Re-merging cabals and tribunals and giving the new organisations the powers of each strikes me as the simplist option. And I like simplicity. Sure, you'll get resistance from those that argue "The Adepts are not the Council of Necromancers" or "The Druids are completely different to the Guardians"; these are the kind of arguments that spawned Tribunals in the first place.
However, in my opinion, we don't have the playerbase to support so many seperate and competing organisations, and the inability to see how they could instead work together is just a lack of imagination.
Combine tribunals and cabals together and you might even convince me the whole capture the relic thing could be good fun as well as an adjunct to a wider picture.
SK is about territory and influence. By seperating cabals from their original positions of influence within their respective kingdoms you reduce them to mere PK clans.
So recombining them is the simplist solution, and I like simplicity.
Alternative is that you use diplomacy. Tribunals remain the territorial powers, but if your Cabal allies with one you gain the benefit of their law immunity.
All well and good, but the downside with this is that you are still forcing a finate playerbase to split into small groups, encouraging a clique mentality when, in fact, good RP and a healthy environment are better encouraged by mass.
So the third choise is as suggested; make joint membership possible.
I'm not unfond of this idea as it has some terrific possibilities. A Harlequin infiltrating the Peacekeepers? The Peacekeeper leader is really a Hammer operative, the Peacekeepers therefore unwittingly answering to the Hammer's Knight Commander and the Hammer thus running the kingdom in secret? An Adept serving in the Emperor's legion? The leader of the Guardians is, in fact, the Arch-Druid as well?
All good. Lots of intrigue. Sure, and plenty of scope for abuse and powerhousing characters.
It would therefore require a level of immortal oversight to ensure Chemhound's wannabe minotaur monk wasn't a member of the Fist serving in the Council of Necromancers. And, generally, any sort of direct immortal oversight that results in intervention is a judgement call and any judgement call on the part of the Pantheon typically brings bad press down on their heads with cries of favouritism, inconsistancy and bias.
It would play havoc with the Oathbreaker flag. Though I don't see this as much of an issue. The Oathbreaker flag was implemented as a perceived benefit to cabal leaders, to encourage them to be a little quicker to induct, in the knowledge that subsequent betrayal was effectively coded against and would have rigid consequences for the betrayer.
I can see how this applies to cabals. Like it or not, every cabal has a higher calling, a mystisim in its makeup that sources its abilities from some sort of higher power to which in return its members pledge their allegience and eternal fidelity.
I don't think oathbreaker should apply to tribunals. Tribunals are about territory and security. You pledge to a kingdom, not any sort of higher power. If you later relocate from one kingdom to another, I don't see why you shouldn't be able to tribunal hop. Tribunals don't have secrets and relics to guard in the same way as Cabals.
So it isn't bad. Yes, it puts power and flexibility into the hands of the players. Yes, you end up with situations where getting into one organisation potentially gives you a free ticket into another because of shared membership or leadership. But so what? It's a wonderful facimile of life in that respect. And level ground. It's not unfair because the oportunities are available to everyone.
Though I'd still be inclined to go with simply rejoining cabals and tribunals instead. Simpler idea, more in keeping with knowing where everybody stands. We have a gameworld of limited classes, limited races and limited alignments. Unrestricting cabal and tribunal membership is a complexity that seems to be at odds with such an ethos of categorisation.
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