guild-officers

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  • Officers' Quarters: Content is easy

    by 
    Scott Andrews
    Scott Andrews
    09.27.2010

    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. It's been a while here at Officers' Quarters since we've tackled some good, old-fashioned guild drama. This week's email comes from a guild leader dealing with an abrasive officer (and real-life friend) with a penchant for long, sudden and unexplained AFKs. Hi Scott, I am the guild leader of a new 10-man guild. I created the guild equally with several real-life friends and we co-share the leadership. The problem lies in this: One of the real-life friends has been doing things like going AFK for 45 minutes in the middle of a raid. This was a guild-led, non-scheduled ICC-25 PUG, but he gave me little warning and then disappeared for 45 minutes, which included the first two bosses.

  • Officers' Quarters: Patch 4.0.1 -- An officer's perspective

    by 
    Scott Andrews
    Scott Andrews
    09.20.2010

    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. Most major game patches have a significant impact on guild officers, and in the past I've tried to give an officers' perspective on how the changes to the game will affect the decisions and plans that we make moving forward. Unlike previous patch-perspective columns, however, a reader actually requested this one. Hey Scott, I'm a guild leader for a rather small 10-man raiding guild, and I got to thinking today about the upcoming pre-Cata patch that's going to change everything. See, Wrath was the first expansion of WoW that I, and many members of my guild, were ever really active in (a lot of us swapped over from another MMO, together), so I was wondering -- once the pre-Cata patch hits, should we continue raiding? From the grumblings I've been hearing on the PTR, numbers are all out of whack, and with some of the class changes coming, I was wondering if it'd even be a good idea to keep raiding once 4.0.1 hits. I've never experienced the "conversion" from one expansion to another on the raiding front, so I really have no idea what to expect as far as people's attitudes (not just guildies, but possible PUGs, too). In the other games I'd played, an expansion just meant new zones, storyline, etc., but WoW's expansion features a level cap increase, and in this case, a major overhaul in how we play.

  • Officers' Quarters: Mailbox roundup redux

    by 
    Scott Andrews
    Scott Andrews
    09.13.2010

    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 this spring from No Starch Press. Here at Officers' Quarters, I receive a number of emails every week that don't get featured in the column for various reasons (which I explained last time I did a roundup). Once again, it's time to examine some of these shorter -- but no less interesting! -- topics. This roundup's theme is Cataclysm concerns and preparation. Just the two of us Hello, I have tried to find this info but I cannot seem to find it anywhere, or I am really terrible at finding things. Is there going to be a minimum guild size to participate in guild leveling? I started a small guild for myself and my son to play in and we are having a great time, but I hoped we could take advantage of these new features without joining a larger guild or recruiting into the existing one. Obviously we would not get any experience for raids or dungeons, but what about questing and professions, or even rated battlegrounds? Thank you for your time, Callidor

  • Officers' Quarters: Accelerating guild achievements

    by 
    Scott Andrews
    Scott Andrews
    09.06.2010

    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. News broke last week of a new Cataclysm beta patch that added a host of guild achievements to the game. MMO Champion has the full list. Some of these achievements -- such as looting 200,000 gold from creatures -- you may decide to allow to simply accumulate over time. After all, most of them can be earned through the natural course of events, assuming your members participate in all aspects of the game. However, if you'd like to pursue these guild achievements aggressively, this column is for you. Let's take a look at how you can accelerate some of these achievements and how you can motivate your guild to help. First of all, let's talk about the motivation that the game itself will provide. Earning guild achievements, according to August's guild advancement Q&A, provides "nice, fat chunks of experience [that] feel great when you get 'em." We also know from blue poster Mumper that "anything that grants guild XP will also grant guild faction." Putting two and two together, we can conclude that earning a guild achievement will also award the players who earned it a hefty dose of guild reputation. This extra guild rep and guild experience may be motivation enough. But why stop there? Let's take an active role, as officers, in providing organization and incentives.

  • Officers' Quarters: March of the freeloaders, part 2

    by 
    Scott Andrews
    Scott Andrews
    08.30.2010

    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. Last week, I discussed how players interested in Cataclysm's guild perks can get into guilds without becoming "freeloaders." Today, I'll look at the issue from an officer's perspective. I'll examine the drawbacks of having freeloaders in your guild, steps you can take to filter them and methods for dealing with them if they make it past those filters. What do I mean by a freeloader? A freeloader is a player who is in your guild purely out of self-interest, who has no desire to contribute to the guild in any way. In short, a freeloader is there only for your precious, precious perks. Are freeloaders a problem? A few freeloaders on your roster won't be a major issue, in most cases. You can simply hope that they'll keep to themselves and won't actively cause problems. They may even chip in some guild experience when they have an active day. Small guilds may actually decide to seek out such players to help them level up faster. I don't recommend it, but you will level faster with more players, up to a point. Larger guilds won't benefit much from inviting freeloaders. You'll get all the experience you need from the players you trust, so there's no real advantage (aside from a little extra cash) to inviting more players. In fact, doing so carries a bevy of risks.

  • Officers' Quarters: March of the freeloaders

    by 
    Scott Andrews
    Scott Andrews
    08.23.2010

    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. Guild perks are coming, and with them a big change in the way guilds are perceived. In the past, some players shunned guilds for one reason or another. Maybe they didn't want to bother with the social aspect of the game. Maybe they had a bad experience with a guild and never had the urge to find a new one. Maybe, like the writer of this week's email, they felt like they wouldn't be able to contribute enough. Hi, I wanted to suggest a topic or at least get your opinion on something. It seems like the guild rewards in Cataclysm are pretty much irresistible. Even though I'm a long-time guildless player (because of my completely unpredictable playtime, my last attempt at being a guildie was in Asheron's Call 2, if that means anything to you ...). I'm going to be looking for a guild to join because I want to have a shot at some of that good stuff.

  • Officers' Quarters: Pitchforks and torches

    by 
    Scott Andrews
    Scott Andrews
    08.16.2010

    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. Wipes are a fact of life. Everyone wipes. How you deal with these situations can be crucial to your guild's success. Some guilds cultivate an environment based on blame, where everyone's first thought after a wipe is, "Who messed up?" Sometimes, it's easy to figure out who is at fault: Someone with a spore goes the wrong way, or someone gets mind-controlled by the Blood Queen after failing to bite his assignment. When it's not easy to figure out, some guilds use a different strategy for assigning blame. Here is one such case: I have a real dilemma. I'm an officer, one of six, in a semi-serious raiding guild. We have 30 core raiders who raid with us, and one of them until recently was one of our druid healers, and the issue surrounding him is my dilemma. A little background information on the guild, since it is relevant, is that we have a strict rule involving loot due to some people in the past who have abused our requirement for Vent in that they wouldn't use it, or they'd log in but leave their headsets off. This caused a lot of problems with wipes and caused the officers, GM and co-GM to agree that a rule would be made that was you must be in Vent and actively listening at all times during a raid in order to be eligible for loot. This is what caused the initial problem. The player of this druid healer I mentioned before applied to our guild and told us on the application that he is deaf.

  • Officers' Quarters: It's a secret

    by 
    Scott Andrews
    Scott Andrews
    08.02.2010

    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. Normally, for the introduction to this weekly feature, I write a little bit about the topic at hand before I post the email that will serve as the focal point for the discussion. This week, however, I don't want to spoil the tale for you before you read it. So, let's dive right in! Hi! I just recently started reading your column, and even bought your book on guild leadership for my husband's birthday. I have a question about behavior as a guild leader, and am curious as to what you think of my situation. I started playing in a family-oriented, RP guild on Moon Guard about two years ago. I joined just a few weeks after the guild's creation, and made quite a few friends among the other members, even meeting my husband through the guild. Sadly, I had to leave the server for a while, due to real life issues with a stalker that was trying to track me through the game. Fortunately, those issues were resolved, and my husband and I decided to rejoin the guild, even though we knew things would have changed. We were welcomed back, and I was even promoted back to a position just under my old one as an officer, allowing me to help recruit as some of our guild members had taken time off. However, my guild leader then did something that hurt me deeply, making me wonder what I saw in the guild in the first place.

  • Officers' Quarters: Destructive criticism, part 2

    by 
    Scott Andrews
    Scott Andrews
    07.26.2010

    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. Last week, I began addressing what is one of the most complex and difficult duties an officer or raid leader must occasionally perform: giving out unsolicited constructive criticism. As the email that sparked this discussion proved, such conversations can be volatile. With the wrong approach, you can destroy friendships and lose guildmates. Let's continue to examine the right approach. To recap, here are the first two steps from part 1: Consider your guild's criticism culture and adapt your approach accordingly. Plant the seed of taking personal initiative to research and improve play. At this point, you have to be a little bit patient. If your guild is on the brink of collapse over performance issues, you can't always afford to let this situation play out. However, the safest bet is to give the underperforming player another week of raids to show an improvement. Keep a close eye on him during this week. Examine his spec and gear to see if he's made any adjustments. Record a combat log to see if he's using the appropriate class abilities. Watch him during boss encounters to see if he is following instructions and executing the fight properly.

  • Officers' Quarters: Destructive criticism

    by 
    Scott Andrews
    Scott Andrews
    07.19.2010

    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 the day-to-day duties of an officer and a raid leader, few endeavors are more fraught with the potential for drama than doling out performance advice to your players. Constructive criticism, no matter how well-meaning, can become destructive in the blink of an eye if it's not approached delicately. After scaring off a healer, the officer who wrote this week's email is looking for a better way to deal with these situations. Scott, As an officer in my guild, I take care of several things, but the big three are raid leading our second 10-man group (which is not easy as a healer, by any stretch of the imagination), making sure our priests are doing what they are supposed to be doing both as dps and healers, and any extra healers, making sure they're doing their job right. The first two are interesting enough, especially since there's very little consistency with our group, and our number of priests waxes and wanes with the seasons. But the big problem here is when I have to "fix" a healer. Now, I know no one likes to receive constructive criticism, and officers like even less to give the constructive criticism for fear of running off the guild member. Recently, I've had to talk to two different healers to try to help them out with their healing, one was a holy priest, the other a restoration shaman. Now, I have some pretty hefty experience with both classes as healers (I have two max level priests, and a max level shaman, and I've healed in raids on all of them), so I find myself at least somewhat knowledgeable about the classes, but by no means do I consider myself an expert. I'll leave that to Elitist Jerks. At any rate, the two healers, after speaking with them separately in tells, I found that the priest was more willing to work with the suggestions I'd made, and there was a huge improvement the following night in our raid. The shaman, however, was very adverse to my suggestions. Here's where the meat of the problem comes in.

  • Officers' Quarters: Rating Cataclysm's guild perks, part 2

    by 
    Scott Andrews
    Scott Andrews
    07.12.2010

    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 this spring from No Starch Press. Last week, I reviewed the perks that provide money and convenience. Today, I'm going to talk about (and rate) the remaining perks, which I've divided into three categories: active abilities, professions and points. Active abilities Currently in the beta, two guild perks offer castable abilities. It's not clear yet whether everyone in the guild will gain access to these abilities, whether they will become available to a given player once a certain level of guild reputation is achieved, or whether the guild leader will be able to assign them to specific guild ranks as they do now with other actions, such as inviting new players. Time will tell. Have Group, Will Travel Summons all raid or party members to the caster's current location. 2-hour cooldown. This perk is, frankly, a godsend for getting raids started. No more clicking giant rocks or warlock portals over and over again! People who are lagging behind everyone else might still wind up begging for a summon, but compared to summoning 23 other people one by one, this is a walk in the park. It amazes me how many people can't be bothered to fly to a raid entrance, but that's another story ... This ability will also be useful for bringing players together for group questing, roleplaying or world PvP. The best part is that the summon occurs at "the caster's current location." I wonder if there will be restrictions on that. Could a Horde rogue sneak into Ironforge and summon 39 other players right where she's standing? If so, the possibilities for mayhem are endless. 5 salutes out of 5

  • Officers' Quarters: Rating Cataclysm's guild perks

    by 
    Scott Andrews
    Scott Andrews
    07.05.2010

    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 this spring from No Starch Press. Cataclysm is finally in beta and the information floodgates have burst! One of the most interesting revelations for officers is the unveiling of guild perks -- or, at least, Blizzard's current pass on them. I'm sure that, like everything else in the beta, these perks are subject to change. We also don't know how long it takes to obtain them, but it seems like Blizzard's intention is that every guild will be able to unlock them eventually. As you may recall, I was unhappy with Blizzard's decision to give us perks instead of talent trees. I stand behind that opinion, but there's no use in dwelling on it. So let's rate the perks! I've broken them up into five different categories: money, convenience, active abilities, professions and points. This week, I'll be talking about the first two categories. (Note that I am listing only the highest rank of each perk.) The money perks Cash Flow (Rank 2) Each time you loot money from an enemy, an extra 10% money is generated and deposited directly into your guild bank. First of all, wow, that's going to be a lot of money flying into your guild bank, especially for larger guilds. If 100 players loot 100 gold from enemies, that's an extra 1,000 gold for the guild. The best part about this perk is that it is not a tax -- the money is generated by the talent, not taken out of what a player loots. The only problem here will be figuring out what to do with all that extra cash! I never felt completely comfortable with the random cash donations that guild members would make to our bank. We couldn't have afforded to unlock all those bank slots without them, but it never felt quite right to me. As for the money that's left over after you unlock all the vaults and the money that's donated later, how do you spend that money in a way that's fair to all of your generous contributors? Hopefully, with this perk, you can tell players to keep their money. They will earn gold for the guild just by going about their business. 5 salutes out of 5

  • Officers' Quarters: Guild reputation in Cataclysm

    by 
    Scott Andrews
    Scott Andrews
    06.28.2010

    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 this spring from No Starch Press. Two weeks ago, Blizzard revealed all the latest updates concerning their game plan for Cataclysm. Among them were a host of changes to the new guild systems and a guild UI overhaul, which were originally announced at BlizzCon 2009. Last week, I discussed Blizzard's decision to axe guild talent trees in favor of automatic perks at each level. Most of you disagreed with me on the issue, and I wasn't surprised. Most people would rather have all the perks, and I understand that. I still believe that offering guilds a way to define themselves using in-game elements would be incredibly useful, but we'll have to keep waiting for that. Moving on to another part of Blizzard's plan for guilds, I'd like to talk about guild reputation and where I'd like to see Blizzard go with it. No more guild currency Part of the announcement in mid-June was that guild currency as an idea has been scrapped. Instead, players will be able to purchase rewards with gold. I don't think anyone is mourning the loss of yet another type of currency.

  • Officers' Quarters: In defense of guild talents

    by 
    Scott Andrews
    Scott Andrews
    06.21.2010

    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 this spring from No Starch Press. About a week ago, Blizzard revealed all the latest updates concerning their gameplan for Cataclysm. Among them were a host of changes to the new guild systems and UI overhaul that were originally announced at BlizzCon 2009. Today I'd like to focus on the removal of guild talents. In future columns, I'll address other changes. Guild talents get the axe Two of the biggest announcements from last week were not new features but the cancellation of previously announced features: Path of the Titans and guild talents. I've heard a lot of complaints from people about removing the Path, which is to be expected -- it was considered a key feature of the expansion and a long-awaited means to customize your character beyond talents after glyphs, in the words of Ghostcrawler, "didn't live up to what they could have been." It's a shame they couldn't make the Path work, but I'm hopeful that the revised glyph system will compensate for its loss. On the other hand, I'm not hearing nearly as many complaints about the removal of guild talents. Again, perhaps, this is to be expected. After all, Blizzard's plan is to replace them with unlocked perks that you receive automatically as your guild levels up. In other words, every guild will get every talent. Awesome, right? For guild members, yes. For officers, not as much.

  • Officers' Quarters: Emotionally invested

    by 
    Scott Andrews
    Scott Andrews
    06.14.2010

    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 this spring from No Starch Press. When you're frustrated with your guild, it's tempting to jump ship. But sometimes it's also difficult to let go. This week, one officer asks, can you be an officer in one guild and a regular member in another? Dear Scott, I am Raid Officer in a casual raiding guild. I attend the most raids and am one of the highest output players on each raid on all my characters. I am one of the most active, hardest working Officers in the guild. We have always been lenient with who is allowed to raid -- we have some healers who do less than 50% output of other healers who are similarly geared, we have DPS that do less than half of what they should be doing (with "casual" expectations, I don't expect everyone to do 10k DPS but 4-5k is low for a well geared player in ICC with the buff). Even members of our A-team have been slacking a bit. Many players don't pay attention to the leaders in Vent, don't react well to constructive criticism of their gear, spec etc. PUGs are further progressed than our guild is.

  • Officers' Quarters: Reforging loot systems

    by 
    Scott Andrews
    Scott Andrews
    06.07.2010

    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 this spring from No Starch Press. In the spirit of last week's column about various loot issues, I decided to feature the following email today. It comes from a guild leader who is worried about the stat changes in Wrath and Cataclysm and how they might affect his guild's loot system. Is it time to ditch the dice? I'm GM of a guild that has had a member pose a question about the way we do loot in raids. We are not a "hardcore" raiding guild though we do have around 2-4 scheduled raids per week both 10 man and 25 man. Our loot system was set up to try to be fair to and distribute gear throughout our members to help the entire guild grow and progress. We roll on gear and each member is allowed one main spec win, one off spec, and one tier piece per run. If you have won you are still allowed to roll on a piece that fits your character, but it someone rolls on it that hasn't won you will automatically lose to the person that hasn't won in that specific category. If all people have won something already it's just a high roll wins scenario. We also have guidelines concerning which type of gear is most suited to a particular niche of character; i.e. tanks, healers, dps, etc. The system has worked for pretty well so far, but this one member brought up a valid point concerning leather and cloth healer gear in the future.

  • Officers' Quarters: Mailbox roundup

    by 
    Scott Andrews
    Scott Andrews
    05.31.2010

    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 this spring from No Starch Press. Here at Officers' Quarters I receive a number of e-mails every week that don't get featured in the column. Sometimes they are too personal and the sender requests that they do not appear on the site. Others are topics I've already addressed. Some are questions that don't require a long and detailed response and thus don't have quite enough depth to merit an entire column. This week I am featuring a few of these latter e-mails with the common theme of loot. If you think the topic requires more discussion than I've given it, tell us about it below! Culling the Strong Scott, I am a part of a raiding guild which has been having a lot of growing pains. I have been with this guild for several years and many of the new players that we get are very poor players in general. I can often out dps someone in my same class running with my spec who has better gear. My guild has a loot policy which gears the lower dps players first in an effort to help progression, even if they have better overall gear than me.

  • Officers' Quarters: Private channels

    by 
    Scott Andrews
    Scott Andrews
    05.24.2010

    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 this spring from No Starch Press. We've all been there: Someone makes a dumb mistake in a raid -- let's call that person Murbu -- and another player says, "Everyone /join ihatemurbu." A few people do exactly that, a few jokes are exchanged, Murbu shows up in the channel to joke around, too, and then people unjoin or simply forget that channel exists. Private channels like that can be fun for some good-natured ribbing. Other private channels can help two allied guilds communicate or allow a group of friends to stay in touch when they splinter off to different guilds. However, private channels can also have a more sinister purpose. This week, one guild leader is concerned about a channel some of his members are using. Hello Scott, I'd like to think I'm relatively new to leading a guild, but as my guild has recently passed our one-year anniversary I'm beginning to question that logic. Despite this, I have an issue that completely stumps me and the only reason I can think of why is inexperience. My question is, when does venting your frustration about issues cross the line from harmless venting to serious problems? Several months back shortly after the holiday break it came to my attention that a few of the more veteran members of the guild were using a private channel to discuss primarily their dissatisfaction with how I ran things. At the time I also led a majority of our raids, and one major point of contention for the group was the way that I lead the raids and their frustration at our overall progression. This might not have been a huge issue, but several of the people who talked about me in the channel were people I considered close friends, people I've known for years throughout many different guilds.

  • Officers' Quarters: Last stop on the gravy train

    by 
    Scott Andrews
    Scott Andrews
    05.17.2010

    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 this spring from No Starch Press. What is the purpose of an officer? Most would say, "to run a guild." Here's where definitions begin to diverge. To some players, running a guild means little more than handling guild invites and occasionally managing drama. Those duties are fine if your guild exists for purely social reasons. Any guild that is actively raiding, PvP'ing in an organized way or holding official roleplaying sessions requires much more from its officers. Too often, the vast majority of those tasks fall on the shoulders of a single individual. This week's email is a cry for help from one such officer. Hi Scott! I am the leader of a Casual/Raiding Guild, and we've been together for 2 years by now. We were like 5 or 6 close friends that met each other at another MMO and founded a Guild. When we decided to come to WoW, we founded our Guild together, and worked towards its improvement. Today, we are one of the biggest guilds at our server, and we have a strong realm reputation. Of course the guys that founded the guild with me were officers, including their spouses as we were all close friends, and founded the guild together. That was the right thing at that time. They sometimes worked as counselors at some difficult times that we had, when I was lost and didn't know what to do or how to do. However, most of these guys never helped me at all with the "every day job" like recruiting, leading a raid, being the master looter, handling drama, or every other daily task that all the guilds have. Every single problem or drama that shows up, I need to solve by myself.

  • Officers' Quarters: An uncertain return

    by 
    Scott Andrews
    Scott Andrews
    05.10.2010

    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 this spring from No Starch Press. As I mentioned two weeks ago, we are really hitting the lull between expansions at this point. Many officers and guild leaders will be tempted to take a break from the game between now and Cataclysm. For a guild leader, it's a particularly tough decision. There's quite a bit of uncertainty about what will happen to a guild in its leader's absence. What many guild leaders don't think about, however, is the uncertainty that can occur once they return to the game. This week, one guild leader is returning from an extended break to find that the guild is still going strong, but that many things have changed in his absence, not the least of which is his own role. Dear Scott, I have a different situation than I have seen you discuss before. I am the guild creator and original GM of a raiding guild. I set up all the rules for the guild, with advice from my officers, set raiding rules, assigned ranks, and generally ran the guild how I wanted. It turned out to be quite a wonderful guild and I am happy that I was able to create a guild that functioned so well. Well, after leading the guild for more than a year, we started to grow rather large. We had 3-4 10-man groups going each week, 2 25-man groups, and other various activities. Even though I had asked some officers to step up and lead events, they didn't really pull through so I ended up leading a lot. At one point, I was leading 5 raids a week. With everything else going on in my life, I realized I couldn't maintain that sort of schedule for long.