Onchain Game Guild

A guild for onchain games: per-game strategy rooms, shared asset stewardship, playtest feedback and a lending log.

  • 6 categories
  • 23 channels
  • 10 roles
  • Medium
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Choose a server, review what will be created or reused, then confirm. Merge keeps what you have; replace rebuilds the server. Vetox takes a safety backup first either way.

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Server structure

Channels

GUILD HALL

  • guild-rules

    How the guild works. No value talk in the strategy channels.

  • guild-hall

    General guild chat.

  • which-games

    Self-Roles panel.

  • announcements

    Sessions, changes, anything the guild must read.

GAMES

  • game-one

    Rename to the title. Strategy for this game only.

  • game-two

    Rename to the second title.

  • game-three

    Rename to the third title.

  • game-mechanics

    How the systems actually behave. Real research in this genre.

SHARED ASSETS

  • asset-register

    What the guild holds and who has it. Never keys or wallets.

  • lending-log

    Every hand-off, with the date and the terms.

  • stewardship-rules

    Loss, damage, departures. Written before it happens.

COORDINATION

  • session-planning

    When we play, and who is needed.

  • roles-and-specialisations

    Who does what in a run.

  • new-member-onboarding

    Start here if you just joined.

  • Guild Voice
  • Session One
  • Session Two
  • AFK

PLAYTESTING

  • playtest-feedback

    What we found, in a form a developer can use.

  • bug-reports

    One per message, with a reproduction.

  • dev-relations

    Contact with the teams behind the games.

SAFETY

  • official-links

    Everything genuine. Check before clicking.

  • staff-will-never

    Short, absolute, no exceptions.

Roles

  • Guild LeadAdministrator
  • StewardAdministrator
  • OfficerModerator
  • Member
  • Recruit
  • Game One
  • Game Two
  • Game Three
  • Muted

Overview

For a guild playing games whose state lives on-chain, where the coordination problems are unlike an ordinary clan's. Games is one channel per title the guild plays, because these games differ enormously and a strategy conversation does not transfer. #game-mechanics is where the guild works out how a system actually behaves, which in this genre is a genuine research activity rather than reading a wiki. Shared Assets is the category that makes this a guild rather than a group chat: #asset-register is a read-only list of what the guild collectively holds and who is currently using it, #lending-log records every hand-off with the date and the terms, and #stewardship-rules states plainly what happens if an asset is lost, damaged or a member leaves — written before it happens rather than argued afterwards, which is where guilds break. Coordination holds #session-planning, #roles-and-specialisations and #new-member-onboarding. Playtesting is specific to this space: #playtest-feedback, #bug-reports and #dev-relations, since guilds are often the largest organised group a small onchain game has and are treated as such. Safety carries the verified links and the never-list. There is no price channel and no discussion of asset value; #guild-rules says so, because a guild that trades its own holdings stops being able to plan.

When to use it

Guilds in this space break over shared assets rather than over play: nobody wrote down who holds what, a member leaves with something the guild considered collective, and there was never an agreed rule for it. This layout keeps a public asset register and lending log, states the stewardship rules before anything goes wrong, and gives each game its own strategy room since mechanics do not transfer between titles.

What makes it different

  • A public register of what the guild holds and who currently has it.
  • Every hand-off is logged with a date and terms, before it is ever disputed.
  • Stewardship rules are written in advance, which is where guilds usually break.
  • One strategy room per game, because mechanics in this genre do not transfer.

Recommended Vetox setup

  • Self-Roles

    Post a Self-Roles panel in #which-games so a session ping reaches only the members who play that title.

  • Logs

    Enable Logs across the shared-asset channels, so changes to the register are recorded rather than remembered.

  • Auto-Mod

    Run Auto-Mod link filtering everywhere, since a guild holding assets is a standing target for drainer links.

  • Reminders

    Set Reminders in #session-planning so coordinated sessions have the numbers they were planned for.

Questions

Why write stewardship rules before anything goes wrong?

Because afterwards everyone involved has an interest. Rules agreed calmly — what happens if an asset is lost, what a departing member returns, who decides a dispute — are accepted as fair; the same rules proposed after an incident look like a judgement on the person involved. Guilds that survive a bad hand-off are almost always the ones that wrote this down while nothing was at stake.

Is a public asset register safe?

Publish what the guild holds and who currently has it, not the keys, the wallets, or anything that would help an attacker reach it. The register is a coordination and accountability tool, and its value is that every member can see the same picture. Anything that constitutes access belongs with whoever holds custody, never in a channel.

Why keep value talk out of a guild that holds assets?

Because it changes what the guild optimises for. Once a strategy channel is also a value channel, decisions get made about what the guild should hold rather than what it should do, and the members most interested in the former dominate. Keeping it out is what allows the guild to actually play the games it exists to play.

Common mistakes

  • Sharing assets with no written register, so ownership becomes a memory dispute the day someone leaves.
  • Agreeing stewardship rules after a loss, when everyone involved already has a position.
  • Letting asset value into the strategy channels, after which the guild plans around price rather than play.

Consider instead

  • MMO Social Guild The games are conventional and there are no shared on-chain assets to steward.
  • Token Holder Community The server is a project's community rather than an organised group that plays together.

Do you have any doubts?

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