

These typically have a common goal and some have already formed in the early betas. Groups of players can band together into Guilds. This is a cooperative title built on trusting each other and working together, quite possibly more than any other online game to date. Players can sabotage each other, however, and there will be an "Evil Stranger" who will be a part of the game, influencing players in subtle ways to damage their attempts at creating Utopia. There are no monsters or enemies to slash or shoot. The most unique feature about A Tale in the Desert is the lack of combat. There is a set time limit, and after that has passed, it either passes or fails. After the petition proposing a law has gathered enough signatures, it then goes to a general vote in which all citizens can participate. eGenesis won't implement anything that changes basic nature or physics - for instance, players won't ever be able to fly - or that will be too time-consuming or complicated to implement. Another that was recently passed involved taking one player's property and turning it over to a guild, because that participant had sabotaged the group's. For example, one that was instituted in an early beta and is being kept in the game states that nothing can be built too close to the roads to prevent cluttering up the pathways. Anyone can affect the game by proposing laws they would like to see implemented in the game by the developers. This is one example of encouraging seasoned citizens to do their best to help initiate beginners.

Once an individual has been honoured with seven shrines, he or she can bring a law to vote with only 25 signatures, instead of the normal 40. For example, a new player can build a shrine to thank a fine teacher. Mentors gain benefits from training newcomers, and the more pupils they take on, the greater the potential benefits. This is invaluable since many of the play dynamics are atypical, even veteran online gamers can find them initially confusing.

After completing the initiation into the school of leadership, players can act as mentors to others who enter the game. They will achieve Utopia when all seven such undertakings have been completed, but to date, no information has been released about what they will be.

Once players have achieved perfection, they can then start, along with other players, on a Great Work. Tests become increasingly harder and time consuming as players advance. After the first trial, there are seven more that must be passed to be considered "perfect" in that discipline. The 20 signatories attest that they believe the petitioner will make a good leader. For example, Leadership requires collecting 20 signatures on a petition and returning it to the University of Leadership. To do this, they must pass an initiation test. Players can then initiate into one or more of the disciplines. This occurs after building a few items, which are learned from the School of Architecture. The first thing one must do is become a citizen of Egypt. Finally, Thought requires mental acuity, as players will be asked to solve puzzles. Worship fits the social directors who enjoy putting together events for large groups of people, while the Human Body appeals most to those who take pleasure in exploration over all other pursuits. Individuals who have natural talent or vision would enjoy pursuing Art and Music. Architecture is the one for those who like trade skills (although some, like cooking, are also possible within other disciplines). Conflict tests the ability to strategize. Leadership requires being good at convincing others to do things. Each of these plays on the strengths and weaknesses of the players, not their in-game characters. In order to create an ideal social order, players must advance in the Seven Disciplines of Man.
