<html> <head> <title>Creating a new Clan, Guild or Order</title> <link rel="stylesheet" type="text/css" href="doc.css" title="Documentation Standard Style"> </head> <body bgcolor="#ffffff"> <table class="main" width="600" border="0"> <tr><td> <div align="right"> DalekenMUD 1.12 documentation. <br>Updated 7 June 2000. </div> </td></tr> <tr><th class="heading"> <h1>Creating a new Clan, Guild or Order</h1> </th></tr> <tr><td> <p>When examining a proposal for a new Clan, Guild or Order, please ensure that the following are correct.</p> <ul> <li>They have a name and coloured name for the clan and that it is appropriate for that clan.</li> <li>The clan has a complete history and this is spell checked and it fits in with Daleken history (we don't want this to be all that significant but some small part is granted).</li> <li>The clan has strict rules on joining and a mythos/theology/theme/whatever... that all members will follow.</li> <li>The leader has several people who already want to join, ask the supporters individually to ensure they are willing to join.</li> <li>Make sure that the clan has strict criteria on how a member becomes elligible to join the clan, possible some sort of 'rite of passage' would be appropriate, a minimum level requirement is always good as well.</li> </ul> <p>The reason for the clan must be valid and significant, we don't want a whole lot of small, one-person clans about so ensure that the leader has solid backing. Also don't be too willing to give out clans to the first person who asks, maybe make a quest in order to become the leader of the clan and you could limit the number of clans given out to one per month and award players for creativity in their clan histories.</p> <p>The basic idea is, clans will become significant institutions, but they could just as easily turn into a farce, thus make it hard to create a clan, and encourage those leaders to make it hard to join their clan.</p> <div align="right"> -- Symposium </div> </td></tr> </table> </body> </html>