

With the Society closing up shop…I would think that the Magister’s Guild has a wide open lane.  I think the Magister’s Guild could include most any classes; however the guild should stay focused on researching, understanding, and protecting the colony.  (The more sinister elements within the Guild might be more attuned to manipulating or protecting their findings)

I think this basic outline would rejuvenate the faction and lead to some great fun.

Domare

XExileX

Make there be associates! That way you'll have minions and more than just wizzies can join the faction.

What could work:
                                  The Magister's Guild

    A guild composed of great minds and wizards the Magister's guild is led by Grand Magister Aldrick Tanith. The guild are the finders of the secrets of the ziggurat. They hoard the secrets and protect them with their lives, knowing if it falls into the wrong hands all could die. Some of these secrets though, are manipulated and have hurt their society. In order to understand these, wizards are needed. Even though it is a mages society, they have associates who's goal is to protect the mages.

Sandstorm

Definately make it have no class requirements. If you have fighter bodyguards, it seems a lot like the Thayvians, and if you just act evil it seems a lot like the Spellguard, regardless of the subtlties.

Thomas_Not_very_wise

The difference between the Society and the Magister Guild was this-

one was awesome, the other was awesomer.

efuincarnate

Mercenary troups seem to do quite well in this setting. Perhaps structureing it with a warwizard or mercenary bent, those of the arcane in leadership, but open to all? Just an idea. Or, perhaps the guard could have an arcanist division, like the old watch had for a few months.  Another idea, merhaps a mercanitle house, Like Maltasta, that you could get to take on wizards as retainers?  

Just a few ideas. I am sure there are an infinite number out there!

XExileX

I'd think they should act like spellguard and use the secrets they find for EVIL things! AKA: Use a *spoiler* to become the strongest wizard of the ziggurat

Lansert

Perhaps if they included clerics and/or monks of Mystra and Azuth and also sorcerers the magisters would do so much better.  One of the reason my wizard character didn't even bother joining was because they came off as "We're better than you", and "Anyone who doesn't join us is an idiot", just too condescending.  If they expanded their character inclusion then they would get far more followers.

And if you allowed clerics of Mystra and Azuth then you'd get healers!  Something wizards cannot do.  Really, clerics of gods of magic, if done right, can seem to be, act, and be confused for full blow wizards.  Take my old character William Snyder for example, everyone thought he was a wizard, even when he was healing them.