TEXT: Meta−Game Guidelines 
  Meta-game organizations are a way for players 
  to join influential guilds, noble orders, and 
  powerful armies. They also serve as a way for 
  the players to gain access to options not 
  normally available during play. Gaining access 
  to these organizations usually happens outside 
  of play, during the course of an interactive or 
  possibly 
  through 
  online 
  means. 
  These 
  organizations do not come without a price 
  though; PCs wishing to be a part of them often 
  have to pay gold, time units, or perhaps both. 
  On top of this, most organizations have specific 
  requirements for entry as well. 
   
  Format and Theme 
  The local Triad must oversee meta-game 
  organizations, although others may keep their 
  operation and paperwork. Creation of meta-
  game organizations is entirely in the purview of 
  the Triad although players may propose an 
  organization (many often due). Of course, 
  approval of new organization and the design of 
  their benefits and cost are entirely up to the 
  Triad. 
   
  Concerning 
  format, 
  most 
  organizations 
  require a base entry cost of GP and/or TU. Many 
  also require that a prospective member meet 
  certain requirements such as spellcasting ability, 
  skill ranks, or recognition through play. Beyond 
  this initial cost, most organizations require 
  additional payment on a year basis to maintain 
  membership. In return for these payments, 
  members gain access to new spells, magic 
  items, feats, and even prestige classes. It is not 
  uncommon for some organizations to have 
  multiple levels of membership. Higher ranks in 
  the order can be gained through both time of 
  service and additional payments. Higher ranks 
  often require higher yearly payments so as to be 
  able to offer expanded benefits. This is of course 
  a simple example; there are many ways that an 
  organization can work. If you have questions 
  about an idea, feel free to ask your Circle 
  representative. 
   
  When designing or evaluating the meta-
  game organizations for your region it is a good 
  idea to make sure that your organizations have 
  possibilities for all of the major character types. 
  In the case of Living Greyhawk, this refers to 
  fighter, cleric, rogue, and wizard type characters. 
  Even though all of the classes fit into one of 
  these categories, each region does not have to 
  meet the needs of all the classes. For example, 
  some regions might not feature any prominent 
  monks organization but might feature a number 
  of martial organizations that might fit for some 
  monk characters. Some regions might not 
  feature organizations that fit well for a given 
  character type but this should be the exception 
  not the rule. 
   
  Cost versus Benefit 
  There has been a lot of discussion since the 
  launch of this campaign concerning the cost and 
  benefits of meta-game organizations. Up to this 
  point, the Circle has been content allowing the 
  individual Triads to determine this cost versus 
  benefit ratio without much guidance. Wide 
  discrepancies 
  between 
  regions 
  have 
  necessitated guidelines for the cost versus 
  benefit ratio of meta-game organizations. 
   
  To help better balance the cost benefit ratio 
  of 
  meta-game 
  organizations 
  the 
  following 
  system is presented for Triad use. Each unit of 
  cost paid by members of the organization earns 
  a certain amount of Meta-game Units (or MU for 
  short). Benefits are then purchased using these 
  MU. Organizations cannot give out more MUs of 
  benefits than they have cost without Circle 
  approval. Note that this may require some 
  existing organizations to be modified. 
   
  Listed below are examples of the various 
  costs that can be paid by members of an 
  organization. Included in this list are the MUs 
  earned by having entry requirements. 
   
  Meta−Game Costs 
   
  Entry Requirements (take only one) 
  • 
  No Entry Requirements 
  0 MU 
  • 
  Minor Requirements 
  1 MU 
  Skill, or class ability that can be met by a 4th 
  level character or less; or racial requirement. 
  • 
  Moderate Requirements 
  2 MU 
  Skill or class ability that can be met by an 8th 
  level character or less; difficult to get 
  influence or notice. 
  • 
  Major Requirements 
  4 MU 
  Skill or class ability that can only be met by a 
  9th level character or higher. 
  Additional Entry Requirements 
  • 
  Membership in an existing org for 1yr. 6 MU 
  1 MU per 2 months. 
   
  One Time Costs 
  • 
  Per Time Unit spent 
  2 MU 
  • 
  Per 100gp spent 
  1 MU 
  • 
  Per Influence points 
  1 MU 
   
  Living Greyhawk Administrators Handbook 
   
  Page 1 
  
  Yearly Costs (paid once per campaign year) 
  • 
  Per Time Unit spent 
  4 MU 
  • 
  Per 100gp spent 
  2 MU 
  • 
  Minor Requirements* 
  1 MU 
  Ex: Playing all regionals, slaying a dozen 
  common 
  creatures, 
  or 
  gaining 
  three 
  followers 
  • 
  Moderate Requirements* 
  2 MU 
  Ex: Destroying one evil temple, delivering 
  the head of a demon, discovering a new 
  magic spell or item. 
  • 
  Major Requirements* 
  4 MU 
  Ex: Capturing one of Iuz’ lieutenants, 
  delivering the head of a young dragon, 
  founding a temple. 
   
  * - You can only gain MUs for the most expensive 
  requirement. Other lesser requirements earn no extra 
  MU. 
   
  Constant Costs 
  • 
  Per 1% tithing required 
  2 MU 
  • 
  -1 circumstance penalty to a skill 
  1 MU 
  This penalty must be specific and cannot 
  exceed -4 on any given skill.  
   
  Meta−Game Benefits 
   
  Access Benefits 
  • 
  One feat from a Builder Book (BB) 
  1 MU 
  • 
  PC choice of one feat from a list of 10 4 MU 
  The PC gains access to only one off the list. 
  If the PC is allowed additional choices, these 
  cost 2 MU each. 
  • 
  Two spells from a BB 
  1 MU 
  • 
  Eight spells from the PHB 
  1 MU 
  • 
  PC choice of one spell from a list of10 2 MU 
  • 
  Three pieces of non magical equipment from 
  a BB 
  1 MU 
  • 
  One magic item from a BB or DMG 
  1 MU 
  None of the items from pg 5 of this document 
  • 
  One adaptable prestige class 
  2 MU 
  • 
  One weapon or armor enhancement 
  4 MU 
  Can be applied to any existing weapon or 
  armor. This refers to the ability to upgrade a 
  weapon or armor. For access to a specific 
  weapon or armor for purchase see above. 
  • 
  Special mount from a BB 
  2 MU 
   
  Unless listed as PC choice, these options are 
  set 
  at 
  the 
  creation 
  of 
  the 
  meta-game 
  organization. Please note that while meta-game 
  organizations can provide access to feats and 
  spells these options must still be acquired like 
  any other. Meta-game organizations may not 
  give bonus feats, skill ranks, or spells. 
   
  Organization Benefits 
  • 
  10% discount on up to 10 PHB items 
  1 MU 
  • 
  20% discount on up to 10 PHB items 
  2 MU 
  • 
  Per 50gp of ever present PHB items 
  2 MU 
  Items the PCs are always equipped with.  If 
  destroyed they are replaced. Cannot be 
  disposable items or magic items. 
  • 
  Per 100gp of items given to the PC at the 
  time that they join the organization 
  1 MU 
  • 
  Per 100gp paid to the PCs yearly for being a 
  part of the org. 
  4 MU 
  • 
  50% discount on one lifestyle during 
  regional events 
  2 MU 
  Must buy standard, then high, then luxury 
  • 
  100% discount on one lifestyle during 
  regional events 
  3 MU 
  Must buy standard, then high, then luxury 
  • 
  +1 circumstance bonus to a skill 
  1 MU 
  This bonus must be specific and cannot 
  exceed +4 on any given skill. 
  • 
  Per permanent Influence Point 
  4-8 MU 
  Cost varies on benefit of IP. 
   
  Using the information presented above, the 
  following is an example of a properly balanced 
  meta-game organization. 
   
  Meta−Game Example 
  The Circle of Flame 
  This organization is a group of wizards and 
  sorcerers devoted to the power of fire and the 
  magics that go with it. They are a secretive 
  group but are completely trusting of their 
  members. 
   
  Entry Requirements 
  Must be able to cast 3rd level arcane spells, 
  fireball in particular. Must meet a member of the 
  organization through play. 
   
  Initial Cost 
  Upon 
  first 
  joining 
  the 
  organization, 
  all 
  prospective members must spend 4 TU in study, 
  learning the ways of the order and must donate 
  200gp to further the research of the order. 
   
  Yearly and One Time Costs 
  Members of the Circle of Flame must spend 6 
  TU and 100gp per year (on top of the initial cost) 
  helping further the goals and research of the 
  order. In addition, members must encounter or 
  discover one new fire creature or spell per year. 
   
  A quick breakdown of the costs is now in 
  order. The entry requirement of 3rd level spells 
  wound normally merit 1 MU, however the 
  requirement of meeting a member of the order 
  Living Greyhawk Administrators Handbook 
   
  Page 2 
  
  through play is more difficult, so the base MU 
  earned is 2.  The initial cost of 4 TU and 200gp 
  nets an additional 10 MU. The yearly cost of 6 
  TU and 100 gp earns another 20 MU. The final 
  requirement of discovering a new fire creature or 
  spell earns an additional 2 MU (as a moderate 
  requirement). This brings out total MU for this 
  organization to 34. 
   
  Benefits of the Organization 
  With 34 MU to spend, members of the Circle of 
  the Flame earn the following benefits. Their cost 
  in MU is listed in parenthesis. 
   
  • 
  Access to the following feats: Energy 
  Admixture (fire), Energy Substitution (fire), 
  Greater Spell Focus, Improved Familiar, 
  Twin Spell, and Widen Spell. (6 MU) 
  • 
  Access to the following spells: energy 
  immunity, fire orb, fox’s cunning, and lesser 
  fire orb. (2 MU) 
  • 
  Access to the following non-magical items: 
  flashpellet, 
  glowpowder, 
  phantom 
  ink 
  (firelight and magical light), reading lamp, 
  and scroll organizer. (3 MU) 
  • 
  Access to the following magic items: +2 
  dagger, necklace of fireballs (types I and II), 
  pearl of power (I and II), potion of firebreath, 
  rod of lesser substitution (fire), wand of 
  fireball (5th level), and wand of wall of fire 
  (7th level). (9 MU) 
  • 
  Members of the Circle of Flame may 
  upgrade any of their weapons with the 
  flaming or flaming burst special abilities from 
  the DMG. The member must pay the cost 
  difference between the old weapon and the 
  now flaming or flaming burst weapon. This 
  may be done to as many weapons as they 
  like. If capable of crafting the new item, the 
  member may pay only half of this difference 
  along with 1 XP for each 25gp spent. (8 MU) 
  • 
  Members of the Circle of Flame only pay 
  50% of standard lifestyle costs for all 
  regional modules in their home region. (2 
  MU for standard) 
  • 
  All members of the Circle of Flame receive a 
  +2 circumstance bonus to Knowledge: The 
  Planes, when dealing with the elemental 
  plane of fire. They also receive a +2 
  circumstance bonus to Concentration skill 
  checks forced because of damage to the 
  caster caused by fire. (4 MU, 2 for each 
  separate bonus) 
   
  The above bonuses use up all 34 MUs allowed 
  by the organizations costs. 
   
  Meta−Game Compliance 
  It is the goal of the circle that all new meta-game 
  organizations comply with these guidelines. 
  Special dispensation is made to existing 
  organizations however. Existing organizations 
  have until July 1st 2003 to become compliant to 
  within 10% of these guidelines. Meaning that an 
  organization that costs 20 MU must give out 
  between 18 and 22 MU of benefits by July 1st 
  2003. If below this range, the organization 
  should be enhanced to reach this target area (fi 
  desired, orgs do not have to give out as many 
  benefits as they charge in costs). If above the 
  target area, the benefits should be reduced. 
  Alternatively, the costs may be adjusted to meet 
  these guidelines. 
  Living Greyhawk Administrators Handbook 
   
  Page 3 
  
SOURCE: textdata/thevault/Living Greyhawk/Campaign Docs/Metaorgs/Meta-Org Guidelines.pdf