I’m moving this to a new topic, because it’s a bit odd to be at the end of the Beacons Survey Results.
For anyone new to the thread I replied to this question:
with this answer:
and I got some concerned replies.
What I’ll do here is try and highlight some of the thinking behind this design so we can continue the discussion.
When thinking about the ownership of beacons and Guilds we considered three options, and settled on what we thought was the fairest overall. There three options were:
- The donation of beacons to a Guild are permanent.
- The donation of beacons to a Guild are temporary and the player can leave and reclaim them at any time.
- The donation of beacons to a Guild are temporary but it is up to the guild to choose when / whether to remove a player and give them back.
Option 1 has the advantage of being simple to understand by everyone, but means that the Guild has ultimate power. It becomes too much in the interest of a Guild to get players to sign up, donate their beacons, and then kick them out. This seems like a problem that we cannot fairly get around.
Option 2 means that the player is in complete control, but it has two issues. The first is what happens when a player leaves and the Guild and the Guild doesn’t have enough beacons left. @Vastar has suggested a solution to this, but it’s fiddly. The second issue is that it makes it possible for players to hold the Guild to random by threatening to leave, and reduces the level of ownership that a Guild has over its space and possessions.
Option 3 puts more power in the hands of the Guild, but not all the power. The Guild cannot get people to donate their beacons and then kick them out (because if they do that then beacons go back to the player), but players cannot leave the Guild and take their beacons back.
I think that Option 1 would not work, Option 2 could work, but Option 3 is be best balance. With option 3 the outstanding question is what happens if / when someone chooses to leave a Guild – the two options are that they forfeit their beacons, or that they cannot leave the Guild. There is no advantage to the player in leaving the Guild and forfeiting their beacons, so it seems like something that they would only do without fully realising the consequences, so wouldn’t it be better to prevent them from doing it in the first place?
The one thing this doesn’t cover is the desire to no longer be associated with a Guild because you don’t like what they stand for or what they’re doing, and I don’t know the answer to that, although I wonder that if it gets to that they will want to kick you out anyway as what guild would want a person who thinks that included anyway.
As I said initially this is a tricky one, and I can’t see a neat solution to it.
Further thoughts and comments are most welcome.