Re: Re: Player Clans Expansion 2.0

Started by cali, February 03, 2022, 05:06:35 PM

It's nice that months work are essentially retconned to now be impossible to exist without warning.

These rules came into effect in 2016.... so its not a sudden change without warning.

THEN


help player-created clans

Player-Created Clans                                                  (Clans)

   In ArmageddonMUD, players are now able to pursue a path towards
clan creation.  If successful, humans may be able to go so far as to
create a Minor Merchant House in Allanak.  There are five stages in this process:

      Stage 1   Stage 2   Stage 3   Stage 4   Stage 5   



Below is a basic summary of requirements and privileges for each
level.  See the helpfile on each one for more details.

Registered Merchant/Rising in Prominence:

*  Must be selling a good or service.

In Allanak
*  500 coin licensing fee paid to a templar.
*  Taxed at the discretion of the templarate.

City gangs, Rinth, Red Storm and Luir's
*  At least 500 coin tithe + taxes and bribes, or equivalent sids tributes at the local powers that be's discretion. Shoot in a request and we can
work out details for your PC.

Warehouse/Room Lease Holder:

In Allanak
*  Must have 1 year of history as registered merchant recorded with the local templarate.
*  2000 one off licensing fee paid to a templar.
*  1000/2000/3000 rent a year depending on which zone. See 'Available Spaces' below.
*  10% tax on rent paid to templarate

City gangs, Rinth, Red Storm and Luir's
*  1 year of history making venture work with the local powers that be
*  1000/2000/3000 a year being paid in bribes/tithes/rent depending on where you are.

Shopkeeper/Boss :

In Allanak
*  2 years of tax history at previous level recorded with the local templarate.
*  Must have a warehouse/room leased.
*  5000 one off licensing fee paid to a templar.
*  1000/2000/3000 rent a year depending on where in the city you're based.
*  10% tax paid to templarate
*  Can now work with staff to set up up to 2 NPCs, either a shopkeeper, guard or hawker.

City gangs, Rinth, Red Storm and Luir's
*  2 years worth of active success with a room/base.
*  5000 tribute/licensing fee/bribe as a one off fee.
*  1000/2000/3000 a year coming out in bribes/tithes/rent - depending on where the clan is based.
*  Can now work with staff to set up up to 2 NPCs, either a shopkeeper, guard or hawker.

The rest is still in development, and for Allanak and humans only.
 
Trading Company:

*  Must have 5 years of tax history at previous level recorded with
the local templarate, with total taxes paid of at least 50,000 coins.
*  Must have a warehouse leased, at least initially.
*  Must be approved by staff prior to seeking IC approval.
*  Must pay licensing fee of 10,000 coins to local templarate.
*  Taxed 5000 coins per year.
*  Contract is specific to the founder.
*  May now work with staff to lease a clan compound, to set up a
coded clan, to set up an IG discussion board, to hire NPCs, and be
involved in customization of the above.
*  May work with staff and IC organizations to pursue reasonable
virtual contracts.

Minor Merchant House:

*  Must have 5 years of tax history at previous level recorded with
the local templarate, with total taxes paid of at least 100,000
coins.
*  Must be leasing a clan compound.
*  Must be approved by staff prior to seeking approval IC.
*  Must have a system of succession.
*  Must have the backing of at least one major group in-game.  (This
group must be established to be equivalent to the status of a Great
Merchant House or higher.)
*  Must be approved through local legislative body (the Allanaki Senate or the Tuluki Triumvirate).
*  One-time license fee of 50,000 coins.
*  Taxed 25,000 coins yearly.
*  May now work with staff to set up a clan forum on the GDB
(complete with documentation), to have the clan added to a helpfile
depicting Minor Merchant Houses, to set up a unique clan compound,
and to hire additional NPCs.

Notes:
   *  All times mentioned in this document are IC times.  For instance, one year = one IC year.
*  Clans developed through this process are not immune to the results
of their members' machinations.  In other words, player and staff
investment into a clan do not necessarily mean that the clan will be
durable or extend beyond the life of the PC.  IC and even OOC factors
can lead to setbacks or even clan dissolution.
*  OOC Note: Please be aware that while in the process of creating a player created clan, you will not be able to join up with any other coded clan
without voiding your status as a player created clan.

Delay:
   after



NOW:


Player-Created Clans                                                  (Clans)

   The Staff of Armageddon MUD wants to support the creation of Player originated organizations with a flexible set of documentation that sets
realistic expectations. This help file lays out the requirements of those creating such organizations and their limitations. While not exclusive of
all requirements in each and every case, it should provide a broad outline. It also lays out the extent to which Staff might support such endeavors.

Types of Organizations:

   Ranging from single character to multi-character, these organizations can potentially be anything you can dream up that is thematically
appropriate, from mercantile to criminal and everything in between. The only firm limitation is that recruitment and growth of membership must be
viable through IC means rather than OOC coordination; this means no tribes. Tribal play can still be achieved, as always, via family role calls. Note
that the game world and other players will likely react accordingly to the activity, founder, and members of the organization. For instance, an
enterprise seeking to duplicate the activities of one of the monopolies will almost certainly eventually invite scrutiny. A dwarf or elf may find
progress harder than a human, while a half-giant may find the extent to which they can progress limited by their very nature.

Other Limitations:

   Someone founding a Player Clan cannot be a member of another coded clan. Known members of other organizations should not be recruited into the
Player Clan, although if the recruit has kept their membership secret from the recruiter, they should be fine, until IC'ly found out. This system is
meant for new and initially independent organizations, not extending the reach of already supported clans, although they may be clandestinely
infiltrated by organizations known to do such things. The process is not designed to support Known-wide expansion of organizations, rather the
development of a clan that has a base in one locale. Grander expansion plans would be exceptional, and outside the purview of PC clan support.
Consider, for example, that the journey from nothing to GMH could take a family 200 years or more.

Starting a PC Clan:

   Someone hoping to start a Player Clan has to communicate this. First, they need to clearly communicate OOC'ly with Staff through the request tool
their intention to IC'ly start pursuing such a goal. Secondly, if the Player Clan will be in Tuluk or Allanak, your character needs to register with a
Templar for a merchant license and let them know IC'ly that you will be pursuing such a goal. Outside of these areas, NPCs may or may not be animated,
depending on the characteristics of the situation, to register your character's intentions. Tuluk Lows and Ruins, and Allanak Labyrinth, are not
considered in their cities for these purposes.

   Outside of Tuluk and Allanak, this begins a 30 day period during which your character needs to begin to pursue IC activities meant to enable
progress towards their goal. Inside of Tuluk and Allanak, you are dependent on a Templar to green light your character's progression. While a standard
should be 30 days for this to happen, it may happen as soon as immediately or as long as the Templar wishes, depending on their prejudices, likes,
political favors, bribes, etc. The templar that gave you a license does not need to be the one to green-light the progression, it could be any
Templar.

   At this stage, expect Staff involvement to be minimal. Communication through character requests, possible animations if outside a city.

Supported with Standard Resources:

   Once either the waiting period is over or a Templar has green lit your character's progression (it is okay to remind them OOC'ly to communicate
this to Staff) please let Staff know in a request. More opportunities for support are opened up. For those in urban areas, this means inclusion in a
generic Player Clan clan. Membership enables characters to rent a warehouse from Nenyuk. Players will ensure they only rent one, in an area
appropriate for the background of their organization and previous endeavors towards it.

   There is a mix of resources available through a rented warehouse. Some only include a generic space for storage. Others include a shopkeeper
already configured to sell certain types of items. Should your concept require a specific type of space, details will need to be provided to and
approved by Staff, but would not include anything beyond an equivalent room.

When renting standard resources like warehouse space, please remember the following points

*  At this time, leases are only accessible by those belonging to Player Clan. You will need to coordinate with Staff to get this set up.
*  Rooms are typically lockable. You will be given a key. See note in ���help warehouse���
*  You can add a limited number of people to the lease to give them access.
*  You can add furniture as you wish to.
*  You can train or ply your trade in your room.
*  You cannot hire additional NPCs that did not come with renting the space.
*  You cannot have the description of the area changed at this time.

   At this point, monthly character requests at a minimum are required. If in a populated area (city, but also areas like Rinth, Red Storm, Luirs,
etc) accurate tracking of all economic activity also becomes required. A minimum of five percent of all sales (not net income or profit) from all
sources (PC and NPC) for all activities becomes payable to the authorities as taxes or protection. This is payable to PC Templars if appropriate, or
to animated NPCs if not. Note that while we don't expect spreadsheet exact accounting of the tax, we expect Players to report on this somewhat
accurately at the least. IC events and situations can influence the exact rate of the tax, but it will not fall below five percent.

   In the wilderness, characters do not benefit from trying to start in a civilized space. They may try to set up in existing quit or save rooms, or
they can start to plan and pursue materials for setting up a small area to serve as one in the future, available when they qualify to be supported
with custom resources.

   Whether renting a warehouse or not, being in "Player Clan" allows for creation of custom crafts which are clan restricted to "Player Clan". Players
should only create Player Clan items created for their current Player Clan, not items made for other Player Clans, even if their character is able to.

Supported with Custom Resources:

   After an IC year of clanning into Player Clan, players can coordinate with Staff for support through custom resources.  In general, no more than
one request (single change to room, single NPC added, etc.) per IC year will be supported, and it may be significantly slower.  Depending on the
request, support of Templars, local NPCs or other IC activity may be required.

   Note that warehouse rentals that come with NPCs or other resources already configured for specific types of activity beyond a simple warehouse room
rental are not eligible for customization.  It is acceptable to switch to an appropriate warehouse location to pursue customization, if the activities
are somewhat aligned.

   In the cities, the support is typically related to the warehouse location that is rented, and the warehouse rent amount may be increased to cover
the cost of things like NPC wages.  Examples of things that might be done for those in civilized areas.

*  You can now customize the description of the room in your warehouse.
*  You can have up to two different 'rooms'. Either one added to the existing one, or mix and match. For example, a warehouse in one part of the city
and a shop in a different part.

[THERE IS MORE, PRESS ENTER]

*  May now work with staff to employ up to 2 NPCs.  These may be guards, shopkeepers, or some other function.
*  Open to additional ideas that fit the organization, with the caveat that all customization must fit within existing code.

Outside the cities, organizations can now

*  Through appropriate IC effort, have up to three rooms, with customized descriptions and potential to be quit safe and/or SAVE rooms, as
appropriate.
*  May now work to set up NPCs.  IC circumstances will dictate any cap on NPCs.
*  Only one NPC may be a shopkeeper, and it will need to be appropriately defended before it becomes available.

Supported as its Own Clan:

   After a real life year of in-game PC Clan presence, a good fit with the game world, good communication and Staff agreement, a player created
organization can become a supported clan.

This involves

*  Your organization will focus on its specialization.
*  Working with Staff to become a coded clan.  This means a name, setting up ranks, names of ranks, giving out clan jobs like recruiter and banker,
etc.
*  You can now work with staff to set up an in-game discussion board. This will be used for coordination and passing on rumors and the like.
*  If renting a warehouse/facility, this will remove the area from the automated rent program, with the expectation that virtual activity will cover
the cost.
*  Opens up the opportunity to pursue a clan compound (if a MMH), or additional rooms for similar spaces if other types of organizations.  This
includes appropriate rooms and NPCs for the compound or space.
*  Ability for the organization to survive the founder, if appropriate.
*  Taxes, tithes or payment protections will continue to apply, however, you may work with other clans and your staff to set up business deals that
may represent virtual income to offset these. Specific rates will be dependent on location, circumstances and your own sphere of influence, you will
be expected to deal with PCs that come knocking for these sorts of things IG.

Notes:
   *  Clans developed through this process are not immune to the results
of their members' machinations.  In other words, player and staff
investment into a clan do not necessarily mean that the clan will be
durable or extend beyond the life of the PC.  IC and even OOC factors
can lead to setbacks or even clan dissolution.
*  OOC Note: Please be aware that while in the process of creating a player created clan, you will not be able to join up with any other coded clan
without voiding your status as a player created clan.

See also:
   Family and Tribal Roles, warehouse

Delay:
   after



These are not the same.

Quote from: cali on February 03, 2022, 05:06:35 PM
It's nice that months work are essentially retconned to now be impossible to exist without warning.

It sounds like you have a disagreement with the change in policy.

Your best bet is to open up a request and dialog with the staff, to discuss why you think you're experience has been retconned.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Here is where things get muddy.

When the 2.0 stuff was rolled out, it was a requirement.  It has been stated in multiple requests to people over the years that it is a requirement.  Staff turns over and not everyone knew this and it muddied the waters, and there are several instances where it didn't sort of happen the way it should have.  Players got into situations before we could tell them those expectations, and that sort of led to a loosening of those expectations.  Which wasn't a deliberate policy change. 

We are now putting that expectation into writing that players can see.

Work with clan staff on your situation.  We may have to grandfather some people in, as they didn't know there would be this change.  We may have to provide logical exceptions, like escaped muls always being clanned a certain way at chargen, but allowing them to do this despite that clanning.

About God damn time! Thank you for updating a ridiculous time requirement for pc progression. 1 RL year makes sense, 3-5 is fucking crazy. Thank you again.
Quote from: roughneck on October 13, 2018, 10:06:26 AM
Armageddon is best when it's actually harsh and brutal, not when we're only pretending that it is.

Quote from: Krath on February 04, 2022, 03:00:29 PM
About God damn time! Thank you for updating a ridiculous time requirement for pc progression. 1 RL year makes sense, 3-5 is fucking crazy. Thank you again.

The old policy was also 1 RL year.

Stage 1:   Create Request / Pay Templar
Stage 2:   1 In-Game Year Later (45 days from Original Request) -> Get Warehouse
Stage 3:   2 In-Game Years Later (135 days from Original Request) -> Get NPC seller  &  Clanned Generic Player Clan
Stage 4:   5 In-Game Years Later (360 days from Original Request) -> Start setting up as an in-game clan.


What do I do next?
You should already be communicating with your clan staff on a regular basis, so you and they will likely both be aware once you are at the IC level to even start mentioning the prospect of pursuing a Trading Company. Talk to your clan staff and seek their approval. Note that your communication with staff/history as a player/history with this PC are all taken into account for that approval. If there is some area that staff feel is not good enough for you to proceed with this, you will be given advice at this point on how to improve as well as a time ultimatum for that improvement. (This should be specific and measurable.)

Assuming staff gives approval, you may then proceed with pursuing this in-game by approaching a PC templar. The PC templar will then report that information on to their staff. Note that it is possible here that there may be IC difficulty--there is not necessarily any guarantee that your bid will be successful. When in doubt, we recommend encouraging the corruption process with bribery.

Assuming IC approval, awesome. You are now going to have your work cut out for you! Start the process of working with your clan staff to get your next steps in order. This will all take time to implement, so be patient. Your help may also be requested (or even required) at several phases of clan setup.

What can I do with a trading company / at this level?
You will likely transition to a new staffing team at this point, whichever one makes the most sense.
You can now work with your clan staff to set up a clan. This means a name, setting up ranks, names of ranks, giving out clan jobs like recruiter and banker, etc.
You can now work with staff to set up an in-game discussion board. This will be used for coordination and passing on rumors and the like.
You can now work with staff to get set up in a clan compound. This is a place that will have (at minimum) an entrance hall, a barracks, a local storage area, an office, and a pantry/cooking area. These will be prefabricated areas, already built (either by staff or with player assistance). They will also be rather generic at the start.
You can now work with staff to hire additional NPCs for the interior of the clan compound. Available options would be a cook NPC, additional guard NPCs, or a paymaster NPC. You can also set up another shopkeeper or hawker in addition to the one you had at the previous level.
Must utilize a custom crafting slot (or equivalent) for any new NPC hires.
You may now sell custom crafts from other PCs in the clan through the shopkeeper(s), if so desired, as you are now licensed to operate as a Trading Company.
You may redecorate your clan compound and set up furniture and the like, paid for with hard IC coin. You can also have rooms re-described or rearranged if desired, but that means alteration as IC work (it will burn a custom craft slot or equivalent) and it will cost IC coin.
You may now work with staff and IC organizations to pursue reasonable virtual contracts. These contracts will often mean that the trading company is losing something in exchange for some kind of gain. This may mean sacrificing short-term profits for long-term gains, long-term profits for short-term gains, or a deal of exclusivity with some other organization in exchange for a loss of autonomy. This doesn't mean that a shrewd IC deal cannot be reached, but it should be clear at this point that achieving success is NOT something that is handed to the player--the player must earn it.

What can I not do with a trading company / at this level?
You should not utilize your clan compound as a tool to kill PCs. It is not acceptable for GMH-type leaders and it is not acceptable for your organization, either. Contact your clan staff for details.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

So if I'm getting this right
Now clans start off able to get a room from the get go and there are around 3 stages, compared to the old 5? (But it took time to even get a room?)

I could just be blind as hell

It is less about fees and such and more about how the player might be supported, through standard or customized resources.

Quote from: Jihelu on February 07, 2022, 06:41:54 AM
So if I'm getting this right
Now clans start off able to get a room from the get go and there are around 3 stages, compared to the old 5? (But it took time to even get a room?)

I could just be blind as hell

The new policy sets the initial 'waiting period' to be 30 days, instead of 45 days.

But, as Brokkr said, the major changes between the old policy and the new policy is that the new policy is much more flexible about what you want to accomplish, rather than forcing you to go through the route of Minor Merchant House creation.   The old policy didn't take into account if you wanted to create something outside of Allanak/Tuluk, and some rule interpretation was required.
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Is it still possible to become a minor merchant house? If so, there is no longer any mention of requiring a Senate/Triumvirate vote. Has that changed as well?
"Let sleeping characters sleep naked." -Azroen

Quote from: williamson on February 07, 2022, 12:15:41 PM
Is it still possible to become a minor merchant house? If so, there is no longer any mention of requiring a Senate/Triumvirate vote. Has that changed as well?

*  Opens up the opportunity to pursue a clan compound (if a MMH), or additional rooms for similar spaces if other types of organizations.  This
includes appropriate rooms and NPCs for the compound or space.

Thats what I got out of the help files. That its still something to pursue, its just more open ended now. It isn't an MMH process, its a Player Clan process (that could include setting up as a formal House)
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.