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Gangs of Trinsic, create your own gang. - The Shades is an area of Trinsic mostly run by violent gangs, the Guards, if they are smart, simply turn ...

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Old 28-08-07, 06:46 PM   #1 (permalink)
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Gangs of Trinsic, create your own gang.


The Shades is an area of Trinsic mostly run by violent gangs, the Guards, if they are smart, simply turn a blind eye to what goes on in the Shades.

So, we are looking new gang leaders to create their own gangs within the Gangs of Trinsic Guild (GofT).

The guild itself is a guild of gangs, sort of small guilds within a guild, There is of course a Guildleader, but how a gang leader runs his own gang is entirely up to him or her. The Guild leaders role is really to hold the guild together in an OOC capacity, ensure that the usual Rules of Engagement and Guild Rules are followed and make sure everyone is happy.

A New gang can claim a building within the Shades area (check which are free below) their gang should be loosely based around this building, Eg: the Butchers shop could be a gang of butchers, all members wear a blood stained apron and use clevers.

A gang should have their own uniform or gang colours.

Gangs should be kept within the context of UO, Roleplay and fantasy (no Crips, Bloods or Blazing Squads).

A Gang leader should have a good knowledge of the Europa RoE.
Every month there will be a "Gang war" at the Market Square to determine which gang dominates the Shades, Gangs may choose to take sides with other gangs if they wish. The Dominant Gangs Leader will become "Shades Mayor" for the coming month, he or she can then dictate their own laws in the Shades and has a place on the Trinsic Council.

To create your own gang, or to join an existing gang, or for more information please Contact either :
Devante ICQ# 97-882-651 or Mckenzie ICQ# 370-114-075


The Rusty Anchor Inn : Amazon Stratos Gang
The Stablery : Unclaimed
Adventurers Clothing : Unclaimed
Sons of the Sea : Unclaimed
Docks : Stirling & Kendall Trading Company
Trinsic Fine Skins : Unclaimed
The Trinsic Cut : Unclaimed
The Fives Aces Club : The Five Aces Gang

Last edited by Devante; 29-08-07 at 06:45 PM.
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Old 01-09-07, 06:08 AM   #2 (permalink)
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Also, a word of advice. Never do a search for "gangbanger" with the filter turned off, unless you don't mind seeing unexpected pics of forty dudes pulling a train on some wench. Blech. I pwned myself finding that image.

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Old 01-09-07, 11:34 AM   #3 (permalink)
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Old 01-09-07, 11:09 PM   #4 (permalink)
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(reposted from an above thread)

Its all about the thick of it all. When the guards are around, the gangs can still assert some intimidation or whatever they do, but they cant just be Ebils as easily. But the guards arent always around, and theres strength in numbers.

Some members of the peasantry probably -like- a gang or two, anyway. In the Five Points, some of these gang leaders were still butchers and other worksmen. They had families, and friends, and neighborhoods to think about and provide for. Its reasonable to assume that, if done properly, each of the gangs could find its niche within a sector of the community of trinisc, or wherever the idea spreads to.

Possibly this gang of order-bringers Devante mentioned could find itself better regarded in the eyes of the law, which at times allows this gang to have a freer hand in the realm of "justice" than the guards are able, bound as they are by the very laws they uphold.

I would think that half the fun of making a gang would be trying to think of your export commodity. You have to have something to -offer- the community who's majority you plan to pilfer. As long as you appeal to your select, safe neighborhood minority, you're fine. "Acting troupes", "Fishermen", anything.
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Old 14-10-07, 08:56 PM   #5 (permalink)
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Been playing a bit of Risk lately, and I had an idea for you Devante, or anyone who thinks this idea useful for some turf battle or territory struggle.

You delineate a map, either large territories of say, from the bridge by swaggers north to the crossroad and west to the borders of cove. Decent triangle to chop up, pick a few buildings, possibly these could represent strategic holdings.

Ill ramble on that for a moment, strategic holdings...

Cities, and decently RP-organized territories like the vesper and cove properties are great because the turf they symbolize is easily subdivided into the parts that make the whole. You have your smithy, your bakery, your church, your fort, your fresh water, your healer.

Assign each of these spots a ramification for holding. Possibilities include in the order of appearance above:
Smithy= your ability to repair arms and armor or re-arm archers except with reserve (read, limited) supplies. If a prolonged struggle ensues, your stuff will break down and every shot will have to count.
Bakery= Don't eat. You wont be as up to par, as far as game mechanics allow. Also, you could reflect it subtly just by using normal, brigand, or even store bought gear, for a reduction in your damage. You're so hungry, your swings are weak.
Church= Morale, or temporary chaos in an ecclesiastical order. With their shrine desecrated and occupied, they'll crumble and run in battle, or their fury will allow them to fight to the last. Perhaps some special extra life policy in a decisive battle or something. Who knows...
The fort=That would scatter the army surely. I'd have a plan B... Without such, you're stuck to guerrilla raids, and the chance for a decisive battle is lessened.
Fresh water= Could be role played very deeply. Ingenious people find a way to extract water somehow without access to a bay or river, well or spring...
Healer= Maybe you would have somebody RP'd injured for an extended period of time, you could wear less armor, thus any intense physical strain or stress would be amplified. Or sacrifice one person's main, well-trained character for their under par newb during a decisive battle.


That was fun...On to the risk idea!

It's sort of the same principle really. If you have one holding, and one person to bear arms available that day, all you can do is defend that real estate. Whats an expedition going to get you? You cant sit in both places! So, if you have say, five people online and hanging out, you're some upstart anarchists and you've just sweet talked the bakers and the smiths. So you have five active duty units to cover two shops. You can spend any combination of teams, so long as all holdings are secured by at least one. So you could do a 3-2 baker-smith spread, 4-1, anything. At this point you can choose to go on an expedition, or defend that day. I suppose the GM's or trusted officers would be in contact with one another.

I know I would love to be in the war room of any camp in this sort of situation. A shame I'm no good in a fight, grr...Pin-Cushion Radish.

Can be drawn up as far as whats available given bordering plots.

Thats about the full extent of my constructive rant, ciao!
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Old 24-10-07, 01:06 PM   #6 (permalink)
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