guild-mistakes

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  • The Guild Counsel: You screwed up, now what?

    by 
    Karen Bryan
    Karen Bryan
    09.26.2013

    When you're a guild leader, it can often feel like you're under the spotlight, and everything you do gets scrutinized by the guild. The leader is looked upon as the one to carve out a path, set goals, and figure out a way to get the guild to reach them. Every day, a guild leader has to make dozens of decisions, whether it's deciding who to invite, determining loot allocation, scheduling guild events, or making command decisions during a battle. No one is perfect, and it can be very hard to admit mistakes. If you're trying to build the trust of the guild, it might feel as if admitting a mistake will undermine your efforts or that the guild will lose faith in your leadership. So what should you do if you make the wrong call? Let's take a look in this week's Guild Counsel.

  • The Guild Counsel: Managing mistakes

    by 
    Karen Bryan
    Karen Bryan
    04.04.2013

    Despite what some folks say, running a multi-party event (raiding, PvPing, dynamic events) is hard. There are the logistical issues of trying to coordinate many players who are scattered all around the world and rely on only voice chat and typed text to communicate. There's the need to instantly react to changes during the course of battle, and the larger the party, the slower the reaction time. And there are even nuances in how individuals approach various situations, which has a ripple effect on the others. Tank Bob might prefer to pull a boss to a different spot than Tank Susie. Or Sniper Sally might be used to peeling away and taking up a position in a tree while Captain Pete prefers to charge in as one force. Suffice it to say, there are plenty of mistakes that happen any time large numbers of players get together, and it's often difficult to sort out which ones warrant a player's removal from the force and which ones don't. Let's take a look at how to handle mistakes in this week's Guild Counsel.

  • The Guild Counsel: Making guilds fun

    by 
    Karen Bryan
    Karen Bryan
    02.21.2013

    Last week, we looked at common traps that guild leaders should avoid, and the one word that came up the most in comments was "fun." Let's face it, when people think of guild leadership, the last thing they think of is fun. And the replies echoed that sentiment. Guild leadership is often described as a job, although I don't agree with that sentiment. And being in a guild is also seen as work, which I understand, but I don't think that has to be the case. Guilds sometimes take themselves too seriously, and while focus is important for progress, it doesn't mean guilds have to stamp out fun. In this week's Guild Counsel, I'd like to look at how guilds can in fact be fun, and why even the most hesitant gamer should consider giving them a try.