
Everyone here has some really excellent points.Â
I would just like to say that you can absolutely have a successful RP FC with 30 members or more. You will need a large officer team of at least 4-6, but it can be done so long as everyone of your team is on the same page and is devoted to the direction of the FC. I do advocate quality over quantity, though, always. My FC also has been around since 2.0, so it has had time to grow into what it is now naturally. However, there is no use kicking out people from your FC just because you may have "too many," when some might actually get super interested once you get yourself together as leader. After a while under the "new" regime, you may revisit the issue of membership numbers.
It may help, if you want a mercenary company, to split it up into smaller squads or themed sections. For instance, my FC ICly has different teams: Reconnaissance Team, Infirmary/Mender Team, and Airship Crew. Each member that is part of these teams are chosen by the IC leaders of each group and are usually only for those that are most active in the FC. This isn't to shun others, but to reward those that ARE active with appropriate specialties, depending on their character's interests.
I also have the entire company, no matter the activity, split into squads based on their IC classes/jobs. I have a Melee, Ranged, and Mender squad, each with 1-2 Lieutenants/Sergeants as lead. I know some people are against hierarchical type of guilds, but it is necessary when running an IC Free Company that acts like a small battle force. People need guidance, both IC and OOC. You can't just have them running around aimlessly and expect plot to get done.
Splitting up people is very useful when you want them to go into combat situations, as everyone just GOING HAM is usually very confusing and hard to read for both GM and player, as others have mentioned.
I wish you luck! If you need any other help, feel free to PM me anytime. :)
I would just like to say that you can absolutely have a successful RP FC with 30 members or more. You will need a large officer team of at least 4-6, but it can be done so long as everyone of your team is on the same page and is devoted to the direction of the FC. I do advocate quality over quantity, though, always. My FC also has been around since 2.0, so it has had time to grow into what it is now naturally. However, there is no use kicking out people from your FC just because you may have "too many," when some might actually get super interested once you get yourself together as leader. After a while under the "new" regime, you may revisit the issue of membership numbers.
It may help, if you want a mercenary company, to split it up into smaller squads or themed sections. For instance, my FC ICly has different teams: Reconnaissance Team, Infirmary/Mender Team, and Airship Crew. Each member that is part of these teams are chosen by the IC leaders of each group and are usually only for those that are most active in the FC. This isn't to shun others, but to reward those that ARE active with appropriate specialties, depending on their character's interests.
I also have the entire company, no matter the activity, split into squads based on their IC classes/jobs. I have a Melee, Ranged, and Mender squad, each with 1-2 Lieutenants/Sergeants as lead. I know some people are against hierarchical type of guilds, but it is necessary when running an IC Free Company that acts like a small battle force. People need guidance, both IC and OOC. You can't just have them running around aimlessly and expect plot to get done.
Splitting up people is very useful when you want them to go into combat situations, as everyone just GOING HAM is usually very confusing and hard to read for both GM and player, as others have mentioned.
I wish you luck! If you need any other help, feel free to PM me anytime. :)