Political Questions
Here is the idea: Currently if you form a house or kingdom you are forced to keep the lower organizations (guilds, houses). The division is artifically there via mechanics because you MUST have division of labor for complex systems. Trade routes mechanically are not all that complex and I understand 1 person can do it all, but if this was not a fantasy game then you would have to put people in charge of each trade route. This gives people automity and thus tests their morals because then they have the ability to dip or not dip into the pickle jar.
Even though we have created this mechanically it has been misconstrued, missused, and frankly ignored. So why fight it? I suggest that once a house is formed, if you meat X amount of people and influence you can do trade rotues without keping the individual guild names. This bypasses the 2 or more guild thang and would make some things easier on the brains.
I would then move the mechanical division to a RP division via plots. Forexample force a house to deal with 2 trade route plots at exactly the same time over and over again to force you to put underlings in charge.
Now for a completely and less likely to ever change issue:
I also understand that people are more important than influence. Now ideally guilds will fight for trade routes thus needing more and more influence. YOu guys do not fight for trade rotues so perhaps that was not the best of ideas. Any thoughts to make points mean more?
-Chris
I be one of the gamemasters so e-mail me questions if you have them