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Guilds — Designing Team Play

Should This Adventure Use Guilds?

Guilds add a team layer on top of individual progress. They're good for cohort-based programs (a bootcamp class, a department-wide rollout) where a bit of friendly competition or shared accountability helps. For a purely self-paced, individual course they're often unnecessary overhead; skip them if there's no real team behind the players. Turn them on with the Guilds feature in Adventure Settings.

Creating Guilds & Setting Capacity

Create guilds from Manage Content → Guilds → New Guild. Each has a Guild Name, a Guild Logo (required), a Color, an optional Group and a Capacity (0 means no limit). Distinct names, colours and logos make them readable on the leaderboard, and a capacity keeps group sizes even.

The Group sorts a long list into piles, and Manage Guilds can filter by it. It also matters for enrollment links: a player already in a guild can't use a link to join a second guild in the same group.

Putting Players in Guilds

Guild Leaders

Each guild can have a leader, chosen from its members in the Leader column on Manage Guilds (or set back to No leader). The roster marks the leader with a badge. It's a title for now, with no extra powers attached.

Appointing a leader is the one guild change an NPC can make. Everything else on Manage Guilds is view-only for them.

Open Rosters

Guilds are public within an adventure: a roster shows who's in a guild and how they're doing — each member's name, level, XP and BLOO, with the leader marked. Staff also see each member's email address; players never do.

Standings: Totals, Levels and Who Counts

A guild's XP and BLOO are its members' balances added up, live. That's what the guild leaderboard on the Guilds page ranks on (when the Leaderboard feature is on) — a sum, not an average — so a highly active member can meaningfully carry a quieter group. The top five show as cards and the rest as a table with each guild's XP, member count and average.

A guild's level comes from its members' average XP, on the same curve players use, so a 40-person guild can't out-level a 6-person one on headcount alone.

Only players count. A GM or NPC sitting in a guild adds nothing to its totals, member count, average or level, and neither does anyone who has left the adventure. That matters beyond the leaderboard, because Guild Level and Guild Members are condition types: a GM in a guild can't hold back a scene stage or a badge for the whole team.

Managing Guilds at Scale

An import with a Guild column can create hundreds of guilds. On Manage Guilds, tick the ones you want (or tick the select-all box) and use Move to draft or Move to trash rather than working row by row. Drafts and trashed guilds are listed below the main table, with Publish, Restore and Delete Forever. Deleting a guild for good releases its members, so they can be assigned to another guild afterwards.

Guilds Everywhere Else

Running a Guild Leaderboard Moment

Guild standings are most motivating when they're actually visible, not just theoretically trackable. Call them out in a live session, screen-share the leaderboard at a kickoff, or post an announcement when the standings shift. A leaderboard nobody looks at doesn't do anything.

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