As I said, I'd have posted another time about RHG clans and Penalties
RHG Clans
About this point, I'm gonna write something that some people may consider elitist/coercitive or something like that, but I frankly think they might change the current state of things (in the better way I hope at least :\)
The first thing I want to talk about is about trying to think about why did RHG clans started in the first place
Considering RHGs were (and are) meant for battles, RHG clans (follwing the old rules stone wrote on Fluidanims and the ones he wrote here (they're basically the same, so it's not necessary for you to use the archives to go back to fluidanims)) are meant for wars, having 6 people trying to wreck other 6 and viceversa. However, I noticed some things that instead show us a different thing from what it is supposed to be happening:
-Territories have lost their meaning: it's no more about people from one territory being against people from another, but it simply isn't anything at all
-Territory leaders do not exist and no activites are organized. If they're organized, they have almost nothing to do with wars
-Many inexperienced people, instead of trying to join existing clans, try to start their own, with the majority of them having extreme short runs and people who got in there have nothing left from that experience (or so I think)
-Clans are literally own worlds in which people do whatever they want: they're more like group chat/collaborations projects threads than threads meant for "wars"
Because of these reasons, I think that some actions should be taken and these are the ones I suggest
Another thing before putting the suggestions: about penalties, I think they should be used as a deterrent to make people follow the rules. However, since they can't be just something like infractions or bans all day in, I think they must be according to the "infraction" made (I'm gonna write what I think they should be about too)
About starting a clan
Put a general time limit for tryouts sessions
A lot of clans put as an excuse to their inactivity the "tryout session", since if they're not 6 full people they're not able to hold a mouse in their hands and animate. For this reason, considering that the point of my argument is to bring back clan wars, I suggest to put as a general rule that a clan, from the day it is brought up or from the day a member leaves, has a tot limit of days to hold the tryouts. In the case the clan isn't full for the due date, as a penalty, the clan must be disbanded and the leader cannot make another clan before tot time passes (1 month, 2 months, dunno)
Reduce the amount of "Tryout hopping"
By "Tryout hopping" I mean when someone announces his desire to do a tryout for multiple clans. In the end, it can end in many way:
-He doesn't do a tryout for any of them, showing that he was only seeking attention from multiple people without actually caring for them
-He does a tryout for only one of them, leaving the other clans he didn't tryout for with their sums not adding up and the one he tried out for with a bad impression about him
-He does a tryout and uses it for every single clan he announced his partecipation for, showing that he doesn't actually care in which clan he gets into
Considering that in all the cases I described it doesn't end well, I suggest for considering all announcements about showing desire to tryout for a certain clan as spamming, so that if you want to join a clan you THINK (I know you can use that brain of yours for once) only about making the tryout without instead changing opinion every 10 seconds since you gained the attention you were seeking for
_-I won't cover points like how to manage the clan, since I don't think it's necessary-_
About bringing back activity
Organize clan wars on a regular basis
My suggestion is about making something of more organized: basically, we bring back the "territory leaders" and we let them organize clan wars (they choose who goes against who). About who should fight who, when should they fight and for how long, it is not relevant right now. The most important thing though is that they actually keep the clans active: it can be 2 clan joints as Stone wrote on the rules (with the templates being given by third parties, done by members or something like that), 6 people versus 6 people in single RHG fights, it can be everything; the important thing is that clans finally start to interact with each other
Put wins/losses consequences
By this I mean to basically apply the rules as they have been written: who wins, gets one member; who loses, loses one member
If we want to make things interesting, we can also make that who loses must change his leader, otherwise the clan must be disbanded
In the case people start forfeiting even though the clan war was organized, I think it should end in 2 ways depending on the situation
-1 clan forfeits, the other finishes their parts
They lose 2 members and the other 4 can't be involved anymore for anything that regards RHG clans for tot times, resulting into having the clan disbanded and them not being able to tryout for or start other clans (days moths, your choice)
-Both clans forfeit
Both clans are disbanded, members cannot be involved both in tryouts or clan making and the amount of time doubles for everyone
Considering however that if a clan starts always winning they'll have too many members, I thought about modifying a little the concept of having "allies"
When a clan has a total of 12 members, 6 members must form another clan in the same (or not) territory. The new clan formed and the old clan are "allies". About "rivals", I think it is a title it should be given to clans against which you lost
Put back the armory/sound effects sections into clan pages
I think I should be writing something more, but now it's too late: I may edit this tomorrow or something