Olfgar
2010-12-19, 11:30 PM
So I've only done a little bit of DMing, and im starting a new campaign. Im thinking of having guilds/affiliations and the like have an importance in this campaign, but Im trying to find a w ay to implement them without seem like im forcing it on my players that the guilds/afiliations are as important as say..story progression.
when i talk about guilds and affiliations, im talking about guilds from things like Oblivions Fighters or Mages guild, guilds in WoW, etc. and not things like a merchant or tradesmans guild, thought I may still add those kinds of groups in.
In short form, I want tog uilds to be important, with reasons like some story, a place for them to mix it up with NPCs to really get in their character, to get certain gear or quests, etc. But I dont want to shove it down their throat and say "If your not involved with the guilds/affiliations in any way, your going to lose out on alot or not have a good time" etc etc.
Any advice? even if its just on guilds in general and not this SPECIFIC question about them.
when i talk about guilds and affiliations, im talking about guilds from things like Oblivions Fighters or Mages guild, guilds in WoW, etc. and not things like a merchant or tradesmans guild, thought I may still add those kinds of groups in.
In short form, I want tog uilds to be important, with reasons like some story, a place for them to mix it up with NPCs to really get in their character, to get certain gear or quests, etc. But I dont want to shove it down their throat and say "If your not involved with the guilds/affiliations in any way, your going to lose out on alot or not have a good time" etc etc.
Any advice? even if its just on guilds in general and not this SPECIFIC question about them.