if we have electric lights (we should) then a normal flash should be perfectly fine.
Posted: Fri Sep 06, 2013 10:05 am
Another option that popped into my brain last night sometime. We could start out as a "Settlement". Literally start the game in the first days of the new village, living out of tents and all that and earning gold to develop further by doing missions for surrounding villages. From there we just have a "Village Coffer" as I wanted anyways, and a set cost for building/upgrading new threads. By settling new threads we conquer the subforum, and can then expand to further subforums as we like. It's a different style of play, certainly, but it could be great fun to play the development of the world out rather than stepping into the middle of it. I know that's something I'd enjoy at any rate.
With that we can start with a few threads in just one or two subforums, and expand as needed. We could start the story up, and just expand the rest of the world in the background, unlocking areas as needed to cover for the expansion. If you ever wanted a world that let the players dictate the story, that'd be it. It'd be up to the players more even than the crew whether the village thrived or collapsed.
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Posted: Fri Sep 06, 2013 1:35 pm
thats pretty much what I was originally suggesting for a reboot, except before the villages rather than after they are demolished. So, of course I am not against it. A council wouldn't make sense right away, but since the more members we get the more the settlement grows a council could just be built up slowly and it would make perfect sense.
Posted: Fri Sep 06, 2013 3:54 pm
Maybe not a large council, but a group of leaders still works. I really like the idea of a group leadership rather than one person, and don't want to abandon it. It'd be easy enough to explain it in almost any situation. Not to mention "One Village" and "Council Leadership" are the only points we've managed to settle on so far, so removing it would be stepping backwards by half our progress. XD
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Posted: Sat Sep 07, 2013 10:49 am
With the settlement idea literally everyone could contribute to the 'settlements' development. It's hard to feel like your character is making an impact in the village while chasing cats but doing some useful like making water runs, setting up defenses, and just missions that a ninja would do.
Also it's a fairly original idea, I think. The idea of deciding the fate of your village might draw some interest from members.
I think we need some sort of antagonist though. Or at least something that opposes the development of the village. Perhaps bandits competing for land and resources at first? When the second village is created there wouldn't be as much of a need for antagonists because chances are they would compete anyway.
Posted: Sat Sep 07, 2013 3:12 pm
In my mind, the settlement would serve the same purpose as Konoha. Being a collaboration effort to create a peaceful life in a world at constant war. Basically feudal era style environment, with psuedo-modern amenities later on when we develop far enough. There can be anything from bloodline feuds to bandit raids to wars between daimyo to give the village something to take part in for combat scenarios. I see little chance of stupid "Walk the dog" missions at least until the village has taken over at least one full subforum.
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Posted: Sun Sep 08, 2013 10:03 am
Well as of now I'm digging the idea of a settlement everyone has to develop. It seems like a lot of fun. Although are the council positions in the RP for crew only or could a member ever get their character onto the council?
Posted: Tue Sep 10, 2013 10:26 pm
completely random. what do you guys think of a what if obito never "died" universe story thing? maybe we could work this into the guild some how. if he never "died" he would never meet madara, which would result in the akatsuki ever forming or becoming a super s ranked criminal organization.
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Posted: Wed Sep 11, 2013 6:59 am
@Martin: For positions such as the one I want with duties extending outside the RP, the position should always be held by a crew member. For others though, I have no problem allowing regulars to attain the position. It'd be a good way to ensure there's always conflict and disagreements even. Imagine Timmy on the council.
@Hado: That might be interesting for a Naruto Fanfiction, but I can't see how it would change the guild unless we went the (Horrible and uncreative) route of setting ourselves within the canon timeline. As is we've been operating with no Akatsuki for years anyways, and only the loosest of connections to canon events. I much prefer continuing that trend and removing ourselves entirely from canon, over utilizing an altered canon. Connecting ourselves to canon just creates too many problems. People want to be related to canon characters, reference canon events and locations, have canon skills that we don't like. And besides the people problems we'd be obligated to design the world to match our version of canon, write out how the story went with all the changes, and so on. It's overcomplicated and reduces our freedom to do what we like, more so even than claiming to be post-Naruto.
Posted: Wed Sep 11, 2013 11:15 am
The growing trend seems to be that the settlement idea leaves us with much more possibility, which I entirely agree with. As Hikaro has mentioned quite frequently, too much over-complicates things. The goal here is to get people moving and talking, and make it very easy for them to do so. By moving forward with this settlement idea, not only does it allow for us to have a logistical reason for so few districts to exist, but as mentioned it puts the fate of the village in the hands of the rp'er. This does however, make having a council at the beginning a bit more difficult. Just as well, there's a silver lining to this.
We could always start out with less council members in the beginning, I'd say three to keep tied votes at bay. What this would do is not only put those positions in the hands of the crew members so that duties are indeed being fulfilled (because starting out with weak council members would be unfortunate), but just as well give us a bit of back story to this settlement. No doubt would these original council members be the minds behind wanting to found a village and create a regulated shinobi system in the midst of a feudal-like era. Because of the open ended nature of starting out this way, it also adds the more interesting factor of different council members vying for different methods of running the village. As membership and village activity as a whole grow, it would only become inevitable within RP to the original council that they alone cannot shoulder the burden of running the village any longer, thus introducing two new council positions, which presumably could just as well not hold too much if any OOC duties, making them more open to members. The possible development of a council head is not too far off from that I'm sure.
The main thing we'd have to keep up with is a reason for an official shinobi village to exist, so of course external conflict. I'm sure in light of this new development in the world, feudal lords and Daimyo would be rather opposed to an official system such as this. After all, halting the progress on this official village and system means they continue to control their territories with an iron fist without opposition. The bigger this village grows (if/when user input and play allows it to), the more it's going to begin encroaching on the territory of others. What it boils down to, is we'll need to go into this having some sort of rough idea of an intended outside enemy, as I'm sure user interaction will drive internal conflict as the village itself is concerned.
Technology could develop with the settlement of the village. The more people we have, the more the need for technology becomes apparent. Relying on shinobi ability alone and perhaps a strict few technologies off the bat shouldn't be all that difficult.
As for currency, Hinote's been on this feverishly as I've read so I'm not going to comment on what's already been said. It's pretty clear he'll be handling those duties both as a council member, and in OOC.
Obviously you guys have swayed me as far as second RPC's go, especially since I've been prone to using multiple NPC's to get things moving in other areas of Kiri and the guild in general. I don't doubt that any of us in here are incompetent in the use of second RPC's to further RP, which after all is the point of RPC's in the first place. I'll admit that it was rather obnoxious to not be able to turn in mission reports from missions I ran to Luo.
Open to the Public: We should probably open up discussion to the rest of the guild. It's two other people. We can recycle it afterwards, but I feel even if it's little input, any is appreciated. For all we know Kage may have an idea we haven't thought of, or Timmy might blunder into an interesting concept. He's done it before.
Luo: Very valid point on the why for the village. I was struggling with this myself as I had proposed at least one enemy village existing. You however have posed a much more interesting possibility. What if the village formation is heavily controversal. We offer our services to the country, for anything from dogwatching, bodyguarding and assassination. The feudal leaders are completely against us, thus giving us a very good enemy to start out with, which isnt actually too strong since there would be next to no ninja abilities in the opposing force. We could eventually "win" against the feudal leaders, and replace them later down the line when we are ready for bigger enemies.
This brings up another thought though. If we are just a starting village, we should not actually have civilians in village. So perhaps we should start instead as an underground movement in a small city. You have to go to blacmarket dealers for weapons, you have to try and hide from city authorities etc. So the natural story arc would probably go, we struggle to survive, we conquer the city creatingthe first Ninja village, We begin getting serious contracts more often but have to fight against empirial forces as well to protect village, we defeat feudal lords and replace them.
We could just move the thread rather than restrarting the discussion if you want to open it to discussion. ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- (I wrote this before Luo's post, but it still fits.) Here are our priorities, in order as I think they should be. First thing would be to restructure the Guild to match the changed world.Then choose a name change since we wont really be POTS anymore. Then decide what existing tech/jutsu/taijutsu/bloodlines etc should be kept. Then we need to look at what rules/systems to change. Once we have a workable guild we NEED to advertise. I have no idea how to do this though....
I have already stated in the past that a stat/leveling system could really help. And it would also fit very neatly with the setup you guys have been talking about. It would be difficult to work it around the "no training" idea though.
Guild Structure:
I recommend starting simply With One Subforum for the village, and One subforum for everything else IE the world (alternately a subforum for North, South, East and West). That way we can let the world get designed organically by RP rather than trying to force it. Just keep track of additions to the world, creating new threads, and then reformatting the guild to match the world.
This way we dont: -end up with mostly empty subforums with only one or two threads without any posts.
-End up creating a world which doesnt flow with RP, thus ruining the entire purpose of the guild
-Have to worry about jumping between threads or making pointless travel posts from one area to another. Travel posts only serve purpose if you are likely to bump into someone, creating RP. This is not very likely in a guild with only 5 members.
-We can grow as our membership grows, so we aren't trying to fill shoes that are too big.
-Noone gets intimidated by the large format, thus more people can join.
-It is easier to see how active an RP community is if you dont have to look through a thousand empty subforums.
Jutsu/Tech: Frankly, we can keep most of our jutsu, and we have already descussed the general technology level. We should look at the technology we already have, including customs, and create a proper universal tech list. This list could contain basic info about our tech level in the first post. We could look at jutsu any time, even after restarting the guild so I don't think we should do anything with it yet. (You guys know what happens when too many projects are open at once)
Rules/Systems Most of our rules can be kept, considering the rulebook was recently rebuilt.
We will need to look into second RPCs as already discussed
We should look into a stat system as I will discuss below.
We should (temporarily) shrink the economy system, removing player houses and such which simply serve no purpose in a guild with only 5 members. This can of course be redone as soon as the guild has grown.
Stat System/leveling Basically: So you get EXP by doing missions. You Calculate EXP in the Bank Thread, like your money. You can potentially have better stats than someone of higher official rank, but only if they have just ranked up or aren't spending EXP wisely. In order to rank up all you need to keep track of are your stats.
I still think we should have official ranks, but their importance will be dampened.
Stats should not be too complex, perhaps 10 points per rank. Something like: Genin - Chuunin= 10 points difference Chunin-S to Jounin= 10 points difference S Jounin - Jounin= 10 points Jounin-S= 15 points
You can reach up to halfway through the next rank without actually leveling up. A genin can have 15 points in a stat max. If you have at least two stats at the next rank (say a Genin with speed and strength of a Chuunin) you are able to be promoted at the council's discretion.
This way people dont end up trapped if they cant level up completely.
The only remaining issue would be, how do you get EXP points or whatever? We could have them "purchasable" with mission points. Once you get X MP you get one EXP point. We would have to scale this to rank though so you would need more MP to get EXP for a Jounin stat than a Genin.
We could make it so you get at least 2-4 EXP for any mission of matching rank. So a Jounin mission can let you gain 2-4 points in a Jounin skill. This way it feels like you are making progress, and ranking up isn't quite as slow as it has been in the past.
Remember you need at least two Jounin stats before you can rank up, to Jounin. So we dont need to be too stingy with exp. Also consider that if you just go with the bare minimum and rank up only two stats your character will be get really weak really fast. Match this with making it legal to kill higher ranks, and taking the fast track becomes a dangerous decision.
EXP need to be spent at the end of the mission. This is mostly an administrative detail.
If people can save up their EXP and spend it anytime, we have to track it as if it were money. How much did they spend, how much did they have left over last time, how much did they gain etc. This way you just have to look at how a mission's MP is divided instead. For RP this also makes sense simply because someone cant just save up a ton of EXP and suddenly skyrocket in strength by spending it all at once.
Random thoughts: Training Missions:
We could have Training only missions, which do not give money but do give exp. This would be a perfect replacement for training posts, since you dont have to spend X amount of time on one technique, but do still RP some training. A teacher can decide when such a mission is completed, with a minimum post count to make sure noone cheats.
EXP to Money
Perhaps we could allow people to gain extra money from any MP they did not change into EXP. This can allow someone to get really rich instead of really powerful, or more importantly take care of any MP which cannot actually be converted into EXP. (Say you get 150 MP, you buy 2 points of EXP for 60 each. You end up with 30 MP which can no longer be converted into EXP so instead you get a few extra gold.) This is of course completely off the top of my head.
The issues with this are obvious. Jutsu dont require training just money, and you could potentially buy enough tech to make up for your stat losses. Advanced tech can be restricted to higher ranks, but jutsu isn't really that easy to control.
Posted: Thu Sep 12, 2013 8:58 am
Alright, I delayed this post cause i was doing something at the time of the previous posts, but i really should respond, so, here we go!
I like Luo's ideas on the council. Slowly expanding it for in game reasons makes better sense than starting with empty slots and just filling them at will. With that option in mind we can actually have as many slots as we eventually decide we need rather than a limited number even.
I hadn't thought of having the Daimyos and feudal lords and so on actually opposed directly to the formation of the village, but that makes perfect sense. My own thoughts were to be separate from all the conflict and just occasionally hired to intervene. having us considered an actual threat, at least for awhile, adds a lot more potential.
Limited technology is a definite with this route. We'd most likely be starting basically as nomads, living out of tents and such. More advanced technologies require more advanced civilization. Can't have electricity without an electric plant, or mass produced goods without factories. That could actually be a good incentive for expansion later, in game rather than created from the start and taken for granted. Starting tech would most likely be limited to what you could make by hand or with basic tools.
On open discussion: Do you want to just move this thread, or make a new one? In either case, feel free to do so. I'd actually go with using this thread myself, since it has the progression of ideas.
~
Moving to Hikaro's points.
No dog watching... Not only is it humiliating ANYWAYS, but with the village starting small and in a wartime, genin would be given more important/relevant tasks than caring for some noble's pets. Even in canon it was, I believe, explained that genin were promoted faster and younger during wartime, and sent on harder missions. Plus, if you look at the mission list in Suna, the only D rank with combat potential is Pickpocket. Guess which is the only one people take?
A further note on missions: I don't think we should have a pre-made set of missions available. Not until the village is well established. It's a bit more work, but I think for the time being we should have each mission custom designed, for the purpose of advancing the main story. This is the first days of a new village, one in conflict with the world around them. They aren't going to have their genin just wandering off on pre-defined tasks.
I don't think we should start in a city. For one, it sets us back to having a lot of extra stuff at the start that we probably don't need, and it lessens the awesome of building our own village, and even designing it on the fly. Having the city already there means we're bound, at least to start, by what that city already has. Not to mention it makes us the bad guys and some people won't enjoy that as much as others, since we're taking over a city.
On getting equipment and weapons. Since we obviously wouldn't have a blacksmith and such at the start of the game, obviously we have the problem of not having easy access to even basic equipment, much less the more advanced stuff we all love. As always, I have already considered a potential solution. And it translates well to genin doing something useful. Interested? Good. We don't have a blacksmith, obvious. Other, civilian, villages, do. At the start of the game we'll most likely be fairly close to at least a few small villages, ones who have the resources we need, and are willing to trade. Going back to earlier mentions of the village having it's own coffers, we can send genin out on "missions" to buy supplies for "The Village", which can then be distributed as needed, most likely by the council. Ninja on other missions in those areas could of course also buy supplies of their own. The shops also might accept trades of goods or resources we find elsewhere in return for their services.
All that adds to a few different areas. Immersion: We don't have infinite supplies for some unknown reason, Missions: Genin have something useful to do, Currency: Buying things! Yay!, Resources: If we work in a resource system (I really think we should.), we can trade resources for purchasables. Blacksmith would likely LOVE a good supply of iron ore.
~~~
The only layout changes we need, I think, are the 2nd character rules, and the thread changes. I've also thought of a few additional/altered subforums that could be useful, but I can hold off on that until we're ready to start on actual building. Most tech can be kept, though obviously needs to be altered or restricted to fit. I see no reason to remove any jutsu bloodlines or styles that we wouldn't anyways.
Layout: For RP subforums, I think we should start with the mentioned one village subforum, with even that one a bit overrun with wilderness threads. A few more subforums should also be accessible. Some wilderness, some with small villages, and probably at least one with a larger village/city for the local daimyo to base out of. Further expansion can be done as we go, but we should have some idea in mind for how the rest of the world looks, and our actual position in it.
-Every subforum should have at least five threads, all themed to match the subforum.
-Technically the RP should flow with the world. However, so long as we theme properly, RP realism shouldn't be an issue.
-I still believe there should be linking threads, using the current traveling rules, between each subforum. Though, considering, the actual "Linking thread" rule could probably be lessened since it was designed with crossing countries in mind, not regions/districts/counties/whatever. Later on when we have a larger city and each area is huge, I do want to have a "Hub" thread in each subforum that you have to go through to get anywhere else. I might be alone in that one though.
Economy: I actually want to grow the system. I mean, yeah, removing player homes for now does make sense. I want to add however, such things as settling threads and subforums, resources, trade, all sorts of awesome things to make the current currency system an actual economy. If the village went bankrupt and collapsed, I'd actually call that a success because it happened within a realistic system. Honestly that's a topic for another thread, considering it'd be a pretty massive undertaking itself. it does however, tie in nicely to, well, everything about this idea.
Stat System: No. Shocked as some might be to hear me of all people be the one to put it down, we're not ready for it right now. A stat system is complicated. And it needs to be complicated. It has to be designed to take into account every stat and potential stat in the guild, how different stats interact, what stats do what, ways to advance each stat, how each point scales. For this guild you have to add levels as well, in which case you have to ask how many points make a level, does it cap off, or keep going into infinity? If it caps, are there ways to push past the cap?
With enough thought I could go on for hours on what a good stat system needs, and I absolutely refuse to make one that I consider anything less than perfect in how it ties into the guild. That is a much larger project than I want to take on right now because it ties into and alters every other system in the guild. Right now we need to focus on keeping the guild alive and ensuring we have a future. We need to save projects like that that we can operate without for when we have either attained that future, or completely died and rebuilt from scratch. Right now our goal needs to be to get started up again as fast as possible, even if that means having a few holes in the systems that we can work on later.
EXP to Money: Even though I've already stated my position on the stat system for now, this should be mentioned. The MP system is already tied directly into the currency system. Every point of MP has an equivalent in Gold. If you used MP as your base for EXP too, and put MP that didn't become EXP into gold, you'd be granting gold for that MP twice, for no real reason.
As far as missions go, I can agree completely that genin will definitely play a bigger role in a settlement village than they did in villages already established. With less resources and people, their roles as shinobi become more vital than just running errands for an already expanded populace. I think by allowing genin to take on more substantial missions, we also alleviate the issue of genin basically feeling useless in their role as shinobi. As far as not having pre-made missions, I agree as well. The main reason for pre-made missions was to take some of the pressure off of all the kages since they already had the task of running an entire village. It became too much to run the village, and just as well continue to create custom missions on the fly for every Tom d**k & Harry that walked into your office. With a council we have the ability to pick each other's brains as far as ideas for missions go. It honestly shouldn't be an issue from start-up to I would say two-three months in, and that's if we progress at a rather quick rate.
As for starting in a city, while I agree it holds a lot of potential for background story, it kinda is a step backwards. We'd basically have to hope that people were willing to wait out that portion of the story-line to actually get to the settling and soon after establishing of a new village. As Hinote mentioned, it does kinda detract from expanding our world in whatever fashion we please.
As far as equipment goes, I'm pretty much with you on how to go about it Hinote. However, we should remember that since we're going against the grain as far as the times are concerned, we won't always be offered the opportunity to buy/sell/trade. We could work in more stealthy missions this way, perhaps nabbing equipment that's en route to a neighboring feudal lord or daimyo. We have to remember that we aren't exactly starting off with an infinite amount of gold in our pockets. When the going gets tough, the shinobi get going.
Layout: We definitely need another subforum for neighboring daimyo. Start off with one and add more the larger the village grows. As for subforums, what are you thinking in terms of those five?
We can definitely lessen restrictions on travel link threads, but I have to agree that I'd rather them stay and grow to fit the guild. "Fast Travel" between threads to a degree can work for now, but I'm really into the whole travel taking a somewhat substantial amount of time thing. I like the idea of a "Hub" at some point, I had created one like that in Kiri mainly just as a geographically guide to where things in the village were located. Doesn't make much sense for one person to bump into another if they're on completely opposite sides of the village.
As for economy, we should just stick to where we are and allow room for future growth. Putting that task on us right now would do more harm than good. I don't doubt you'll be working on that behind the scenes anyway Hinote, so we'll revisit that soon.
Stat System: Same as above. This does more harm than good as far as projects are concerned, and after finally finishing professions it seems almost detrimental to have to go back and revise our systems to fit a stat system. All of my other issues with it have already been addressed.
Posted: Thu Sep 12, 2013 11:20 am
Missions: 100% agree. I always tried to give actual made to order missions in Kumo. You only really need a mission "list" if there are too many people to give individual missions to. Such a list really shouldn't contain anything higher than C rank even when/if it is introduced. Dog walking was more of an example than anything, but im not going to fight against having useful missions instead.
resources: I dont think we should have an actual resource system for the same reason I dont think we should have player housing. IT just isnt necessary, or viable with so few members. We can however introduce a primitive form which is just resource gathering missions to try and lay out how such a system would work. Like a beta thing where only crew have to keep track of the details. Since it would essentially be the village trading resources for supplies rather than individual RPCs doing so.
Village economy: Again, we should play with this on the crew side without making a solid system right away. We can give the village a starting money amount, add to it when someone completes a mission and deduct for purchasing supplies in bulk but play with the numbers a bit to see what works best.
Individual tools: It should still be possible for people to buy their own tools normally. Perhaps they could buy a limited number from the village, but have to go to a nearby village for anything more. Technologies would have to be bought elsewhere.
This would of course mean removing the "no genin outside village" rule which was always kind of silly to begin with. We should instead just introduce dangers outside the village and let the RPCs weigh their options.
I agree with actual travel routes. I think we should have these to begin with, though think having different hubs to different areas would be better. For instance I intended to have a water dock which met up with Kiri and the road which went towards Konoha. The larger a subforum gets, the more gates it would need so you dont need to walk around a whole city to get to something on the other side. If we had districts later on we would have a thread connecting to the other districts and another one as a gate. I still think putting the "connections" a thread has in the title. That said, with the starting village I doubt anything wouldnt already be "connected" since it is just a small village. Especially if its a nomadic village like you said, though I'm not too sure how that would work out.
Economy: Already discussed resources, I think we should wait on that. RPC item Trade doesnt really need to be introduced, at least not any more than stating that it is possible. Village trade I sort of discussed with resources, that should be entirely crew side and treated as a beta thing.
Stats: I dont think we need a hundred different stats, just the ones we already have in bigger depth. I already discussed the rest and it really isn't that complicated. POTS HAS ALREADY BEEN USING STATS FOR A WHILE NOW. What the hell do you think it means to give someone "half rank" in strength? IT does not need to be so that every single thing a character does is stat based, why the hell would you want to play an RP like that? Just stick with the basic stats, add a little depth to them and thats plenty. If we REALLY want to we could add more stats down the line but that isnt really necessary. A true stat system would be just a D&D guild where you have to look at stats for every little detail. We don't need a barter statm we don't need a "weapons" stat, we dont even need a "ninjutsu" stat at least not right away. No it doesn't need to be introduced before we start RP, but I dont see any reason we cant. The guild HAS died, we ARE trying to restart from square one, at least as much as we have to. We can recycle many elements, but this wont be POTS anymore. POTS is dead.
It would be like getting an extra 1 or 2 gold at the end of a mission. You aren't doubling your money on it. However that was sort of a minor idea which I didnt care too much for either but felt should be mentioned.
Missions: Well that was easy. C-rank seems a good place to stop. Anything above that rank would definitely be something the council thought up on their own.
Resources: I like the beta idea, seems to be a fair compromise.
You raise an interesting point with your beta idea of the resource system however. Having a council and one sole village to work with from the get go allows us to kinda beta a few systems we've thought of in the past and probably will think of in such primitive fashions. It was a bit more difficult to test things out within the guild beforehand because the villages were segmented, diverting the majority of every kage's attention to their own territory. That meant when we wanted to test something out, it would mean another load of work for that kage, and more to keep track of in the village and guild in its entirety. With a council, we inevitably end up pooling crew attention into one village, giving us more eyes on a beta project as a whole.
Village Economy: Ditto Hikaro.
Individual Tools: I'm not saying it shouldn't be possible, I'm just saying we'd be limited in our supply.
As far as removing that rule it makes complete sense to do so, especially since these genin will already have the ability to take on more important missions. Offering varying levels of inherent danger in different threads/regions however is an awesome idea. It doesn't restrict the player from going anywhere, so much as politely cautions you that the area may be too much for the RPC. It also would give rise to some interesting RP in my opinion, especially as far as genin are concerned. Some people will always want to test those boundaries, myself being one of them. Hmmm, might have a genin as 2nd RPC now that I'm thinking about it.
Stats: Mmmm, stats for every little detail would indeed essentially turn the guild into more of a D&D style environment. Clearing up what you meant, I see how it could be a possibility. I don't think we've ever shied away from having our systems have more depth, I just don't want to overdo it. It's something we could discuss depending on the scale we're talking here.