guild-policies

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  • Officers' Quarters: Guild raiding identity

    by 
    Scott Andrews
    Scott Andrews
    08.20.2012

    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, available from No Starch Press. In past columns, I've talked about how most drama is the result of expectations that differ from reality. In this week's email, we have a perfect example of that. Good morning, afternoon, evening Scott, We've recently run into a unique problem in our guild. I've previously been a guild leader and officer elsewhere, and have taken up the chief raid leader position in my current guild, and this problem is unlike anything I've encountered before. We're a relatively new startup guild (only 5 months old), comprised mostly of people who are just returning to the game after trying out a few other failed "WoW killers." I met most of the current leadership in these other games, so when they asked me to be the raid leader for them in WoW, I jumped at the chance to return. The structure was set up so that I would lead a progressive-minded raiding core of 25 raiders, while more casual raiders would have both a weekend and weekday 10-man option. We even built in a casual officer who organizes other games, old-school raiding, fishing contests, etc. The idea was for everyone to have something to do if they wanted, while all contributing in some way to each others' successes.

  • Officers' Quarters: The three biggest mistakes new guild leaders make

    by 
    Scott Andrews
    Scott Andrews
    06.20.2011

    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, available now from No Starch Press. Starting a new guild in WoW is an uphill battle. Make no mistake: It's not an endeavor to undertake lightly. Every server has established guilds that you'll be competing against with an unknown "brand." Even so, the number of players you need to recruit to experience most of what WoW has to offer is a mere 12-15. In that sense, taking a guild from an idea to a fully fledged community is much easier now than in the past. For players who are unhappy with their current situation and wondering why they can never find a guild that's just right for them, why not create your own? WoW needs dedicated player leadership now more than ever. Too many guilds are failing because their leaders and officers have burned out on the game after playing for so many years. Taking up the mantle of leadership brings with it many pitfalls. But of all the mistakes that a new leader can make, these three are the ones most likely to turn into major headaches -- or even guild-shattering drama.