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    Creative Advice for those interested in making a User Made Covenant

    Serious_Much
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    Post by Serious_Much Mon Mar 04, 2013 12:44 pm

    Hey guys, this is just a list/monologue of advice I've noted that others thinking about creating covenants could do with.

    Firstly, look at the covenants that have come before you. Not only those that are successful now (Exiled of Ariamis, Darkstalkers etc), but also those that at one point were extremely popular. Covenants such as the Noble Knights, Protectors of Lord Gwyn. Taking note of the things that made them stand out and popular as a starting point can be extremely helpful.

    Remember, covenants are advised to have their members' builds at SL 55 so that participation in forum wide events is also possible, though additional SLs can add extra event and gameplay opportunities.

    Now for a list of things that help covenants gain and maintain interest in them:


    • A unique or fun central activity that a covenant will do based around an idea. Using the in game covenants to link this to your user made covenant helps apply this practically. Trying to set it apart from the other covenants is an important factor, as well as leaving room for a bit of a shake up occasionally.

    • A lore based around the central idea to the covenant, and a fitting name to suit this. The lore allows people to really immerse themselves into the rolplay of the covenant, which really helps people enter into the covenant. Part of this is to create alliances and rivals amongst the user covenant community to increase the lore base.

    • An armoury, or at least an advised set of weapons and armour sets that should be used to set the covenant apart from others and give yourselves an identity. Importantly though, setting up restrictions (if you choose to have them), early on will avoid animosity and/or people having to remake characters later on. Extras such as specific classes within the armoury can also help establish extra lines of advancement in the covenant and wider roleplaying. Specific uses of gestures and/or certain weapons/shields can be used as covenant 'badges' and signs also.

    • A ranking system (if appropriate), gives people more incentive to stay active in the covenant and try to reach those higher positions and enter into leadership roles within the covenant, and allowing them to have more input in the covenant than more junior members.

    • Allowing members of the covenant to help define, write and bring in additional lore into the frame and flush out the history and background of the covenant can make the covenant more fun for those in the roleplaying persuasion, but also bring in other members who are keen to get into roleplay in the covenant section, a larger lore will be more appealing in some cases!

    • Events are important in any covenant. They are the main draw of the covenant and also the thing that covenants will be most active for. They bring covenants together, and are also useful in applying covenant allegiances and foes on a forum wide scale. While events can be simply just for the covenant, wars between covenants can also be fun, if organised correctly (and keeping score, while tempting is ill-advised). Having a covenant main 'base' can also help with intercovenant wars.

    • The final and most important point I have is that ALL DECISIONS need to have a covenant wide input. While smaller groups, such as the higher ranking members in the hierarchy can have separate discussions, it is important to try and not make decisions without the approval of junior members. This has torn apart covenants before, and will again. Try and avoid this happening by making decisions with your lower members before bringing in any major changes.


    If anyone has any more suggestions that I've probably missed, please post them below or PM me and I'll add them to the OP.

    Good luck with your covenants and Happy roleplaying lol!

    I hope this section can thrive like i did when it was first opened up happy


    Last edited by Serious_Much on Thu Apr 11, 2013 1:06 pm; edited 1 time in total
    Forum Pirate
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    Post by Forum Pirate Thu Apr 11, 2013 10:16 am

    I do have one, thinking about it.

    If you have weapon/armor restrictions or classes, establish them early, preferably before officialy starting the covenant. This is not to say you have to decide alone, just that it should be done before builds are made.

    The reason here is, people build specifically for the weapon/armor they wish to use. If you then ban their gear, often the character must be completely re-built. Not only does this anger people, who must now spend 10+ hours rebuilding a character, but it can also interfere with that characters lore, which can take just as much or (often) longer to create than the build did.

    Now, if you start with restrictions and classes, new classes can be created and restrictions can be loosened with minimum fuss. It doesn't interfere with character lore, and it doesn't hamstring current builds.

    This being handled poorly can destroy a covenant.

    If handled properly though, as the Noble Knights did, it can not only define the covenant but contribute to its popularity.
    Serious_Much
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    Post by Serious_Much Thu Apr 11, 2013 1:07 pm

    thanks forum, added it to the armoury section. +1

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