My characters tend to be a lot like yours; independent agents that tend to take on mercenary work freely.
One of the problems I've seen with role-play guilds is they fall under one of several categories:
-You have the hard-set self-story based guild that assumes its members must follow its predefined hierarchy, goals, and functions.
While I have no problem with this sort of guild, experienced role-players with predefined backgrounds and goals will inevitably run into characterization issues. Almost always my background clashes with theirs. This is a type of guild I recommend to new role-players. Almost always the guild leadership dictates how it wants its new membership to behave and act. Coincidently these types of guilds have huge reams of texts on all their various laws, bylaws, hierarchal structures, voting rights, management decisions enough to make the US Army Center for Strategic Planning jealous.
-You've got the not so serious role-play guild where everyone is happy puppies, cookies and cutesy-poo smilies in chat. That may very well be your thing. But beware that often times these sorts of guilds mix OOC with IC and don't view the difference.
-And finally the guild that claims they role-play, but doesn't really. Almost always the guild leader is a role-player who decided to start his/her own guild and just started blanket inviting people to bulk up their numbers and start doing end game content. When you join and interview they swear up and down that they role play. A little digging and you'll discover they're just a normal guild with a few members that have role-played in the past but probably have no interest in it now. This is the most common type of role-play guild in my vast years of experience.
Then you have shades of everything in-between.
My best advice to you, given that your characters are a lot like mine, is this: Visit a role-play hot spot and visit it as often as you can. Get to know the various groups there, and start walking up and getting involved in general role-play.
Make a few friends, if you can make a role-play circle even better. Once you have that solid group of role-play friends start learning about the various role-play guilds by networking, and NOT by asking their guild leaders. A guild leader will almost always paint their guild as the best role-play center of the universe. Ask members of a guild you're casing. Role-play with them, form a circle of various members and see what the role-play is about.
After you have done that, then make an informed decision.
Not to promote Faye, but one of things I'm liking about her guild so far from what I've read is the open nature of it. I think that's the way for us to go (characters like yours and mine). Guilds that accept role-players in general, promote events and gatherings, and are pro-active in getting the role-play cogwheel (rooted in game setting) going.
In Star Trek Online, I had the most satisfying role-play (stuck to the lore very closely, was entertaining, moved forward), in general "Role-players Aggregate" fleets. These weren't guilds perse, but a conglomeration of role-players (such as STORP, or STORP Starfleet, STORP KDF, etcetera). They aggregated all role-players regardless of background. It was a perfect way to coordinate events, stories, hot spots, hooks, and seeds.
In many ways similar to an RP Linkshell used to coordinate various events, or like the chat channel systems used in CoH or Champions Online.
I wish we had more of those types of guilds in other fantasy games.
One of the problems I've seen with role-play guilds is they fall under one of several categories:
-You have the hard-set self-story based guild that assumes its members must follow its predefined hierarchy, goals, and functions.
While I have no problem with this sort of guild, experienced role-players with predefined backgrounds and goals will inevitably run into characterization issues. Almost always my background clashes with theirs. This is a type of guild I recommend to new role-players. Almost always the guild leadership dictates how it wants its new membership to behave and act. Coincidently these types of guilds have huge reams of texts on all their various laws, bylaws, hierarchal structures, voting rights, management decisions enough to make the US Army Center for Strategic Planning jealous.
-You've got the not so serious role-play guild where everyone is happy puppies, cookies and cutesy-poo smilies in chat. That may very well be your thing. But beware that often times these sorts of guilds mix OOC with IC and don't view the difference.
-And finally the guild that claims they role-play, but doesn't really. Almost always the guild leader is a role-player who decided to start his/her own guild and just started blanket inviting people to bulk up their numbers and start doing end game content. When you join and interview they swear up and down that they role play. A little digging and you'll discover they're just a normal guild with a few members that have role-played in the past but probably have no interest in it now. This is the most common type of role-play guild in my vast years of experience.
Then you have shades of everything in-between.
My best advice to you, given that your characters are a lot like mine, is this: Visit a role-play hot spot and visit it as often as you can. Get to know the various groups there, and start walking up and getting involved in general role-play.
Make a few friends, if you can make a role-play circle even better. Once you have that solid group of role-play friends start learning about the various role-play guilds by networking, and NOT by asking their guild leaders. A guild leader will almost always paint their guild as the best role-play center of the universe. Ask members of a guild you're casing. Role-play with them, form a circle of various members and see what the role-play is about.
After you have done that, then make an informed decision.
Not to promote Faye, but one of things I'm liking about her guild so far from what I've read is the open nature of it. I think that's the way for us to go (characters like yours and mine). Guilds that accept role-players in general, promote events and gatherings, and are pro-active in getting the role-play cogwheel (rooted in game setting) going.
In Star Trek Online, I had the most satisfying role-play (stuck to the lore very closely, was entertaining, moved forward), in general "Role-players Aggregate" fleets. These weren't guilds perse, but a conglomeration of role-players (such as STORP, or STORP Starfleet, STORP KDF, etcetera). They aggregated all role-players regardless of background. It was a perfect way to coordinate events, stories, hot spots, hooks, and seeds.
In many ways similar to an RP Linkshell used to coordinate various events, or like the chat channel systems used in CoH or Champions Online.
I wish we had more of those types of guilds in other fantasy games.