Official Charter of the 1st Fist of Light

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Official Charter of the 1st Fist of Light

Post by Banegrivm » Sun Sep 28, 2008 4:19 am

Official Charter of the 1st Fist of Light


I: Preface

1st Fist of Light is a multi game guild, with a focus on role playing games. These ties stem from when the guild was formed in February of 2000 in EverQuest. The “role play philosophies” are not the kind you might find in a chat room on the internet, but rather geared more towards table top role playing games akin to Dungeons & Dragons and the like. Needless to say you won’t find us standing around treating games like a graphical chat room.

That’s not what role playing games are about, and that’s not what we’re about. We play games as they’re intended to be played; be they role playing games, first person shooters, competitive play games, or otherwise.

While other guilds may choose to focus on game mechanics and build themselves based off of such things, 1st Fist of Light is built off of our friendship and camaraderie with one another. This is the heart and soul of the guild, our bonds that we share with one another. We aren’t just a guild, we’re friends and family.

II: Code of Conduct

1. All members should act in a respectful and mature manner at all times, making it a point to be polite and respectful of others, their opinions, and feelings; be they members of the guild or not. We pride ourselves on being honorable and trying to do right by others. In short “be nice” and “play well with others”.

2. Keep it clean, be it the message boards, in game chat, or on the voice chat server. No foul language of any kind is to be used in any of the aforementioned mediums. This also includes topics of discussion. Politics, religion, and sexual commentary also apply in this regard. Additionally this includes all things “same sex” as such topics are not appropriate for the guild, not even on a “role play” level.

3. Do not be negative and don’t bash the games others play. Everyone who takes part in the guild has the right to enjoy the overall community and atmosphere of the guild. It’s alright to have an opinion; it’s another thing to bash the opinion of others or to attack a game repeatedly simply because you have a differentiating view regarding it.

4. When the guild goes to play games it is expected that members will give their all and support the guild as best as possible within reason. Should any member chose to become blatantly unsupportive; it may likely warrant the attention of the officers and/or leadership.

5. Members should show respect at all times when dealing with the rules for the game set down by the parent company responsible for enforcing the policies governing game play. Using cheats or exploits are unacceptable and will result in removal from the guild.

6. When playing role playing games in the guild, in game names must be kept sensible for the genre. I.E. they must make sense. You wouldn’t see “Hulk Hogan” or “Luke Skywalker” running around in a swords and sorcery setting. Likewise, please try and make names original. If a member needs help naming a character they can ask the guild for help or use the name generator on the website.

7. When playing role playing games, stay in character (or IC). Any member that does not stay in character will be approached by leadership or officers. Obviously a little bit of out of character chatter (or OOC) is a healthy thing now and again. Excessive OOC chatter however is highly frowned upon as it detracts from enjoyment of others within the guild. Refusal to stay IC is grounds for removal from the guild, and such an event will occur if any member refuses to remain IC in role playing games. If you feel the need to go OOC make sure you preface your chat with OOC or put your text in quotes. This of course is only enforced in games, not on the message board, or the voice chat server; which is reserved for OOC chat and game mechanics discussion.

8. In role playing games the guild tends to take the mantle of an army dedicated to the benevolent powers of that particular games setting. We only allow good natured and good based characters into the game. In some cases dependant upon the game we’ll adapt an “anti-hero clause” as necessary in accordance to the games mechanics. This simply means that darker characters are considered to be in atonement for their past deeds and using their powers and abilities to strike back out at the evils that they once served. The anti-hero clause is a last ditch effort and only used when absolutely necessary and there are no other viable solutions present.

9. Role playing is also not an excuse to make waves or violate any of the provisions of the charter. Disruptive role playing will be dealt with as any other violation of the charter.

10. In games that involve loot or similar logistical issues, the guild will pull its resources together and share them amidst the guild as a whole, further supporting the crafters and adventurers in the guild. In such cases their may be additional officer positions such as that of Quartermaster, to help in facilitating this end and ensuring that all guild members are properly equipped and their needs met.

11. “Loot drops” in such games that have them are on a need before greed basis, with alternate characters being discounted. As they are not present and do not share in the risk to acquire the items, it would be unfair for them to receive the reward when there are those present who have helped in finding them, and may very well be in need. Anything left over from adventuring or raiding, should be distributed to the Quartermaster for the guild vault or used as “salvage” where applicable per game.

12. When a member receives a piece of loot from a guild raid, adventuring, or guild vault that replaces an older piece of loot, the older piece of loot should be offered up to a guild member, placed in the vault, or used as “salvage” where applicable per game.

13. If a member should find their self in a situation where they have been mistreated or feel slighted, they should seek out an officer and relate the issue to them. Being a guild member or being angry over a situation does not give a license for said member to act hasty or violate article 1 of the Code of Conduct. Two wrongs do not make a right, and if a member should violate article 1, they will be approached by an officer or leadership and the situation will be dealt with accordingly.

14. Officers and leadership are to be respected at all times. There is no excuse for disrespecting an officer or leadership, especially if they are looking into a situation and are investigating it. This coincides along with article 1.

15. A “three strike rule” with leniency is in effect regarding any member who breaks any of the aforementioned rules. This means that breaking the rules three times can be grounds for removal from the guild. However as this is a three strike rule with leniency, and a member may be removed on their first infraction if said infraction goes to the extreme.

III: Joining

Those interested in joining the guild should introduce themselves in the forums on the site or in game and request to speak with an officer. Either tell us why you want to join the guild for whatever chapter of the guild that you’re interested in joining, or write us a story about you’re character. If the chapter of the guild that you’re interested in joining is a role playing game, the request to join must be made in character.

Said individuals must also read the charter and its terms and agree to it in its entirety. Lastly an officer or the guild leader will speak with you to make sure you understand the charter and have no further questions about the guild or the charter itself. We want people to join the guild because they’re interested in joining the guild. Not simply because their friend joined or a group of their friends joined, or because the particular chapter is strong or prestigious in that game.

We are very welcoming to new members and share everything openly across the board, making sure that everyone is included in the events and affairs of the guild as best as can be. Thusly, we make it a point to keep cliques out of the fist as they tend to make hard feelings and create unnecessary problems between members.

Other chapters may have additional rules for joining them. If they do, the potential member should be able to find them in the appropriate forums for the chapter, or they can simply ask an officer of that chapter or chapter head. If there are ever any questions about joining the guild do not hesitate to ask, as an officer or someone in leadership will make sure to help as best they can. Spouses and significant others ignore the process for joining so long as they are made certain to understand the charter in advance. Older members who are returning are also exempt from this process. Lastly once someone joins the guild, they are considered apart of all the chapters of the 1st Fist of Light. Hence the saying, “Once fist, always fist”.

IV: Officers

Officers are commissioned on an as needed basis. Any potential candidate for an officership position must know the charter, as officers are expected to enforce the charter to the very letter. Officers are not made based off of seniority but based off of conduct. An officer should be even tempered and have a stable resolve when dealing with problems. They should also be diplomatic and level headed when broaching any negative issues or situations. Officers also have the ability to add and remove members within accordance to the charter, as they deem it necessary. Additionally each chapter may have specialty officers to handle various logistical issues of the chapter, on an as needed basis.

Being an officer is not some shiny badge of office to parade around, but a duty to the rest of the guild which must be performed. Think of officers and leadership as servants of the guild, whose ideals are to protect everything that the guild stands for. Officers may vary from chapter to chapter, and being an officer in one chapter does not mean that said officer will be an officer in another chapter either. This is done to keep things on an even keel so that there is no favoritism shown and that the “round table” atmosphere of the guild is maintained. A list of officers and chapter heads can be found in each of the respective general forums for the associated chapters.

V: Guild Structure & Chapters

Being we are a multi game guild, we often run multiple chapters of the guild with each chapter being devoted to a different game. In the overall guild hierarchy there is one Sovereign Lord, General, and Herald. The General assists the Sovereign Lord in running the overall affairs of the guild. The herald maintains the website and assists in all other affairs concerning the operations of the guild.

Each chapter has a chapter head or leader known as a Patriarch. The Commander is an officer who assists the Patriarch in the day to day affairs of the chapter in question. In cases where the Sovereign Lord and/or General are apart of the chapter, they naturally would replace the roles of the Patriarch and Commander respectively.

Each chapter also may elect to maintain a Council of War, on an as needed basis to further help govern the affairs of the chapter. This council is kept by six senior officers of the fist known as Captains with the General presiding, and the Sovereign Lord in attendance as necessary. The number of officers on the Council of War may change all dependent upon the needs of the Chapter in question. In such occasions that there is a Council of War for a chapter, there are any number of junior officers more commonly referred to as Lieutenants.

These Lieutenants report to the Captains, who report to the General, who reports to the Sovereign Lord. In such a case where any member has a situation that they feel needs brought to the attention of leadership, they should report it to the most immediate officer so that it may be swiftly resolved. Chain of command is very important as it helps the guild run smoother and keeps officers and leadership from being overburdened, while allowing them a chance at playtime as well.

A. How is a chapter formed?

Typically speaking a chapter is formed when the guild has an interest in any given game. For example, if it's decided that we want to go to game X, Y, or Z; then the Sovereign Lord will lead the chapter and set up initial officers along with any specialty officers that may be necessary. Such as the Quartermaster position that was prevalent in EQ, Guild Wars, and WoW. Should the Sovereign Lord not go for whatever the reason, then he will select someone to lead the chapter. Said individual will be selected based on the same standard used to promote member of the guild to an officer. This will be explained further with regards to how leadership is chosen in section C below.

B. On a game with multiple servers, how is a server chosen?

It all depends on the game. Traditionally the Fist has always been an RP guild, portraying the heroic/good side of the story. The only time we don't RP in games is when games don't support those aspects. Such as when the guild played Planetside. Obviously we did no real role playing there. Being an RP guild, we look for the RP servers first. Whichever seems to be the main RP server is where we go as a guild.

C. How is leadership chosen?

When the Sovereign Lord is not going to be present in a chapter and he's given his approval for a chapter to be formed, he will chose said leadership for the head of the chapter the same way that officers are chosen. There are alot of factors to be considered. The first is loyalty to the guild. Secondarily is for someone that has the ability to lead with a calm, collected, and cool head while remaining impartial. Being active is important as well. Both in the boards and in game. Seniority is important as well, but only to a degree.

There are people in the past that had been with the guild a long time who while were loyal and great people that we all loved, just wouldn't have made a good officer or leader because they simply just did not have the temperment for it.

The Sovereign Lord has to look at all the factors involved, not just one or two. In the the past newer members have been made officers because they showed devotion and loyalty to the guild as well as demonstrated the ability to lead with a desire to help make the guild better for everyone involved as a whole.

Leadership is a responsibility. Leading isn't some shiny badge of office. Unfortunately in some other guilds people parade around pridefully that they are an officer but they simply do not care or even abuse their power. Here any leader is also a servant of the guild where they are to help the guild out and to help better the guild and its members as a whole.

D. What are the roles and responsibilities of all those officers? Put another way: Sovereign Lord is a cool name, but what does one do?

Sovereign Lord is the "grand poobah" of the Fist. He's the guild leader who makes all the decisions for the guild and often refers to decisions with the General and even other officers before making a final decision. Sovereign Lord is the default chapter head of any game. He is the absolute and final word on any and all affairs of the guild. It's his job to make sure that the guild stays true to it's calling as an RP guild and to the concepts set forth in the charter for role playing and fellowship.

The General in short is the counselor of sorts. We grandfathered this officer seat alongside Linea's position of Herald who maintained the website for the guild, this officership position changes dependent upon who is running the site. The seat of General is an actual officership position of the overall guild and any game they go into, unlike the Herald which is an overall position and does not necessarily mean the Herald will be an officer in game or even want to be an officer in game. Sorne is the General of the Fist. Both he and Banegrivm along with Ciid founded the guild back in EQ and Banegrivm has lead it ever since that very day in February of 2000.

Were it not for Sorne the Fist never would have even gotten made as Banegrivm had decided he had enough of guilds and the relevant politics that were involved with guilds from EQ at that point in time. He simply wanted to play and have peace, but Sorne kept encouraging Banegrivm to form the guild it and telling him that it was something that needed to be done. Banegrivm ffollowed his advice and here we are many years later. Banegrivm has had to make alot of tough decisions in the past with Sorne's sage advice in his ear.

Standard Officers pretty much help out in the case of disputes which aren't very often. They also tag and remove people as necessary. It's easy to invite someone into a guild, but it's not always so easy to remove someone. Especially when those people are people that you have good memories with and you call them your friend and think of them like family. We've lost people in the past. Losing people no matter how you lose them is always a terrible thing. Fortunately we have not had to remove anyone from the guild in a very long time and hopefully we do not have to. Officers however have that right.

In times when necessary these officers will be called to a Council of War as defined by the charter. In short the Council will go over anything that's necessary. Officer meetings will not be called unless it's felt they are really necessary. For example in Star Wars: The Old Republic we may elect to hold a meeting where we may discuss new ways to encourage more RP, recruiting, RP events, and even a structure for a working rank system that will help encourage activity within the guild and hopefully the forums as well. We may also discuss in game eventl, be they a server based RP event where we offer prizes to the winners, raiding, PvP, or even an RP styled event.

Lastly there are specialty officers. These get made as needed and fulfill some special function. They have all the duties and responsibilities of a regular officer in addition to other tasks. For example, the Quartermaster officer position was always in charge of keeping track on the guild inventory so that people would have access to "guild stores" of loot for their characters. Typically loot is donated by guild mates and given to the Quartermaster and/or deposited into a guild bank and the Quartermaster manages the inventory so that it can be properly redistributed to those in need where applicable.

E. What are the rules for creating a second chapter for e.g. a game with multiple factions?

Being that we were created as a good guild, we always throw the weight of our guild into a proverbial good side as it is what most people joined, knowing we were a good based guild in advanced. It's apart of our identity as the 1st Fist of Light. If there is interest in another faction that might be available we will typically go to another RP server (if applicable) and I or whoever the existing chapter head is will create the other chapter of the differentiating faction. Obviously in a game like Planetside which is a competitive FPS styled game, we stuck to a single faction. It just didn't make a whole lot of sense to play other factions on another server given the type of game it was.

VI: Addendum

The rules and provisions of this charter are used as guidelines. As such they will be applied to each situation, as each situation will be different from the next. Rules enforced blindly can be stifling and result in others being treated unfairly even though they are the rules. Leadership will always endeavor to see that people are treated fairly, thusly while the rules will be applied across the board there are always going to be exceptions to those rules, based upon the situation at hand.

Banegrivm Shadowblight,
Sovereign Lord of the 1st Fist of Light

Sorne Tel,
General, presiding

Banegrivm Shadowblight
Sovereign Lord of the 1st Fist of Light

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Joined: Sun Dec 24, 2017 5:30 am

Re: Official Charter of the 1st Fist of Light

Post by Victored » Mon Jan 01, 2018 3:27 am

Hail Fist!!!

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