Look. I've played many MMOs, and PNP RPGs. I wanted to come to a world to RP within reason. I know being part of a House/Guild is important for interactions, which I want. I have tried two different characters in two different houses. Both have ended in dis-satisfaction due to demands. My lifestyle, real family and work, restrict my dedication to a house. Many houses want progress in a certain amount of time that I cannot predict. (Yes I cannot predict. Having a 2 yr old and a Newborn kinda throw a wrench into many works.) Can a player really play houseless/guildless and experience Achaea? Are there any loosely run Houses/Guilds in the game that do not require concrete progress?
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Being Houseless is hard as you have to generate all of your own interaction rather than having it come to you. But it can be done with a lot of effort.
As to the OP, joining a house is probably the main reason I stuck around playing because there was house full of people that could help me a long with several paths/promotions that are geared directly for teaching me things slowly. That said I have left the house but am completely self sufficient. If I were ever to make an alt, I wouldn't feel the need to join a house but I probably would just to make instant contacts in whatever city I was in so I would have people to talk to and friends to make.
That said, I wouldn't recommend RPing a rogue Occultist because they are inferior and an insult to real Occultists I hear karma is harder to get as a rogue.
It's still very possible to play a rogue character, of course. Being in a House mostly just gives you a framework for your RP, and helps you get comfortable with the game. If you're new to MUDs, I'd say join a House at least to get the hang of things. @Sena noted a few classes with abilities that depend on access to things only a House provides, so keep that in mind when choosing a class. Otherwise, there's nothing wrong with being a rogue.
Some Houses level some more stringent expectations on new players than others, but I don't know of any that say "You have 1 year to pass novicehood." or a similar time limit. I'm part of a stricter House, and when dealing with novices, I sometimes make it sound like they're being timed, ("I expect your Second Rite done within the year, Novitiate..." etc) but there's absolutely no written policy or rule that requires that. We know that people have lives outside of this game, and sometimes it's hard to find someone who can actually test you, so actual time limits would be one of the stupidest House policies I've heard of in a while. If a House actually does this, they're one of the reasons Guilds became Houses in the first place, and you should move on to other, more reasonable Houses, anyway.
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One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important
Houses can provide a wonderful introduction to the game in that they allow you to easily bond with people of your own class that (should be) open to helping you adjust to Achaea. They can allow you ways to develop and get involved, if you so desire that sort of experience. Houses are not for everyone though, and despite the strong emphasis to join a House in whichever city you choose to live in, they aren't a necessity. Some people prefer the rogue life.
I'd definitely encourage joining a city at least.
Stories by Jurixe and Stories by Jurixe 2
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But barring a house... There are orders which are exactly like houses and then there are High clans like the Dwarves of Kongol Drak which can really be interesting for RP and interaction.
(Blades of Valour): Draekar says: "Synbios if sunbeams sparkle off that I'll kill you where you stand."
(Party) Halos says, "Disbar?"
(Party) Draekar says, "You know here we have disbar."
(Party) Draekar says, "And over there we have datbar."