The guild moves from campaign to campaign.
Like a D&D group finishing one adventure and setting out on the next, the guild runs in campaigns, one per quarter. Quests and crews pop up based on what people actually want, run for the campaign, end with a proper finale, and go into the Chronicle. Then a new campaign begins, and you choose again.
Ideas pop up from what members are working on and what they ask for.
People raise a hand. Enough hands, and a crew or quest forms.
The campaign runs: calls, side quests, check-ins, small wins.
Show what you made, celebrate it, and say what you learned.
It goes in the record. Crews disband, re-form, or change shape for the next campaign.
The first campaign shapes the crews.
Whoever joins in the first round decides what the crews actually become. While the guild is small, there will probably be three crews or fewer. The six below are inspiration to react to, not the plan.
Crews that might form.
A starting point to react to. Whatever crews exist in a campaign, yours is about what you're working on right now, not who you are forever. Switch whenever your quest changes.
What are you tangled up in right now?
Pick the one that sounds most like you this month.
Alternatives on the table.
The same idea could take a few different shapes. These are here to compare, and the final version may borrow from more than one.
Have a favorite, or a better name? Tell Austin on the feedback form.