Guild Seasons — Team-Based Loyalty Events
Concept
Seasonal team competition layered on top of the existing points system. Members get randomly assigned to teams (houses/factions) for a season. Teams compete to earn the most collective points. Winning team gets prizes, badges, bragging rights.
Think Harry Potter houses meets Reddit’s Orangered vs Periwinkle — community-driven, playful, low-stakes fun that drives engagement and visits.
How It Could Work
- Season length: 1 month (or quarterly)
- Teams: 2-4 factions, randomly assigned at season start. Themed to the shop (e.g. fantasy guild factions, literary genres, RPG classes)
- Scoring: All points earned by team members during the season count toward the team total. Same earn mechanics — purchases, events, check-ins. No changes to the core engine.
- Leaderboard: Visible in the member portal and maybe a physical display in-shop
- Prizes: Winning team gets a badge (digital, Discord role, physical sticker), bonus points, exclusive merch, or a small discount
- Individual prizes: Top earner per team gets something extra
Why This Works
- Uses the existing points engine — no new earn mechanics needed
- Creates social engagement and friendly competition
- Drives visits (“I need to buy something, my team is behind”)
- Works with the Discord community (team channels, trash talk)
- Seasonal resets keep it fresh — no permanent winners
- Low cost to run (badges and bragging rights are free)
Implementation Notes (Future)
- New Payload collections:
Seasons,Teams,TeamMemberships - Assign members to teams randomly at season start (or let them pick — TBD)
- Aggregate points per team for the season period using LoyaltyTransactions date range
- Leaderboard API endpoint for portal and in-shop display
- Discord bot integration for team roles and announcements
Domain
dungeon.club — perfect for the member portal and community hub. Short, memorable, on-brand.
Related
- membership-platform — core loyalty engine this builds on
- roadmap — post-MVP feature