So, I've seen both dynasties and clans mentioned as groups that players can form and join in the game, but I'm a bit unclear on what differentiates the two.
According to Tecton, 'There will be player clans, which are generally free-form organisations that could range from a family group, to a drug smuggling ring, to a trade federation.'
Aurelius mentioned ' Starmourn has no guild equivalent. Maybe we'll 'bless' some player-formed organizations (like clans in other games) and make them more official'
In regards to dynasties, Tecton said, 'Dynasties don't need to be a biological family, they can be any grouping of people really. So yes, they could be a grove or a named player-run business empire.'
So as far as I am aware, both are groups that can be formed and joined by players, though you can only be in one dynasty at a time (I believe), and both can essentially be flavoured as any type of group you wish.
What exactly sets them apart from one another? Can only clans be 'blessed' to make them more official, or does this apply to dynasties as well? Is there a reason that I should set up my organisation that crusades for the betterment for all as a clan as opposed to a dynasty or vice versa?
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Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
I got that impression as well, Qitorien, but it'd be nice to know for sure what the mechanical and general differences are between the two.