Final Fantasy 14: A Realm Reborn Launches!

As the author, I don't often post much about myself, so I wanted to take this opportunity to post about my next MMO adventure.

I took a break from gaming recently until the launch of Final Fantasy 14: A Realm Reborn (FFXIV), and am enjoy my journey back into the Final Fantasy series (I played FFXI extensively).

As a member of Grievance Gaming, I hope to have a lot of fun in Eorzea, and expand on the doctrine this blog presents to players of our server, and to the FFXIV community as a whole.


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Leaders should place their players in danger so they survive. Making them desperate, they will be safe.

Players: When players are not in danger, they become complacent and expect victory. This makes them a hollow force at best. By keeping their lives on the line, they will always be prepared for battle.


Voltaire on Rulers

To learn who rules over you, simply find out who you are not allowed to criticize.


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Leaders should always focus their players on their assignment, not on the plan. When the outcome shows victory, announce it loudly. When the situation looks dire, tell them nothing of it.


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Leaders who reward players without regard to any rules, and issue orders without thought of alliances are able to handle their own forces as they would their own body.


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A leader carries out his own secret plans, and keeps his enemies in awe. He does not rely on the power of alliances to be powerful himself.


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When a leader attacks a powerful force, his ability shows in preventing concentration of the enemy’s groups. He astonishes his opponents, and prevents allies from joining with the enemy.


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A leader who does not understand the following is not fit to lead in a guild.


Miyamoto Musashi on Knowing

To know ten thousand things, know one well.
Miyamoto Musashi, The Book of Five Rings


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A leader must understand all facets of the game environment. Advantages of terrain are not available without this knowledge—a leader must personally view these.


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Before a guild enters an alliance with other guilds, they must understand the precepts of all in the alliance.

Players: A guild leader who enters an alliance with another guild who does not uphold their principles and designs, is a guild leader who is not fit to lead. Leaders willing to make sacrifices in principle for the sake of safety will find themselves unsafe when turned upon.


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Players must always resist when surrounded, must play to the best of their ability at all times, and be able to follow directions without fail when under the pressure of the game.