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The RMG Ranking System

The ranking system is simple and practical. There are not that many different ranks within the forum, but all guilds must adhere to the setup for them. The forum would prefer all guilds to stick within at least one general setup, so not to create confusion with other forums. The type of government within a guild may vary at the discretion of the Guild Commander.

Guild Commander.

This position is not always present in every guild, but it is the highest and most important. The GC has command and control over the entire guild, and any decision by him/her can only be overruled by a unanimous vote from the High Council Plus the Deputy Commander. The GC may have any given title they choose. (i.e. Grand Commander, High Marshall, Grand Leader, Chief, etc......)

[ Given 4d95 to start. ]

Deputy Commander & Executive Commander (SiC & TiC).

These two positions are also optional. The DC is second in command for the guild and the EC(also known as "XO") is third in command. These two positions are instituted in order to assist the GC. The names of these positions can be changed as well.

[ Given 4d90 to start. ]

High Council.

Another optional rank in the guild. In a guild with a single commander, the High Council can overrule a decision of that single commander with a unanimous vote. However in guilds with two commanders, they can not both be overruled. This can sometimes prove to be a discomfort. If both Commanders share the same views, it sometimes does discourage the HC. But on the same note, the high council is very useful in settling issues between commanders in a co-commander guild. In this type of guild, when both commanders have a dispute, the high council will take a vote amongst themselves, and whatever the outcome may be, the dispute is settled. The High Council is expected to assume the administrative and judiciary functions of the guild, much like the council for the forum does.

[ Given 4d84 to start. ]

Special Positions.

This includes Trainers, Bodyguards, Strategists, Personal Assistants, and other such positions.

[ Given 4d82 to start. ]

Note: The "High Command" positions come with a specific assigned number of dice. The members in these positions get those dice regardless of race or breed. This is the only time that the GC can assign more than 3d on a legal standpoint.

For the following ranks, the number of dice are determined by race:

Division Commander:
Division Commanders are responsible for every member within that division, and will be expected to keep their members updated by holding meetings at their discretion. They will also be tasked with updating and keeping record of all spar logs sent in by their division members, and forwarding a weekly roster with that information to the High Council reresentative for that division. [ Optional if a full guild roster is sent to the High Council bi-weekly/monthly. ] They will be responsible to make reports to the High Council regarding promotions, disciplinary problems, and overall standings for the division. All divisions are assigned a Lt. Commander to assist the Commander in their duties, and act in their place when they are not present. The Lt. Commanders will also attend meetings for the guild when the DC can not be present.
[ DC -- Given d68 to start.
Lt. C -- Given d64 to start. ]

From top to bottom, the officers are the majority of the guild.









Upon looking at the above ranks, you will see that they match exact with the Xp. chart contained in the forum pages. These names are not necessarily what you may be using to refer to your members, you may feel free to use whatever names may apply, as long as the breakdown of your ranks is the same relation to the forum setup. In accordance with the Xp. chart, members, though they [may] start with these dice, can move up in dice after gaining experience to match. The decision to upgrade sides to dice is done by the GC.

It is the request of the forum that all guilds entering the forum attempt to conform to this type of structure as close as possible, to avoid much confusion.