Role-Playing with the Crimson Watch


The first real guild I joined Twisting Nether was “The Crimson Watch.” They were a role-playing/endgame guild when I joined with nightly scheduled runs or RP events. By far the most popular event was our guild induction ceremony held every Saturday afternoon on Dreadmist Peak in the Barrens. This is the mountain whose top is covered in black fog and cultists and contains a jewel that lowbie players must shatter.

We would meet in this cave, with the jewel, and dress in our ceremonial crimson robes. Everyone would be walking, not running. Everyone would be in character. Our guild leader, Morghul, would stand atop the plateau in the cave and the officers of the guild would kneel beside and behind him. The entire guild was expected to come to these ceremonies. The screenshot above is one that I took during one of our inductions.

Inductees would be given a speech about our motivations and about the goals of The Crimson Watch. Then they would be called forward one by one and asked to perform three tasks: donate one gold to the guild, prove they had spilled Alliance blood, and then spill their blood before the guild. This was done using the /emote command, of course. If they satisfied these requirements and also spoke once over Ventrillo, then they were given crafted crimson robes and were official guild members.

Every week after the ceremony the officers would dream up new challenges for the recruits. They would have to duel the strongest warrior. They would have to hold themselves underwater until they died. They would have to sneak into Teldrassil and leap from the tallest branch into the sea. They would form a raid and attack Ashenvale. They would be summoned to the starting area for Dwarves and Gnomes and would have to occupy the buildings there. Every week it was different, and every week it was fun.

The role-playing built guild loyalty in a way I haven’t seen elsewhere.

2 Comments so far

  1. Ben (unregistered) on January 9th, 2007 @ 3:41 am

    So it builds guild loyalty eh? And you think this is a good thing? Loyalty towards the leaders of a guild or the guild itself leads to nothing but pain and boredom when the guild invariably declines, and all guilds do at one point. Will you stick it out simply do to something for a declining organization you are loyal to or go searching for greener pastures elsewhere? Now I’m not arguing that people believing in a guild when it’s on its way up is a bad thing, but in my experience anything which forces attendance and aims to build “loyalty” doesn’t bode well.

  2. Mojo (unregistered) on January 9th, 2007 @ 9:55 am

    The loyalty wasn’t to the guild leaders at all, but to each other. Everyone helped each other out. People dropped what they were doing to help other guildies quest and farm items in a way I hadn’t seen in previous guilds.

    The guild did decline, but only because everyone who was active in it left to make a new guild free of the leadership of the first. And now this new guild built on the backs of the old is one of the strongest raiding guilds on my server.

    I think that initial RP experience helped to make this happen.

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