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Re: Guilds | |
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by mustangman » Sat Mar 29, 2014 4:04 pm | |
mustangman
Posts: 28
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actually I think the guilds are in an excellent position to profit from the new processes. Anyone who has attained the rank of master artisan has to be reasonably intelligent so if they can accept that change is inevitable they are in the position of being the logical people to go to to start introducing the processes. they already will have many of the tools, skills, facilities and workers to get started. they also would have the wealth to be able to build the new facilities. there are always going to be those that are resentful, and will refuse to accept the change as inevitable. but, those that do like the master gunsmith in siddarmark, and master Hausmann in Charis etc. are in the optimal position to make a fortune on the new processes. evolve or die just like in nature.
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Re: Guilds | |
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by PeterZ » Sat Mar 29, 2014 4:17 pm | |
PeterZ
Posts: 6432
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Totally agree. I would add that using the new influx of gold to finance journeymen's new factories and retooling for masters is a good way to expedite the transition. If with these incentives the guild members still refuse to adapt, they deserves to follow the dodo.
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Re: Guilds | |
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by Alistair » Sat Mar 29, 2014 6:59 pm | |
Alistair
Posts: 1281
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Well it won't just be the guilds in the "dodo" if they put up a fight.
a chunk of Chisholm will suffer as well just sayin |
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Re: Guilds | |
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by Cyphen.2000 » Sat Mar 29, 2014 11:36 pm | |
Cyphen.2000
Posts: 9
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I think the best way of handling this issue would be for the crown to publicly say "We don't condone the guilds, we are for the average charisian, its their business if they wish to adapt and survive". In private setup a tax break that would allow the guild masters and masters, who have the money, to receive large incentives if they partner up, or incorporate, with investors in the newer territories of the empire with the goal of creating manufactures. This will have a nice effect of allowing the political establishment of retaining the public support of the average worker while leaving a rat hole for the guild masters to scurry through. Let us never forget an animal is most dangerous when cornered. Also this will have the added bonus of bringing more capital into play for new development in the new territories of the empire.
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Re: Guilds | |
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by MWadwell » Sun Mar 30, 2014 12:55 am | |
MWadwell
Posts: 272
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And where's the money coming from? You are talking about millions of guild members over the entire islands, so you are talking about a substantial sum! (And before you say "Silverlode" - just remember that Silverlode is simply an idea at the moment - it's not even a hole in the gound, and certainly hasn't produced a single mark, and not likely to do so for quite some time to come.....) .
Later, Matt |
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Re: Guilds | |
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by Incognitia » Tue Apr 01, 2014 4:54 am | |
Incognitia
Posts: 34
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Personally I think the best way to deal with the guilds is to hollow them out.
Establish new craft associations or unions, aimed at skilled technicians in the new factories and apprentices/journeymen in the guilds. Make the transition from junior guildmember to something-else as smooth and easy as possible. The senior guildsmen are the real problem; they won't want their industries to change underneath them, they won't want to exchange a position of power in the current set-up to a less powerful position in the new, and even if they do they'll just try to run a factory like a guild anyway and do more harm than good. So ignore them, and focus your efforts on cutting out the basis of their support, until they're a bunch of grumpy old men with a few traditionalist young ones, sitting in a guild hall they can no longer pay for and grumbling about how the products of the new industries aren't up to their standards. |
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