Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in!== Reasons for forming a Player Association == What exactly is the reason for forming player associations (or guilds as they are often called)? There is no single explanation. It could include a combination of any of the following: '''1) '''To start an organization that consists of a closely knitted group of real life friends and/or family. Usually, these guilds are small in membership but can be very effective. A closely knitted group of friends or family can take part in run of the mill hunts or events, but cannot match to the larger scale activities a major guild can live up to. Similar to the latter, one may choose to instead have a closely knitted group of in-game friends. '''2) '''To achieve a goal that cannot be executed alone. For example, a difficult quest or large scale battle in the Galactic Civil War. To achieve a specific goal, specific standards need to be put in place for recruits. These can be profession/faction/experience. '''3)''' To found a city. While cities can be formed without guilds, an organized group of members would make founding a city more easy and efficient. Cities gives a guild a sense of accomplishment and a place to call home. Guild meetings and events can be held in player cities. The only con is this may result in isolationism, where a guild is only concerned about their own existence and not that of other organizations or cities. '''4) '''To lead a group of people. This doesn't necessarily mean the leader is power hungry. Leading a guild can bring a sense of accomplishment. Being respected, and helping other players is what leading an organization may be about. Leaders may also enjoy setting up a council or a certain "government" structure to their organization. '''5) '''To gain fame. Many organizations want to be "famous" so to speak, being mentioned often on game forums or the like. Guilds may enjoy holding a private "empire" status. While strong pride in ones guild is positive, this can lead to increasing the ego of both the leader and its members, and result in "outsiders" in growing weary of the organization. '''6) '''To form a crafting company. Some guild-companies specialize in one area of trader specialization (Domestics, Structure, Engineering, Munitions), while other guild-companies may recruit all specializations of traders. Guild-companies usually have a mall where the guild puts its vendors. Guild-companies may also be founded because crafters want to share a highly concentrated resource area with some other players. Some guild companies recruit combat classes to harvest resources from animals, destroy monster lairs that spawn near the company's town, or to wage war with rival guild-companies. Summary: Please note that all contributions to the SWG Wiki are considered to be released under the CC-BY-SA Cancel Editing help (opens in new window) Retrieved from "https://swg.fandom.com/wiki/Guild"