Topic
The Drakeclaw Clan, Wildhammer RP Guild, Argent Dawn
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Edited by Isaec on 10/04/12 16:46 (BST)
Hi, My intentions to make a wildhammer clan are done but I need the rpers now :). That name will confuse some people but its totally different from the Dragonmaw orcs, the enemies of the wildhammers. It's a guild with only dwarves ofc, but not all classes are allowed like: Warlocks, Deathknights and Mages. Paladins are allowed because the light is accepted by the Wildhammers. The minimum lvl will be 60 because of the suit you should wear and the hometown where we will rp. The suit isnt that important but the hometown is, becuz that will be Thundermar in Twilight Highlands what is lvl 84-85. So you should have a flying mount (A gryphon ofc!) to fly above the mobs and dont getting hit. I am busy to make a whole history of this clan what I will write as soon as possible.
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This is a very good idea for a guild HOWEVER I must give out some constructive critizisms here.
I'm glad that you're trying to make this loyal to the Wildhammer lore, but one of the worst things you can do to start out with a guild is ristrict who can and who cannot join. I can understand the Dwarves distaste for Warlocks ((All dem felsuckers runnin' around and whatnot)). But when it comes to Death Knights and Mages, there shouldn't really be any stigma. Death Knights are fallen heroes who cannot help what they are. And if they were dwarven then the dwarves who are alive should embrace them as heroes because they died defending Dwarven lands and serving the alliance. Never forget the stubborness and pride of dwarves. Mages can be very useful both IC and OOC, an arcane wielder can turn the tides of war, and when you guys go on raids or need portals. Having a bunch of mages around to feed you and transport you will be quite useful ((Not forgetting Arcane Brilliance <3 )) And if you're worried that every new recruit will simply roll a DK to join then you are in control about which of them get to join. Talk to your guild and set out how many Death Knights you guys should accept, or if you can at least limit the minimum amount of Death Knights you want in your guild. That way not every new recruit will roll a DK to get in for the level 60 mark Which brings me to my next point. You should very rarely start out with a Level requirment for a guild. It puts people off from joining and they might label you as "Eliteist" Or if you do have a level requirment, DO NOT put it at such a high level, because most people would be unwilling to go through that much of a grind in order to join a guild where they can simply join another guild that doesn't have a level requirment. Meaning you'll be losing out on possible recruits. So no minimum level requirement, or if you truly must at least bring it down to a more reasonable level. Something within the 20-30 line. Also I know you're wildhammer dwarves and all, but you decide to not go with a level requirement, then it would be very unfair to your low level recruits to simply have them RP in such a dangerous environment such as Twilight Highlands, remember that the Wildhammer dwarves have joined with the Ironforge dwarves and the Dark Iron because of the merging of the council of three hammers. So you now also have the rest of the dwarven lands to RP in, so possibly for now you guys should probably stick to RPing in places like, Dun Morogh, Ironforge, ((That Loch-y place above Dun morogh who's name i've forgotten)) and of course Wetlands. So much space and so much RP potential. Anyway that's all the advice I feel like I can give for now. I hope at least you take it into some consideration and I wish you all the best. |
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No no, thanks for the suggestions. You are right about the mage thing, I just thought arcane, fire and such are much more for The Dark Iron, but about those portals you are right ;). And that lvl requirement is indeed too high but those hobbit houses are just so cool! But I found out also a place in wetlands, because wildhammers are 'Highland' dwarves we can move to there.
Thanks for the suggestions, they are always welcome ;) |
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Those suggestions are good, so I will change the requirements:
1) No Warlocks allowed 2) Only dwarf ofc 3) Min lvl 30 to survive the Wetlands and get some gear |
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Argent Dawn, while being a big server, has a limited supply of dwarves. Most of our Wildhammer dwarves are now in the established guilds of Ironforge Mountaineers and Anvilmar Iron Brigade (aside from a score that has decided to join a non-dwarven guild).
Before starting to pour your time and effort to this guild, I suggest doing a bit browsing on our existing guilds and very much contemplating what could your new guild offer that the existing guilds cannot? Is that something enough to get people choosing a new, unknown guild with unknown guild leader, instead of the existing guilds that are sure to offer interesting stuff to their members - and who have both history and reputation on the server already? It's a tough position for a new runner, but not to say impossible. There's been between 10 and 20 (and I'm not exaggerating) different Wildhammer guilds trying their feet at Argent Dawn since the launch of Cataclysm. Not one of them has been able to gather a solid playerbase and actively exist longer than a couple weeks. |
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Thanks for the advice, Well I want to do something special (Dunno if the other dwarf guilds are doing that). Thought I saw a Dragonmaw guild on the horde and maybe we can have a big battle, I just have the ideas. I also want to make a weekly trade route to Aerie peak what will cost 3 days to get there. First from Thundermar to the Wetlands then to Arathi (camping on that enthousiastic cozy bridge) and from there to Aerie peak with ofc more then just walking/flying stuff. And I'm always open for suggestions of rp. And yeah I'm unkown but I have the spirit to make this guild!
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Edited by Waywatcher on 11/04/12 09:50 (BST)
But are you willing to spend the next 3 months or so actively online and recruiting, just to maybe gather a playerbase of 10 people or less? Which will all crash and crumble down if you spend one week offline. That's reality here.
This is a good idea! But it doesn't make any dwarven players, I believe, to choose your guild above the already existing ones. Many of us include slow travel in our RP. Big battles you mentioned you're not going to see in a while, since it will take MONTHS for you to get even a score of active members (talking about 5-10). Then again, if you'd be a member of the existing guilds, you would be in the middle of those big battles now, in the Borderlands Campaign. |
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I gained experience by joining the Anvilmar Brigade and Borderlands Campaign and stuff. I've recently made a new thread where I worked out the whole concept. And yes, I've renamed it ;)
here is the link: http://eu.battle.net/wow/en/forum/topic/4940468917 I hope you enjoy reading ;) |
