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I would not say it is a heated debate concerning KGB ROE's, but they are in question concerning traditional KGB involvement in games these days. As I had pointed out, the old days of KGB defending the weak has long died out it seems, as was pointed out to me it stems from the idea that games these days are not made with the red vs blue mentality, thus the dilemma.

While I agree that the scope of the game has changed and that to survive KGB must also change and adapt or face destruction, I am always a sucker for tradition in a guild, to me it's what gives the guild it's identity and uniqueness which separates it from other more common guilds. Now I am not going to sit here and tell you guys how to run your guild or that my ideas are exactly what you should do, that would be presumptuous of me. Although I will say this, KGB to me is one of the oldest and strongest guilds built on the ideals of empowering their members, protecting those in need, with fair, honorable, and diplomatic play, with the overall intention of creating a free state.

To this end I have been looking over your documents and ranking structures, and what strikes me is that some policies and ranks that might help you in todays games you have over the years rewritten or done away with entirely.

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Today's KGB Marshals of Justice
The Marshals of Justice have a unique historic background in the Knights of Glory and Beer (See Original Definition). Today, Marshals serve a much different purpose:

Marshals of Justice are appointed by the High King, Prime Minister, or Chief of Staff to execute administrative processes, and perform critical functions to maintain guild resources. Marshal's report directly to the federal executive branch (HK, PM, COS) and do not possess the authority to act on their own. Marshals DO NOT hold rank or authority unless performing a direct order from the High King or executive branch member (HK, PM, COS). Here are their primary duties:

Maintain the Hall of Fame by fulfilling change requests and requested additions.
Review award requests and get approval from Faction Leader and the High King. Then post the award on the Oracle, KGB Sentinel, and HOF.
Assist with recruiting, posting of applications, and orientation of new members with the Faction leaders guidance and approval.
Post regular news stories on the KGB Sentinel.
Assist in the maintenance of the KGB Website.
Serve as an example to all members regarding conduct and duty.

Benefits:

All Marshals will serve on the KGB Senate and help steer the guild and its policies.
Moderator Status on the KGB Oracle.
Automatic full member to all Factions and Leadership Forums.

The following guidelines are for historical reference only. The information below does not apply to the current incarnation of the KGB MOJ's:

Historic Role of the KGB Marshals of Justice (disbanded after UO era)
A ministerial officer, appointed by the Provost General of the Army (G5) with approval from the High King of KGB, to execute the process of the courts, Laws, and Code of the KGB Constitution. These special officers will fall under the command of the Provost General of the Army (G5). As a KGB Marshal of Justice, these individuals have a "license to enforce KGB justice and to terminate potential enemies without question. A Marshal may use his discretion to determine is necessary to deal with complex problems of enforcement beyond the scope of the standard military. Marshals are only required to follow orders from the Provost General of the Army (G5), The Supreme Court, and the High King. KGB Marshals will wear the Guild title of Marshal of Justice at all times.

Conduct of a KGB Marshal
KGB Marshals are expected to adhere the KGB personal conduct at all time. A Marshal has special powers, and with these powers comes an extra responsibility to be an example to the Guild.

KGB Marshal Uniform
KGB Marshals will wear a black robe (The darkest color we can make on SP) with the red apron from the Paladin uniform. This uniform must be worn at all times as the Marshals dress uniform.

Appointment
Will be by the Provost General of the Army (G5) with approval from the High King
KGB marshals may only be appointed by the KGB Guild Master. After this appointment the marshal becomes a Marshal Elect and will be closely monitored until the High King approves the Marshal Elects appointment. KGB Marshals will hold the title of KGB Paladin when not deputized.




The marshal's of old is exactly what you need in the games of today, in my opinion what you did to the rank was to turn them into desk jockeys and pencil pushers, when in the past their unique stations within the guild gave them the flexibility to adjust on the fly and granted them the authority to decide whether a situation called for full military action or not, now as it stands the military covers all policing action and must be called out for every infraction against KGB, that is a large force to mobilize and a cumbersome way to enforce KGB authority in an area. Perhaps I am not aware of how KGB actually conducts itself minus the original Marshals, and overall I could be wrong on many points so I do apologize if this is the case.

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Member of Armed Forces Conduct Code

All members of the KGB Armed Forces must obey their assigned commanding officer's orders without question.
All members must SALUTE any member of the Armed Forces (regardless of rank), any members of the Supreme Court, and or any Member of the Executive Branch.
Members have the right to report conduct of their superiors to the CIC without fear on reprisal AFTER a situation occurs. If you do not agree with your commander, you are still required to carry out his orders at that time, but may request a review.
General's will be referred to as GENERAL followed by their name when on active duty. Members that possess a military rank will be referred to as SIR followed by their name.
You will be placed on ACTIVE DUTY during emergencies and when your Commanding officer calls you to action. You may ask to be excused if extenuating circumstances arise.
All members will uphold the highest level of duty and responsibility. Members are dedicating to helping others and to uphold the laws of the KGB Constitution.




As stated before, you have the military performing the policing actions of the state, while this is not a impossibility, it does draw dedicated military force away from critical locations weakening your projection of force in those locations to pursue what might turn out to be low value targets in the end. It also requires your military to always be on stand by, unable to train and equip properly. This creates another logistics issue when you take into consideration that the military is a hammer not a scalpel. I understand that players will play, and that the military doesn't just stand around all day in formation waiting for a call, but if you call on them to perform the mundane and the common often, then it could become an issue to organize and commit to an action as they will most likely not be able to muster fast enough.

Without listing them, General Orders 1 and 3 respectively show that KGB could easily reinstate Marshals to do this job of finding and identifying possible threats to KGB, and in some cases handle the situation fully and/or report their findings and recommend appropriate actions. KGB has become a nation of laws and I find that while order is essential to the well being of a community it can at times create too much red tape as well. In my assessment the Marshals of old could cut through this red tape to better and more effectively serve the guild, they seemed to be more flexible and able to respond quicker to a arising situation then a bulky military presence could.




I would have to agree here

Prism


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