guild-officers

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  • WoW Moviewatch: Mage v Lock

    by 
    Michael Gray
    Michael Gray
    03.29.2012

    Mage v Lock is the newest video from Swathe Productions. This is what they say about the video themselves: Thanks to Christian Belt of WoW Insider, The Daily Blink webcomic and the WoW forums from whom we drew some inspiration for this machinima. Please note that if you don't play a mage or a warlock you probably won't find this as entertaining as you would if you did. This video might feel a little rough to some folks, but hold out until the end. It's all building up to a punch line. That punch line does kind of put our relationship with our raid frenemies in a humorous light, so it's all for a good cause. My hat's off to Swathe Productions for another fun video. I'm obviously a huge fan. Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an email at moviewatch@wowinsider.com.

  • Officers' Quarters: 6 qualities of a successful raiding guild

    by 
    Scott Andrews
    Scott Andrews
    03.26.2012

    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. Recently a reader asked me, "What do raiders typically look for in a guild?" My initial reaction was to balk at the question. All raiders have their own preferences and pet peeves. What possible common factors could there be? However, I realized I was approaching the question from the wrong angle. Players might not agree on the details, but there are essential qualities that every raiding guild should strive toward in order to attract and retain members. Below, I have outlined six. 1. Stability A stable roster led by stable leadership is the ideal situation for a raiding guild. It's also incredibly difficult to maintain. Life, drama, and boredom can poke holes in your roster and your officer corps at any time -- and there's often little you can do to anticipate or prevent it. The best way to establish stability is by gathering like-minded players who find value in accomplishing goals as a team. Commitment is much easier to earn when your members are on the same page and enjoy raiding together.

  • Officers' Quarters: Guild transfer anxiety

    by 
    Scott Andrews
    Scott Andrews
    03.20.2012

    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. One of the biggest decisions a guild can make these days is whether to stay on a struggling server or transfer to a new realm. The risks are substantial, and the benefits aren't guaranteed. This week, one guild member is asking for advice about transfers and also about whether or not to accept a promotion to raid leader. Hey Scott, Recently our guild hit a fairly major bump and we're attempting to sort everything out. While I have no doubt that we as a guild will make it though and continue back to HM progression; its a excruciating slow process recruiting and we are losing players who are impatient to continue raiding the way they like . . . It was decided that as we were not picking up recruits on our server, and that our guild had obtained a reputation as a guild that gears players for the top 200 guilds while just being short of it ourselves. While we know we would lose some of our good players who have ties to the server, it was decided mostly by top officers that our guild should server transfer to a higher populated realm. In addition from the enthusiasm of those same officers it seems as if this is something that will happen.

  • Officers' Quarters: Rock bottom

    by 
    Scott Andrews
    Scott Andrews
    03.12.2012

    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. Guilds in WoW are a precarious fleet at this moment. With player activity stagnating, many guilds are like sinking ships. They survive only if their officers can bail water fast enough by replacing the players they've lost. Fickle players are quick to jump overboard and swim to a guild with fewer leaks, only to find that their new vessel isn't quite as watertight as it first appeared. Today's email is from a guild leader whose hull has hit rock bottom. She wants to know whether to dredge up the wreck or shop around for a sturdier boat. Hi Scott, I am the leader of a guild that sadly has no more active members. My fiance and I started it to try out Cata raiding at our own pace with people we knew IRL but at the peak of the guild activity we could only get about 7 people together and getting everyone motivated to get their item level up high enough to attempt a raid was even tougher! I love playing a mage but found myself rolling a paladin and gearing up to be what the guild needed...tank or heals. I eventually got super burnt out with lack of effort and took a break from the game. Recently I have come back to a dead guild.

  • Officers' Quarters: The importance of finding 'me time'

    by 
    Scott Andrews
    Scott Andrews
    03.05.2012

    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. Something most nonofficers don't realize is the amount of time that officers spend dealing with guild business when we're otherwise off the clock. Nights with no official events can seem like a great time to log in and enjoy a relaxing solo play session. You plan to work on an alt, level a profession, or earn some achievements. Then a member whispers you about a loot issue, someone else needs a few alts invited, a third member wants to talk strategy for the next raid, and so on. Suddenly your night is gone and you haven't managed to finish anything you actually set out to do -- especially relax. This week, one guild leader wants to know how to carve out some time for herself. Hi Scott, I assumed leadership of our social/casual guild early in the winter, and with the help of two senior officers have resurrected that which was once essentially dead. We have enjoyed the process of breathing life into our little community, and welcomed new guildies with open arms. As the weeks passed interactions between the members increased, guild chat started being used, dungeon runs and retro-raids started happening again, and each week more players entered the fold. Then with the addition of the spouse and friends of one of our guildmates, we embarked on a raiding career. We are now 5/8 DS 10N, and run regularly two or three nights a week. As is so often the case, we now have more DPS that are interested in raiding than spots available, so we have stepped up recruiting to find enough raid-ready people so that we can start a second raid group. I sometimes find this process exciting and rewarding, but more and more I am feeling overwhelmed. In addition to raiding and leading the guild, I am also an extremely serious alto-holic. I love questing. I have all the professions covered (some more than once), and on top of seeking out and collecting all the professional recipes, I also collect mounts and pets. I don't mind putting my responsibilities to the guild and the raid team before my own playtime, but I am finding it harder and harder, with the growth of the guild, to carve out any time for myself.

  • Officers' Quarters: A tempting offer

    by 
    Scott Andrews
    Scott Andrews
    02.27.2012

    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. It's not easy being anything less than a max-level guild in this era of perks. Most guilds can't wait to hit that final level and have access to all the bonuses that players of long-established communities have enjoyed for the past year. This week, one guild leader has an opportunity to skip the guild leveling process -- practically by pushing a button. Should he take it? Hi Scott, I messaged you awhile back in regards to guild realm transferring (this was before the service was implemented). We've done well overall and our progression has been fantastic overall, making us relatively competitive in Heroic Raiding. Currently, I have an interesting option available to my guild. One of our officers has access to a level 25 guild, while we are only in the mid teens (we are a small, tight-knit group). He has offered, rather graciously, for us to move over to that guild and change the name of both of our guilds, so we could keep our guild name.

  • Officers' Quarters: Should Blizzard hold a guild summit?

    by 
    Scott Andrews
    Scott Andrews
    02.20.2012

    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. I'm not an Old Republic player, but one thing I appreciate about the game is BioWare's active approach to supporting guilds. During the game's development, BioWare offered a pre-launch guild registration and the ability to test the game with guildmates. Now the company has announced a weekend-long summit where guild leaders can meet and discuss the game with BioWare staff. I've always thought Blizzard could do more to support guild officers. Thus, when I first saw that article on Massively, I was happy to see BioWare taking steps toward that end. Then I read the comments below it, and I realized that not everyone feels the same way I do. Should Blizzard institute its own guild summit? Let's look at both sides of the argument. The threat of influence The argument brought up by those opposed to the summit is that guild leaders -- and especially the leaders of the largest guilds -- are usually raiders. Allowing them this type of access may give raiders an undue influence on the future development of the game.

  • Officers' Quarters: 6 tips for new guilds in the era of perks

    by 
    Scott Andrews
    Scott Andrews
    02.13.2012

    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. Two types of guilds in WoW are having the most difficulty right now: 25-man raiding guilds and new guilds of every sort. For officers, competing against established, max-level guilds can be incredibly daunting. Success in this game is never a sure thing. However, you can take steps to help your guild to survive and grow. 1. Establish your credentials. You are the face of this new enterprise. Asking players to give up all their shiny perks is a big deal these days -- bigger, honestly, than I ever thought it would be. Luring people away from that into your brand new organization all hinges on their confidence in you and the other officers. They can't just assume you have a plan and the background to pull it off. They have to know. You wouldn't buy a car designed by a guy who never learned how to drive. Likewise, players aren't going to join your guild if it's clear to them that you don't have the appropriate level of experience.

  • Officers' Quarters: A gkicked player takes revenge

    by 
    Scott Andrews
    Scott Andrews
    02.06.2012

    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. Here at OQ, I receive emails all the time about people acting like jerks. Jerks are everywhere, and MMOs certainly have their fair share. Of all the jerks I've heard about, the player from this week's email has to be among the all-time worst. Fortunately, his terrible behavior has a bright side: By sharing this guild's story, other officers can avoid the same fate. From the start one of our members started to complain about the guild at the start of raiding early cata. However the officers and GM has brush it off as him being annoyed at the game because he hated the expansion. Things went from bad to worst when we started Firelands. He started to make plans to overthrow the GM of the guild and made fun behind him. He complains the GM is never there supporting the guild because he took a month off due to work reasons. He made fun of our progression even though we manage to get at least 1 heroic mode down. When we got to dragon soul he stop raiding with us all together. Which is fine because our guild is a casual raiding guild and members are free to choose to raid or not. However he complains even more that people in the guild are stupid and we won't ever progress. It got to the point where we kicked him from the guild but the problem didn't stop there.

  • Officers' Quarters: The plight of 25-man raiding guilds

    by 
    Scott Andrews
    Scott Andrews
    01.30.2012

    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. With today's column, I'd like to illustrate a point by getting personal. Normally I don't like to do that very often, but my guild's own experience is dovetailing too neatly with an overall trend. In reviewing the guild experience in Cataclysm and in looking forward to improvements we might see in Mists of Pandaria, I've mentioned how hard it's been for 25-man raiding guilds to survive in the current environment. I've noticed people voicing the opinion that if you like 25-man raiding, you can go find 24 other people who do and make it happen. I can understand how someone might believe that -- and in an ideal world, it should be that easy. Finding those players isn't easy these days, but that is in fact the easy part. The hard part is finding people who want to lead said group.

  • 7 wishes for guilds in Mists of Pandaria

    by 
    Scott Andrews
    Scott Andrews
    01.23.2012

    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 now from No Starch Press. For officers, the improvements and new systems that Cataclysm brought to guilds were a game-changer in many ways. The sweeping changes to raiding that came with it brought on some difficult challenges. Fortunately, WoW does not stagnate. The Mists of Pandaria expansion gives Blizzard a chance to add new features, make important changes, and improve on what the developers gave us in Cataclysm. Here's my personal wish list: 1. Treat legendary items as guild rewards, not player rewards. As guilds in WoW have matured over the years, I've heard from officers less and less frequently about loot drama -- with one huge exception: legendaries. Every legendary in the history of WoW has caused problems for officers. For some, the legendary drama itself has become legendary. It's time to change both the reality and the perception of these powerful items.

  • Officers' Quarters: Guilds struggled after Cataclysm's raid changes

    by 
    Scott Andrews
    Scott Andrews
    01.16.2012

    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 now from No Starch Press. As predicted, Cataclysm has had a massive impact on guilds and guild leadership. The changes to guilds in this expansion will continue to have consequences throughout the lifetime of the game. Of all those changes, none have affected PvE guilds more than Cataclysm's new raiding systems and philosophy. The new endgame In April 2010, Blizzard announced a major shift in its design philosophy for raiding: The company intended to combine lockouts for 10- and 25-man raid sizes, while placing the exact same items in both. When the changes were first announced, the community -- including part of WoW Insider's own staff -- unleashed an understandable outcry. Memories of the transition from vanilla's 40-man to The Burning Crusade's 25-man cap haunted us. We worried whether our guilds could survive another monumental change.

  • Officers' Quarters: Cataclysm's benefits for guild organization

    by 
    Scott Andrews
    Scott Andrews
    01.09.2012

    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 now from No Starch Press. As I predicted back in the summer of 2009, Cataclysm changed WoW's guilds and the guild experience more than any other expansion in the game's history. Many of these changes were a boon to officers, but even the positive changes sometimes had unfortunate drawbacks. Other changes were not as welcome. Let's look back and see how each of these shifts in game and guild design have affected us as officers over the past year and how Blizzard could improve them in the future. What we didn't get Every expansion has its list of announced features that don't make the cut. Two guild features that eventually got the axe were guild talents and guild currency. Despite arguing in favor of guild talents, replacing them with universal perks was probably the right move for Blizzard at the time. With all the other upheaval that guilds had to endure during Cataclysm, choosing talents would have been one more unwelcome source of stress for officers. However, I still believe that providing us with more in-game ways to distinguish one guild from another is desirable and good.

  • Officers' Quarters: When your guild won't recruit

    by 
    Scott Andrews
    Scott Andrews
    01.02.2012

    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 now from No Starch Press. While WoW continues to bleed subs, guild leaders and officers everywhere are having a tough time recruiting quality players. In this environment, guilds sometimes find themselves in a permanent state of open recruitment. This week, however, we're looking at the opposite problem: a guild that is permanently closed to new players. A concerned officer wants to know what he can do to change this mentality. Hello Scott, I hope you had a great holiday season. I am an officer in a small guild of around sixty people... Of the sixty members many are alts or inactive with only a handful of active people (around ten). I came to the guild looking for an escape from the sheer number of people I had to deal with in my last two guilds that had 400+ members. For a while everything worked just fine, but in the last few weeks some members have began making requests for recruitment. With the small amount of active players being on at odd hours some new members feel a bit alone and put off and end up leaving. We have a strong desire to make a 10 man raid team but don't have enough geared/leveled/interested people. We are just short of the perfect storm needed to raid with our current members so recruitment seems to be the only answer. The issue is that while I may be all for it, the other active players have issues with recruitment.

  • Officers' Quarters: Merry Kickmas!

    by 
    Scott Andrews
    Scott Andrews
    12.26.2011

    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. Now that we've gotten all this peace on Earth, goodwill toward men nonsense out of the way, we can get back to business. Today, that business is kicking players out of your guild. It's a drastic step and never one that should be carried out lightly. In this week's email, a new guild leader wants to know what actions are worthy of a gkick. Hi Scott: When Starwars: The Old Republic launches I will be jumping in with both feet, and plan on forming a guild within a week. I currently have a couple friends on board, a good name that is not taken, and most of a guild charter written up. Officers' Quarters has been an invaluable assent over the past weeks in pulling everything together, but a sticking point is hammering out the fine details of the Unacceptable Behavior section. What actions do you think warrant a guild kick, supposing the full story is known? Thank you, Prepared for Everything

  • Officers' Quarters: Tier transition trouble

    by 
    Scott Andrews
    Scott Andrews
    12.19.2011

    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. For many guilds, the release of a new raiding tier isn't as cut and dry as simply moving on to the new bosses and leaving the previous tier behind. These days, there are a number of reasons to continue with older content: finishing legendary grinds, completing achievements, and downing unkilled bosses on either difficulty. This week, a guild leader feels conflicted about how to approach the raiding schedule with so much unfinished business in Firelands. Hi Scott: I'm the guild leader for a medium sized guild. The guild is about 9 months old at this point, and we've had our share of raid member turnaround. Through each generation though, we've gotten stronger. Now that the team is pretty solid and showing up on schedule weekly, a problem has reared its ugly head, and its name is Dragon Soul. You see, because of the constant turnaround, we were stuck in tier 11 longer than we should have been, and are only now at the point that going 6/7 in Firelands can be done in a couple of hours. We still don't have a Rag kill under our belts. Compounded with that, our Legendary recipient is only in the second collection phase. But with the new dungeons dropping 378's and Deathwing taunting us, some members of the raid group have voiced in interest in raiding Dragon Soul. One member (who got a Rag kill with another team a couple weeks ago) said he can't wait to kill Rag so we "never have to go to Firelands again." That really REALLY aggravated me, but I kept my cool in Guild Chat.

  • Officers' Quarters: Members turned poachers

    by 
    Scott Andrews
    Scott Andrews
    12.12.2011

    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. It's bad enough for an officer when you start losing core raiders. As any long-time officer can tell you, though, things can always go from bad to worse. This week, a guild leader falls victim to a member's alt guild that suddenly turns into anything but. Hey Scott-- We lost three of our core raiders yesterday, and may be losing more. The girlfriend of the Raider Leader/MT in our casual 10m decided to start an "alt" guild. Not a big deal in its own right, myself and the other GM were a bit concerned about her underlying intentions; she'd been a core raider up until about three weeks prior to her founding this new guild. Myself and the other GM are not sure why the girlfriend stopped raiding with us; it was a choice of hers, and when we inquired as to whether everything was all right, we were always assured it was. Co-GM and I noticed that to start her alt-guild, she'd recruited several members from our guild: mostly alts, but what concerned us was the handful of mains that left us to join the alt guild. Slightly annoyed that we, the leadership, hadn't been notified of her intentions, we spoke amongst ourselves with how to best handle this; if it's truly an alt guild, we should not have to worry about our ranks thinning. We weren't going to reprimand her, demote her, or remove her remaining character from the guild. We're not like that. She, along with her boyfriend, had been kind and helpful in the past. Late the other night, I saw that the boyfriend, along with the another core raid dps who I'd been particularly close with, had left the guild to join up with the girlfriend's alt guild. I was crushed.

  • Officers' Quarters: Friends and family

    by 
    Scott Andrews
    Scott Andrews
    12.05.2011

    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. Many raiding guilds have a rank called Friends and Family that indicates someone who is just that, rather than an active raider. Having such members not only broadens the community, it also improves the social aspect of a guild. But as we all know, friends and family can also be a headache sometimes. This week, I'm featuring two emails: one about friend drama, another about family drama. Scott, Recently I transferred servers and joined a new guild to get a fresh start after a 3 month break from the game. My goal upon arriving at my new server was to find the right guild, I spent weeks searching for the perfect guild (it would be only my 3rd guild in 6 years) a place that had a little of everything. After much searching I found that guild. It was a community, a family that does tons of things together, a place that isn't only about the progression but about doing things together. It's an atmosphere I love. Shortly after joining the guild, two long time friends from my previous guild returned to the game. I have become very close with these two people and enjoy playing with them, so I convinced them to server transfer. These friends had been hardcore raiders since vanilla and GM and officer of our previous guild before taking break. I had some reservations about them joining my new home because I knew their reactions from lack of power (due to a failed guild merger) but they are really nice people and I really wanted to play with them again. A week or so after they joined the complaining started.

  • Officers' Quarters: Solutions to scheduling conflicts

    by 
    Scott Andrews
    Scott Andrews
    11.28.2011

    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. This week's Officers' Quarters doesn't enjoy the same high drama compared to, say, the story from a few weeks ago of a guild leader who took back his guild using a secret alt. However, it's a common issue that often crops up for both officers and non-officers alike: What can you do when your personal schedule suddenly conflicts with your guild's raid times? It may seem hopeless, but it doesn't always have to be! First, the email: So I am at a crossroads. The guild I am currently in as an officer is 6/7 on FL norm. The raid schedule we currently have is a friday/saturday night. Unfortunately though due to real life scheduling soon I will not be able to raid on friday nights. I do not wish to leave this guild that I am currently in. I have 4 level 85s in the guild and I have developed a lot of friendships. I know if my guild leader finds out that i have left the guild she will understand but not be happy. I would like to find a guild who has a more flexible raid schedule, but I don't want to leave the guild I am in and loose my position of officer. I have no idea how to go about this situation. Please help, Much Confusion

  • Officers' Quarters: Trouble with a demoted raid leader

    by 
    Scott Andrews
    Scott Andrews
    11.21.2011

    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. The only thing worse than being asked by your guild to lead raids is being asked to lead raids in which the previous raid leader still participates. This week, that's exactly what one unfortunate player is facing. Hi Scott, I've been reading your blog for a little while because I'm a Cata baby and I want to make sure I'm able to navigate the sticky culture of guilds. I've gone through several guilds on my hunter main, trying to find a consistent raid group with real progression. After leaving a couple of guilds because progression just wasn't happening, I was recruited as a DPS for my current guild's Group Two. The first few weeks of raiding were rocky, because the raid leader is not very articulate and is bad at explaining fights. He also takes criticism very personally and for the first couple weeks his DPS was (no other way to put it) terribad. One of the group's healers basically overrode him in voice chat and effectively took over management of the raid group, although the original raid lead was still party leader and loot master. However, several of the group members had a problem with the way the healer ran the group and the way he spoke to other party members. Despite the fact that Group 2 was now getting real progression and players were earning great gear, tension still mounted.