No-one is forcing you to protect your guild master. You can run to the hills if you want to. I just do not wish to see people from %0 guild quit in %1 guild, and i do not want to see people quiting in guild when someone attacks it.
Thanks for the clarification, I was commenting not only on your original idea, but the additional comments provided by others. To be clear:
I think the first idea is fine, no quit in another's guild.
I think the second idea is fine, no quitting in a guild that is being attacked; the guild in that case is "busy".
My concerns are more focused on the 2 hour wait that others have suggested, and the need to force guild defense, or even the buffs to defender and buffs to attacker if guildmaster is killed (although these might actually be nice prizes to encourage defense and attack). I think Quino describes it nicely:
Well yes, you can always do that. But if your guild is under attack with you in it (or in same town)
you get no-quit flag. From there you can decide if you wish to take a stand along guild master or
flee. This way whimpers can't quit instantly, and have a chance of survival next to guild master.
Tuxius, not everyone plays honorable knights. I know many that have played dishonorable, selfish, opportunists, myself included. Would it be in their proper roleplay to defend the guild? Why should/would they even care? I am not sure that we need to enforce a style of roleplay. I just like roleplay that is consistent, but that is just me. I can envision a chaotic thief, or even a minotaur outcast, legitimately not defending their guild, the first not caring about their guildmaster, the second thinking "guildmaster, prove thy worth." There are probably other likely scenarios too.
So, to sum it up, I like Khein's original two ideas, but I am not sure what it might mean to roleplay and new players, to add the additional pork.