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Guild drama, preventing the big three


Far be it from me to play guild expert, that's Scott's job, and he does it brilliantly. I am so far in need of guild advice that I take it wherever I can, and when I read the Priestly Endeavors article on Guild Issue Resolution, I found so much of worth for me personally I knew our readers should know about it. Yes, it was written a while ago, but good advice never goes stale.


As Kirk puts it, there are three major complaints that players have when they talk about the guild drama they've encountered with their previous guilds. "I never get any loot," they say. "They waste my time," can be heard echoing off the guild bank walls. "No one ever helps me," the crowd bemoans. Each of these is a major sticking point with guild members, and if you as the Guild Leader can do anything to avoid these big three, you'll go a long way toward creating a content guild populace. The loot issues he suggests can be mostly resolved with a good loot distribution system, but not everything can be handled by organization.

Another step toward ultimate group happiness connects the issue of loot with the problems people have with getting those within the guild to help them run instances and do quests. If you as a leader allow space in your schedule for "gearing up the guild" nights, those who need better loot will get it while at the same time receiving support from the guild leadership to help them progress in their quest completion.

My favorite suggestion in his article refers to setting up a specific night when people can convene to get their gear enchanted, their gems cut, their swords made. Creating a guild bazaar of sorts will not only make the players feel supported, it will also ensure that the group is decked out as best as they can be to face whatever challenges you have set for them, be it instances or raids. Remember to resist the urge to schedule every minute of available play time; giving guild members time to do what they wish will keep them from getting 'overworked' guild-wise.

When it comes to time Kirk recommends that rigidity be your policy. If people are wandering into raids late, that irritates the group. Set hard and fast rules for attendance, and the group will thank you for it. When you don't tolerate slacking, the slacking stops, especially when guild members understand it is meant for the good of the group.

All-in-all there is so much wisdom here I can feel my head expand just retelling it, and I am sure there are plenty readers out there that can attest to the value of this advice. Do you have any suggestions for avoiding the big three of guild drama?

Can't look away from the train wreck that is guild drama? Get the scoop on the latest in our weekly report Guildwatch!