I feel like this case is definitely different from, say, the leader of the merchants advocating to shut down. The thing about the Physicians is that they're not a core guild of the game, but one that's often come and gone throughout TI's history. They were re-opened by a player who just really wanted them to exist and from my perspective they have never thrived - just treating people isn't enough RP and the guild doesn't easily lend itself to other things. And I think having it as a coded guild makes it appear as if there is in fact a lot of easy RP to be had on the topic, which ends up discouraging people when they discover there's a glut of doctors.
I recognize we're probably not going to get the guild removed, but I feel like it's worth stating that at least one person really does feel it's not solely about the system but just a problem of 'what kind of RP purpose is "big" enough to justify a whole guild?' and 'what are the messages you send to players by having a coded guild'?
The future of the Physicians
I think we can do a few things towards this.
Firstly, I think we should move the guy who sells treat tools into a hospital, members-only area.
Secondly, I do agree that it would be worthwhile pursuing the law after folks posing as doctors who are not affiliated with the guild - other guilds have done this in the past, successfully. It may also be worthwhile for doctors to not 'treat major breaks, etc' on the spot, but recommend people to the hospital for RP. I'd rather not code enforce this for seriously dire wounds because it'd get irritating, but if push comes to shove, we certainly can.
Thirdly, I do think we may need to have a look at the guild skills, especially how herbalism and chandlery are overlapping. That's my fault, to a degree, because I figured it'd be RP touch points, but has instead led to physician/merchants who just want to make their own stuff 100%.
Firstly, I think we should move the guy who sells treat tools into a hospital, members-only area.
Secondly, I do agree that it would be worthwhile pursuing the law after folks posing as doctors who are not affiliated with the guild - other guilds have done this in the past, successfully. It may also be worthwhile for doctors to not 'treat major breaks, etc' on the spot, but recommend people to the hospital for RP. I'd rather not code enforce this for seriously dire wounds because it'd get irritating, but if push comes to shove, we certainly can.
Thirdly, I do think we may need to have a look at the guild skills, especially how herbalism and chandlery are overlapping. That's my fault, to a degree, because I figured it'd be RP touch points, but has instead led to physician/merchants who just want to make their own stuff 100%.
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