Difference between revisions of "NPC Guilds"
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In the original game design, players could join '''NPC Guilds''' as members of a specific trade organization, such as miners or tailors, or just for [[roleplaying]] purposes. | In the original game design, players could join '''NPC Guilds''' as members of a specific trade organization, such as miners or tailors, or just for [[roleplaying]] purposes. | ||
− | The system was never fully implemented but was to include discounts on goods sold by NPC vendors within a guild to the members. Guild insignia-specific house signs were created for buildings as well as player homes to signifiy NPC guild membership. Guild halls to foster a sense of community | + | The system was never fully implemented but was to include discounts on goods sold by NPC vendors within a guild to the members. Guild insignia-specific house signs were created for buildings as well as player homes to signifiy NPC guild membership. Guild halls to foster a sense of community within each guild were created in various towns as gathering spots and were often the location of the NPC guild's leader, the guildmaster. |
Only the [[Thieves Guild]] was ever actually fully fleshed for characters to join, enabling them to steal from other players as well as to purchase and use a [[disguise kit]]. Joining the guild includes a set of requirements regarding character age and [[Stealing]] skill level. Unlike other NPC Guildmasters, the [[Thief Guild Master]] roams all over, never found in the same location. | Only the [[Thieves Guild]] was ever actually fully fleshed for characters to join, enabling them to steal from other players as well as to purchase and use a [[disguise kit]]. Joining the guild includes a set of requirements regarding character age and [[Stealing]] skill level. Unlike other NPC Guildmasters, the [[Thief Guild Master]] roams all over, never found in the same location. |
Revision as of 05:11, 26 August 2008
In the original game design, players could join NPC Guilds as members of a specific trade organization, such as miners or tailors, or just for roleplaying purposes.
The system was never fully implemented but was to include discounts on goods sold by NPC vendors within a guild to the members. Guild insignia-specific house signs were created for buildings as well as player homes to signifiy NPC guild membership. Guild halls to foster a sense of community within each guild were created in various towns as gathering spots and were often the location of the NPC guild's leader, the guildmaster.
Only the Thieves Guild was ever actually fully fleshed for characters to join, enabling them to steal from other players as well as to purchase and use a disguise kit. Joining the guild includes a set of requirements regarding character age and Stealing skill level. Unlike other NPC Guildmasters, the Thief Guild Master roams all over, never found in the same location.
Some of the NPC guild halls are quite massive and grandiose. They often serve as settings for quests with intriguing characters.
See Also
- Guild - The player-controlled basis for group organization in UO.