guild-management

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  • Officers' Quarters: When your raiders break up

    by 
    Scott Andrews
    Scott Andrews
    08.05.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook Romantic relationships sure can complicate running a guild. If you lead a raiding guild long enough, someday you're going to have romantic partners who raid together. Sometimes they meet in the game and develop a relationship. Sometimes one convinces the other to raid with them. Either way, when a breakup occurs, it can have a big impact on your raid team. This week, an officer who lost a raider over a breakup is wondering what to do about it. Dear Scott, First off let me say I'm a fan of your column, every time I'm asked for help by an officer or friend I point them to your posts first and my guild even has your blog in our officer handbook. But let me get to the point of this letter, I'm currently an advisor for a small guild of players that moved over from our old guild when they had a fallout with the new guild master (and co-gm). Things have been going well if not great (2 heroic kills ...). However issues relating to guild members dating has often resulted in one of them leaving the guild because the other isn't taking the break up well. Up until the latest one I haven't been around to talk to the member leaving (player A). Sadly I wasn't successful and he still left however I did find that the other guild member (player 1) wasn't taking the break up well and player A just didn't feel conformable in the guild any more. I don't know what to do, I don't want to lose player 1 if I confront her but I don't want lose player A as well. Kre

  • The Guild Counsel: How EverQuest influenced guild management and why it's time for change

    by 
    Karen Bryan
    Karen Bryan
    08.01.2013

    Today marks the start of SOE Live, and many MMO fans are eagerly awaiting the big reveal of EQ Next. But as we look forward to the newest title in the EQ franchise, it's worth taking time to look back at the beginning of EverQuest, particularly when it comes to guilds and guild management. In the early days of the game, there was practically nothing for budding guild leaders to consult for advice, so guild management practices were largely driven by trial and error as well as the challenges of the game (and there certainly were some challenges!). Over the years, MMOs have introduced some major design changes, but guilds still tend to look the same as they did over a decade ago. As we approach the reveal of EQ Next, let's look back at guild life in EQ and why it might be time to rethink commonly accepted practices in guild management.

  • WowStead Guild Hosting services to close down

    by 
    Olivia Grace
    Olivia Grace
    07.29.2013

    Guild Hosting service WowStead is closing its doors, in order to change members over to a system that provides a better service. WowStead sent out an email to users this morning informing them of such, and giving them time to transfer over to the GuildLaunch service. Without having access to any more information it is difficult indeed to postulate about the reasons behind the shift, but nonetheless, if your guild is hosted with WowStead, you will need to think about a new solution. The GuildLaunch transfer site asserts that it will make the move as easy as possible, and honor any payments made, but there are always other options, and maybe this is the time to consider them. There are a huge number of services out there, as a cursory google search will reveal, so choose wisely, or take the transfer option, but whatever you decide, enjoy your new home! If you're in need of guild advice, do check out Officers' Quarters, and you'll find the full letter from WowStead after the break.

  • Officers' Quarters: Inner circle

    by 
    Scott Andrews
    Scott Andrews
    07.29.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Does your guild have multiple tiers of leadership ranks? Such a hierarchy can help you to organize roles, but it can also cause resentment and infighting. This week, we hear from one officer who's fed up with it. Hi Scott, I am an officer in a medium size level 25 social guild. The guild has been around since WOTLK, has been through the normal ups and downs, but now seems to be in a good stable place with active, happy guildies. The leadership structure is set up with a GM, 3 Council members (GM is one of them), and 5 officers. This is for a guild with about 500 members. For about the past 6 months, the officers have been systematically stripped of more and more of their duties, to the point where all decisions now lie only with Council. Officers have no input into admitting new guild members, except to be able to invite alts of current members. Officers also have no input into decisions on various guild perks we offer, such as Riding Scholarships, assistance with profession leveling, selection of class leaders, membership guidelines, etc. Officer meetings have pretty much become sessions in which Council members take turns berating the officers for not contributing enough to the guild bank, or for failing to motivate other guildies to participate in guild activities.

  • The Guild Counsel: How to share power (and live to talk about it)

    by 
    Karen Bryan
    Karen Bryan
    07.25.2013

    Many guilds rely on a set structure of leadership, with a chain of command composed of officers and a guild leader at the top. But it's no easy task for one person to handle all of the responsibilities of management, and sometimes, a guild will instead use a system of co-leadership to make things work. It's a delicate balance, but having more than one person as a leader can be an effective way of running a successful guild. Let's look at what enables this unorthodox leadership structure to work well in this week's Guild Counsel.

  • Officers' Quarters: Creating a raid team in a PvP guild

    by 
    Scott Andrews
    Scott Andrews
    07.22.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. The last two weeks we've talking about second raid teams and what to do when that second team blows up. This week, it's time to get back to basics. One officer wants to know how to create a brand new raid team in a PvP guild. Dear Scott, Could use some help with building a new raid group. Let me start off with some history. For the last year I have been in a pretty much PVP only guild. Being an avid raider, my taste buds were tingling for some boss kills. I have been in the guild for about a year and I am a core officer. So my dilemma... I am trying to start recruiting from within the guild so far I have about 7 people who are interested. But I know I am going to need to reach outside the guild for people who want to raid. I have never personally recruited for raiding only led raids.

  • The Guild Counsel: Making sense of the guild bank

    by 
    Karen Bryan
    Karen Bryan
    07.18.2013

    Guilds face big challenges each week from tough bosses, heavy competition from other guilds, and even internal strife. But there's one thing that can pose an even greater challenge: managing the guild bank. More and more MMOs are including central guild storage that members can access, but it can quickly get out of hand if not managed well. A guild bank might seem fairly innocuous, but there are some potential problems to watch out for and some things that make it easier to get all those resources and items into the hands of those who need them. Let's look at some ways to keep the guild bank running smoothly in this week's Guild Counsel.

  • Officers' Quarters: Leftovers

    by 
    Scott Andrews
    Scott Andrews
    07.15.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Last week we heard from a raid leader who was weighing the creation of a second raid team. Ultimately, it seemed like a bad idea. This week, we hear from an officer who has already tried -- and failed -- to create a second team. Now he has extra raiders that he's not sure how to handle. Dear Scott, I would like your opinion on a subject- the veritable, hated bench. See, I tried recruiting for a second group in an attempt to make sure that players beyond our core ten were in the guild and seeing raids, but that hasn't worked out for us at all. It's really been a headache to manage and hard to fill (since everybody who responds to my ads is always interested in our weekday heroic runs. However, now that we've scrapped the idea of having a second group, I could use some advice on how to successfully maintain a 13 or so person roster for a 10 player raid.

  • The Guild Counsel: The guild leader's gone - now what?

    by 
    Karen Bryan
    Karen Bryan
    07.11.2013

    Every guild needs a good leadership structure in order to succeed, and much of it revolves around the guild leader. The leader helps establish the vision, tone, and atmosphere for the guild, screens potential members, and establishes goals for the guild to work toward. But there is a growing number of in-game powers that a leader has as well, making it even more important for him to be online and active. So when a guild leader suddenly becomes inactive, the guild comes to a virtual halt, and it can lead to a guild's downfall. And unlike most other guild problems, this one can't always be solved internally. Let's look at the issue of MIA guild leaders and why studios should sit up and take notice.

  • Officers' Quarters: Expansion team

    by 
    Scott Andrews
    Scott Andrews
    07.08.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Here at the OQ we've heard from a lot of guilds who are being massacred by normal mode Throne of Thunder. This week it's refreshing to hear from a guild that has found unexpected success in Tier 15. They're now weighing a second raid team, but the raid leader has doubts about this expansion. Hello Scott, I'm the raid leader of a casual, family centered guild. We have always been on the lower end of the raiding curve, clearing raids only after they have become old content. However most recently we have been progressing remarkably well during Mists. For the first time our guild has attempted the raid while still current. While only going 3/12 in Throne of Thunder is nothing to the guilds who are now farming heroic Ra-Den, it has greatly lifted the spirits of our guild and it's members; so much so that there is now talk of forming a second raid team.

  • The Guild Counsel: Finding common ground in guild management

    by 
    Karen Bryan
    Karen Bryan
    07.04.2013

    Trying to describe a guild is like trying to describe a chimera. Sure, a chimera is an animal, but it's got the heads of a goat and lion and a snake for a tail. Add in the ability to breathe fire, and you have the ultimate mish-mosh of fauna. Guilds are no different. On the surface, all guilds are a network of players, but there are as many different sizes and types of guilds as you can imagine. Given that fact, I sometimes feel it's an impossible task to write a column about guilds and have it resonate with everyone. And last week, Massively reader Justin brought up that very subject. Is there common ground when it comes to lessons of guild management?

  • Officers' Quarters: State secrets

    by 
    Scott Andrews
    Scott Andrews
    07.01.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Privacy and information security has never been a more relevant topic than right now. With the revelation that the U.S. and British governments have been engaged in unprecedented worldwide surveillance of our Internet communications and phone calls, the threat to our privacy is very real. As an officer, you are on both sides of such situations. It's up to you what information to collect about your members and about other guilds. It's also up to you what to keep to yourself, what to share with your guildmates, and what to share with the world. Let's look at some of the privacy issues that officers must face.

  • The Guild Counsel: Three problem players and how to handle them

    by 
    Karen Bryan
    Karen Bryan
    06.27.2013

    Guild drama is something that can bring headaches to a guild leader. When you have dozens of players with a variety of personalities under the same virtual roof, there are bound to be some conflicts. On top of that, players don't have the benefit of being face to face, so there's room for misinterpretations and mixed signals. While it's practically impossible to avoid all guild drama, there are a few player types that are pose a bigger threat to a guild's happy atmosphere. In today's Guild Counsel, let's look at three player types to watch out for and consider a few ways to keep them, and the guild, happy together.

  • Officers' Quarters: One realm's solution to low population

    by 
    Scott Andrews
    Scott Andrews
    06.24.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Low population realms have been a problem in WoW as far back as 2007 and they continue to be. Blizzard has opted not to merge realms like other aging MMO's have done. For a long time, players asked for these mergers. They've watched their already low-pop realms bleed more players because of the population problem, making the issue worse and worse. Recently, Blizzard unveiled their solution this ongoing issue: virtual realms. Potentially slated to arrive in patch 5.4, virtual realms could be the answer that we've been waiting for. In the meantime, however, one low-pop realm has taken matters into their own hands by organizing their guilds and creating a better experience. They call it the Kargath Guild Council on Kargath-US. I had the pleasure of interviewing two of the minds behind the KGC -- Battlevixen, officer of Bloodsworn, and Merciful, guild leader of The Iron Fist -- about why they founded the council and the challenges they've faced along the way. What was your realm like prior to the formation of the KGC? Battlevixen: Prior to KGC, Kargath suffered from attendance issues that did not allow a lot of guilds and groups to raid. We had a lot of smaller guilds/groups that could not fill a 10man roster. Very few players were able to even pug because of this. There was also almost no communication between all the various guilds. Each guild kept to themselves for the most part. Merciful: In addition to people who just stopped playing WoW, we were losing good players to other realms. The notion is that Kargath is a dying realm, and once that takes root in people's minds, they self-select themselves off the realm.

  • The Guild Counsel: So you want to be an officer

    by 
    Karen Bryan
    Karen Bryan
    06.20.2013

    If there's one key to a successful guild, it's a solid structure of leadership. And while the leader is the cornerstone of the guild, he can't run things without a good supporting team of officers. The rank of officer is a coveted role to some and a position dreaded by others. It's an opportunity to make a real difference in the guild, but it comes with pressure and responsibility as well. If you feel you're ready to jump into that role, what's the best way to earn the title? Let's look at a few ways in this week's Guild Counsel.

  • Officers' Quarters: 7 ways to stop the bleeding

    by 
    Scott Andrews
    Scott Andrews
    06.17.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. The good news for raid leaders these days is that so much help is coming from patch 5.4, if what's on the PTR is any indication. Flexible raiding could be a lifesaver for guilds who stalled out in today's challenging normal modes. Virtual realms could inject new blood into every realm. The Throne of Thunder raid should see an across-the-board nerf from the patch, too. With all of these changes on the horizon, what raid leaders need to focus on right now is holding on and keeping their teams intact. The bad news is that no one knows when the patch will drop. We are likely at least six weeks away from 5.4, and probably longer than that since Blizzard has new systems to test and a new raid to tune. This week's email comes from a raid leader who isn't sure he can make it: Hello Scott, I am the current Raid Leader of a 10 man raid guild that considers ourselves to be progression-focused, semi-hardcore, or whatever you want to call it. We raid 3 nights a week for 3 hours a night, keep logs of all our runs, and really push to be successful. In the past, this worked out fairly well for us, as our guild maintained a top-10 place on our server according to wowprogress.com all through tiers 12, 13, and 14. However, since the release of MoP the members that made up the original progression team have been slowly bleeding away for one reason or another. At first, these losses could be absorbed by the extra standbys on our roster as well as a few people that swapped from our more casual 2-night-per-week team. Eventually we had to start recruiting out of guild in order to fill our raids each week. Generally speaking, for each player we lost the replacement we found was of a lesser caliber, whether it be in skill, gear level, or dedication. With the release of ToT and the difficulty of certain bosses (Horridon for example), our progression has begun to seriously stumble.

  • The Guild Counsel: How to deal with the summer slowdown

    by 
    Karen Bryan
    Karen Bryan
    06.13.2013

    Summer is coming. With the arrival of sunny skies, warm temperatures, no more school, and vacation days to spend, it's inevitable that things will slow down in your guild. Summer is usually a slow time for games as well, since expansions and game updates tend to arrive later in the year. On the surface, summer can be a dangerous time for your guild, with the possibility of frustrated members causing drama or even leaving the guild entirely. But you can make summer work in your favor and keep your guild happy as well. We've explored this before, but let's look at some additional ways to avoid the summer slowdown in this week's Guild Counsel.

  • Officers' Quarters: Flexible raiding and you

    by 
    Scott Andrews
    Scott Andrews
    06.10.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Just when I think I have Blizzard figured out, they throw us a curveball. Only a month ago, I made the case on the Starting Zone podcast that raiding had evolved into three difficulty levels, and those levels could be compared to the easy, normal, and hard modes that most single-player games offer. I wrote in a column that normal mode raiding should now be labeled "guild raiding," because it took a certain level of coordination to succeed at that level. Normal raiding is no longer PUG friendly. I said on the podcast that Blizzard is still figuring out just where the difficulty of normal modes should lie on the curve. It seemed that once their encounter designers figured out the appropriate tuning for the three modes, that is what raiding would look like for all foreseeable upcoming tiers and expansions. As it turned out, Blizzard had a new raiding system hidden up their sleeve the entire time -- a system that few could have predicted. Let's look at the potential impact of this new way to raid and how your guild might need to adjust.

  • The Guild Counsel: Some finer points of raid leadership

    by 
    Karen Bryan
    Karen Bryan
    06.06.2013

    Whether you're leading a raid or running an in-game event, it's a real challenge to pull it off smoothly. Leading a large group of players in game is a combination of teacher and coach, minus the ability to be face to face. In effect, you're flying blind, but you still need to communicate, coordinate, and motivate in order to be successful. We've gone over some basics of leading groups of players before, but in this week's Guild Counsel, I'd like to offer up some finer points that often get overlooked but can make a big difference in making your raid successful (and also fun). While most of these are about raid leadership, they could be used for PvP or player-run events as well.

  • Officers' Quarters: Next in command

    by 
    Scott Andrews
    Scott Andrews
    06.03.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. Some people became guild leaders because they had a vision for a new type of guild or a new policy. Some just saw a need for better organization among a group of friends and took up the mantle. Some are elected. Some volunteer. Others have the position thrust upon them. Such is the case for the author of this week's email: Hi Scott, I was recently given the GM position by my former GM who also happens to be our raid leader. He's cancelled his subscription as he's not enjoying the game anymore, and left everything to me. His leaving has caused other members to leave as well, for similar reasons. I can't fault them for not wanting to stay if they aren't enjoying the game. I initially feared these people leaving would be the death of both the raid team and the guild (we are small, with few people playing other than to raid), but other members of the guild have stepped up and begun to help with recruiting to replace our missing raiders, and I am very appreciative of their efforts. So my greatest problem at this point is that I never wanted to be GM or raid leader, and now I'm both.