@GamerSeuss said in Markets and Merchant Guilds - A Reimagining of the Current System:
@BitterLoD Exactly. I've been a Solo player 99.9% of the time since the late 90s when MMOs came out, and if anything, that's the main draw that keeps getting handicapped by MMOs as new expansions and games came out.
I was a member of a Guild in EverQuest with one of my characters. They were fun folks, and from all over the globe...shoot, we even met up in Florida for a Camp-out and picnic experience one weekend with people coming from as far away as Germany. That being said, that is more like the exception to my experience, not the be all, end all of it.
To be very clear in case there's any confusion, no one in this thread is advocating for a system that requires or compels you to join a guild. That would be lazy and unimaginative.
Rather, what we're advocating is a system that compels participation in a community... even peripherally. Solo players should have to interact to some degree with local cities, local markets, and local politics in order to thrive in the game. A solo player should not be able to essentially be a One-Man-Civilization unto himself.
I do not expect nor do I want everyone to have to sign up for a guild and sit in that guild's Discord server when they'd rather explore the world by themselves and only come into town when they need to purchase or sell their wares or participate in that town's defense.
Fractured has already taken great steps in this respect by decoupling cities from guilds. A player can be a guild member or not, a city resident or not, a city citizen or not, or any combination thereof. You don't have to own, lead, or be part of a guild to claim or conquer a city. It's a nuanced system with potential for even more nuance.
It is precisely because I want to avoid the boring, stagnant dynamic of GUILDS ONLY that I endorse the mechanic @Bardikens has proposed here. It adds another layer to the socioeconomic and political onion by distinguishing the standard citizen and group from merchants. As a bonus, it would allow Fractured to actually employ the term "guild" as it is correctly defined if merchants wished to band together.
Without systems to incentivize actual merchanting, actual merchants effectively won't exist.
(And to clarify, when I say "merchant," I don't mean someone who is merely a purchaser or seller of goods (as all or most players would qualify). I refer to someone whose primary role in the game is to peddle wares and make purchases of scale to further the economy. A niche roleplay loop.)