Quote:
Originally Posted by Swashbuckler
i recently took a look a war wenches and all i saw that i was missing as put every one before you and officers vote
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Well, I think your missing part of the point... Yes, we've talked about rules, which still you could learn a bit about how to word/write them. They still sound centered around YOU as the GM (sounds like a BOSS in your terms), not the guild/group as a whole.
Its also about what you have to offer. Why should ANYONE join your guild?
"Because Swashbuckler thinks it'd be cool" is not a valid reason, nor does it translate to anyone else in that fashion.
Like AdmiralSavvy said, "Think like a guild hunter".
You compared to the Wenchs, Ok.. Lets do both at the same time...
The War Wenchs have a well established guild, not a new one just starting out. They also have a unique approach that immediately draws interest (thier Wenchs only gimmick). Additionally they have several reputable members (not going to talk about what kind of reputations now!) that draw interest to thier group, which is probably thier biggest recruiting tool alone.
Why would I join? Sounds like the cool place for the pirate lass's to be. How do I know this? Word of mouth, a luxury well established clans have. Some pretty cool people in it, not to mention already has several people in it... worth consideration.
French Assassins, new guild, as far as I can tell there are 2 guys in it and one of them left already, the GM writes rules concerning and surrounding how he is to be treated but appears to show no concern for the rest of the group. Wow, secret hiding places (this attacts noobs, but will NEVER attact an experienced pirate).
Why would I join? Good question, the GM hasnt given any reasons, and since they are new, I have no reputation to go on. Put this guild as the one i'll try if noone else will have me list.
Getting people to try the guild is the main goal. If its a new guild, you have to offer reasons to want to join. If you run it right, and it fits, they'll stay.