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Alliances


About Associates

In early 2002 Steel Maelstrom began playing Dark Age of Camelot, one of several Massively Multiplayer Online Role-Playing Games (MMORPGs) currently in existence. MMORPGs, unlike traditional first-person shooters (FPS) like Quake, are persistent 24/7 "worlds" that can be visited by thousands of individuals at the same time. These games not only support team play, but encourage it.

Within many of these games, Dark Age of Camelot (DAoC) included, is the ability to form alliances with other clans (often called "guilds"). However, in many cases these "alliances" are fleeting and their value can vary wildly depending on the parties involved. DAoC's in-game support of alliances means that when your allies decide to ally themselves with a third guild, that new guild becomes your ally automatically -- whether you like it or not. In no way do these alliances reflect the commitment that SMS' definition of an Alliance outlines.

SMS found itself with a thorny issue on its hands: do we risk missing opportunities to excel in such games because our potential friends either do not meet our Alliance criteria or do not wish to commit to such a relationship, or does SMS lower its standards?

A compromise was developed, in the form of the Associate relationship. Please be aware that there are significant differences between Allies and Associates, primary among them the fact that Alliances cover any and all games each clan/guild plays whereas an Associate relationship is binding only within a particular game (and, if applicable, a particular server or "shard").


Becoming an Associate of SMS

Associate relationships must be approved by a senior officer within SMS (holding the rank of Captain or higher). For a list of authorized officers, see this page.



Associates of SMS



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