leadership

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  • The Guild Counsel: Finding common ground in guild management

    by 
    Karen Bryan
    Karen Bryan
    07.04.2013

    Trying to describe a guild is like trying to describe a chimera. Sure, a chimera is an animal, but it's got the heads of a goat and lion and a snake for a tail. Add in the ability to breathe fire, and you have the ultimate mish-mosh of fauna. Guilds are no different. On the surface, all guilds are a network of players, but there are as many different sizes and types of guilds as you can imagine. Given that fact, I sometimes feel it's an impossible task to write a column about guilds and have it resonate with everyone. And last week, Massively reader Justin brought up that very subject. Is there common ground when it comes to lessons of guild management?

  • Officers' Quarters: State secrets

    by 
    Scott Andrews
    Scott Andrews
    07.01.2013

    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. Privacy and information security has never been a more relevant topic than right now. With the revelation that the U.S. and British governments have been engaged in unprecedented worldwide surveillance of our Internet communications and phone calls, the threat to our privacy is very real. As an officer, you are on both sides of such situations. It's up to you what information to collect about your members and about other guilds. It's also up to you what to keep to yourself, what to share with your guildmates, and what to share with the world. Let's look at some of the privacy issues that officers must face.

  • Siege of Orgrimmar Boss Preview: Immerseus

    by 
    Olivia Grace
    Olivia Grace
    06.29.2013

    Immerseus is the first boss in the new Siege of Orgrimmar raid, located just inside the entrance in the Vale of not-quite-so-eternal Blossoms. Descending into the room, you will encounter Immerseus in this circular area. When moused over, he shows up as "tears of the vale" -- the poor thing is created from the corruption of the life-giving pools of the Vale. As the first boss of the raid, it should come as no surprise that Immerseus is very straightforward, but the mechanics, though simple, deal heavy damage if not dealt with correctly. Player are essentially trying to cleanse Immerseus' corruption by beating the corruption out of him, and killing it before it can get back. He has two phases, Tears of the Vale and Split. Immerseus will begin the fight in Tears of the Vale, and the object is to DPS Immerseus down to zero health, when he will shift into his Split mode.

  • The Guild Counsel: Three problem players and how to handle them

    by 
    Karen Bryan
    Karen Bryan
    06.27.2013

    Guild drama is something that can bring headaches to a guild leader. When you have dozens of players with a variety of personalities under the same virtual roof, there are bound to be some conflicts. On top of that, players don't have the benefit of being face to face, so there's room for misinterpretations and mixed signals. While it's practically impossible to avoid all guild drama, there are a few player types that are pose a bigger threat to a guild's happy atmosphere. In today's Guild Counsel, let's look at three player types to watch out for and consider a few ways to keep them, and the guild, happy together.

  • Siege of Orgrimmar Boss Preview: Kor'kron Dark Shaman

    by 
    Olivia Grace
    Olivia Grace
    06.27.2013

    The Kor'kron Dark Shaman are the seventh boss of the new Siege of Orgrimmar raid instance, which will arrive in patch 5.4. They are the second boss in the Gates of Retribution wing, which is the first of three wings which are located in Orgrimmar. These wings will be applicable to both the Raid Finder and Flexible Raiding difficulties. Kor'kron Dark Shaman was tested in 10-man normal mode with three healers, and two tanks. The start of the fight sees the two shaman, Earthbreaker Haromm and Wavebinder Kardris, who share a health pool, inside what used to be Garrosh's throne room. They are accompanied by two dogs, and the room is extremely small for the fight on 10-man difficulty, let alone 25-man, so it is best that all four are pulled outside. On PTR, the pull required quite some caution, as the combination of a +100% frost damage debuff cast on the Haromm tank and Kardris' Froststorm Bolt caused some serious issues if aggro was not well-managed, not to mention the bolt one-shotting DPS and healers. The two wolves seemed completely insignificant, with only 12 million HP each they were DPS'd down extremely quickly, then the fight begins for real.

  • Officers' Quarters: One realm's solution to low population

    by 
    Scott Andrews
    Scott Andrews
    06.24.2013

    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. Low population realms have been a problem in WoW as far back as 2007 and they continue to be. Blizzard has opted not to merge realms like other aging MMO's have done. For a long time, players asked for these mergers. They've watched their already low-pop realms bleed more players because of the population problem, making the issue worse and worse. Recently, Blizzard unveiled their solution this ongoing issue: virtual realms. Potentially slated to arrive in patch 5.4, virtual realms could be the answer that we've been waiting for. In the meantime, however, one low-pop realm has taken matters into their own hands by organizing their guilds and creating a better experience. They call it the Kargath Guild Council on Kargath-US. I had the pleasure of interviewing two of the minds behind the KGC -- Battlevixen, officer of Bloodsworn, and Merciful, guild leader of The Iron Fist -- about why they founded the council and the challenges they've faced along the way. What was your realm like prior to the formation of the KGC? Battlevixen: Prior to KGC, Kargath suffered from attendance issues that did not allow a lot of guilds and groups to raid. We had a lot of smaller guilds/groups that could not fill a 10man roster. Very few players were able to even pug because of this. There was also almost no communication between all the various guilds. Each guild kept to themselves for the most part. Merciful: In addition to people who just stopped playing WoW, we were losing good players to other realms. The notion is that Kargath is a dying realm, and once that takes root in people's minds, they self-select themselves off the realm.

  • The Guild Counsel: So you want to be an officer

    by 
    Karen Bryan
    Karen Bryan
    06.20.2013

    If there's one key to a successful guild, it's a solid structure of leadership. And while the leader is the cornerstone of the guild, he can't run things without a good supporting team of officers. The rank of officer is a coveted role to some and a position dreaded by others. It's an opportunity to make a real difference in the guild, but it comes with pressure and responsibility as well. If you feel you're ready to jump into that role, what's the best way to earn the title? Let's look at a few ways in this week's Guild Counsel.

  • Officers' Quarters: 7 ways to stop the bleeding

    by 
    Scott Andrews
    Scott Andrews
    06.17.2013

    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. The good news for raid leaders these days is that so much help is coming from patch 5.4, if what's on the PTR is any indication. Flexible raiding could be a lifesaver for guilds who stalled out in today's challenging normal modes. Virtual realms could inject new blood into every realm. The Throne of Thunder raid should see an across-the-board nerf from the patch, too. With all of these changes on the horizon, what raid leaders need to focus on right now is holding on and keeping their teams intact. The bad news is that no one knows when the patch will drop. We are likely at least six weeks away from 5.4, and probably longer than that since Blizzard has new systems to test and a new raid to tune. This week's email comes from a raid leader who isn't sure he can make it: Hello Scott, I am the current Raid Leader of a 10 man raid guild that considers ourselves to be progression-focused, semi-hardcore, or whatever you want to call it. We raid 3 nights a week for 3 hours a night, keep logs of all our runs, and really push to be successful. In the past, this worked out fairly well for us, as our guild maintained a top-10 place on our server according to wowprogress.com all through tiers 12, 13, and 14. However, since the release of MoP the members that made up the original progression team have been slowly bleeding away for one reason or another. At first, these losses could be absorbed by the extra standbys on our roster as well as a few people that swapped from our more casual 2-night-per-week team. Eventually we had to start recruiting out of guild in order to fill our raids each week. Generally speaking, for each player we lost the replacement we found was of a lesser caliber, whether it be in skill, gear level, or dedication. With the release of ToT and the difficulty of certain bosses (Horridon for example), our progression has begun to seriously stumble.

  • The Guild Counsel: How to deal with the summer slowdown

    by 
    Karen Bryan
    Karen Bryan
    06.13.2013

    Summer is coming. With the arrival of sunny skies, warm temperatures, no more school, and vacation days to spend, it's inevitable that things will slow down in your guild. Summer is usually a slow time for games as well, since expansions and game updates tend to arrive later in the year. On the surface, summer can be a dangerous time for your guild, with the possibility of frustrated members causing drama or even leaving the guild entirely. But you can make summer work in your favor and keep your guild happy as well. We've explored this before, but let's look at some additional ways to avoid the summer slowdown in this week's Guild Counsel.

  • Flexible Raiding lockouts and queues clarified

    by 
    Olivia Grace
    Olivia Grace
    06.13.2013

    As with any new feature, confusion abounds around Flexible Raiding and just how it will work. Blizzard Community Manager Taepsilum took to the forums to clarify various aspects, including lockouts. Taepsilum Right now, the idea is to have FR lockouts work very similarly to lockouts in LFR. You will be able to repeat bosses, and that will actually still be somewhat rewarding, you'll be able to use additional bonus rolls, earn Valor Points, and potentially loot some shinnies from trash... There's something unique about FRs though, I'll explain it with an example: Let's say you join a 12man and kill the first boss, leave the raid, and join a 20man, you might have to repeat the first boss. "Might", so how does that work? If everyone in the new 20man raid has already killed the first boss just like you did, then that boss will not spawn. But even if only 1 of the players in that 20man has not killed the first boss, he will spawn again and everyone else will have to repeat the encounter. source This is all pretty confusing stuff! WoW Insider reached out to Blizzard for some additional clarity on just how the raid lockouts will work, and they came back with some more information.

  • Officers' Quarters: Flexible raiding and you

    by 
    Scott Andrews
    Scott Andrews
    06.10.2013

    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. Just when I think I have Blizzard figured out, they throw us a curveball. Only a month ago, I made the case on the Starting Zone podcast that raiding had evolved into three difficulty levels, and those levels could be compared to the easy, normal, and hard modes that most single-player games offer. I wrote in a column that normal mode raiding should now be labeled "guild raiding," because it took a certain level of coordination to succeed at that level. Normal raiding is no longer PUG friendly. I said on the podcast that Blizzard is still figuring out just where the difficulty of normal modes should lie on the curve. It seemed that once their encounter designers figured out the appropriate tuning for the three modes, that is what raiding would look like for all foreseeable upcoming tiers and expansions. As it turned out, Blizzard had a new raiding system hidden up their sleeve the entire time -- a system that few could have predicted. Let's look at the potential impact of this new way to raid and how your guild might need to adjust.

  • The Guild Counsel: Some finer points of raid leadership

    by 
    Karen Bryan
    Karen Bryan
    06.06.2013

    Whether you're leading a raid or running an in-game event, it's a real challenge to pull it off smoothly. Leading a large group of players in game is a combination of teacher and coach, minus the ability to be face to face. In effect, you're flying blind, but you still need to communicate, coordinate, and motivate in order to be successful. We've gone over some basics of leading groups of players before, but in this week's Guild Counsel, I'd like to offer up some finer points that often get overlooked but can make a big difference in making your raid successful (and also fun). While most of these are about raid leadership, they could be used for PvP or player-run events as well.

  • Officers' Quarters: Next in command

    by 
    Scott Andrews
    Scott Andrews
    06.03.2013

    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. Some people became guild leaders because they had a vision for a new type of guild or a new policy. Some just saw a need for better organization among a group of friends and took up the mantle. Some are elected. Some volunteer. Others have the position thrust upon them. Such is the case for the author of this week's email: Hi Scott, I was recently given the GM position by my former GM who also happens to be our raid leader. He's cancelled his subscription as he's not enjoying the game anymore, and left everything to me. His leaving has caused other members to leave as well, for similar reasons. I can't fault them for not wanting to stay if they aren't enjoying the game. I initially feared these people leaving would be the death of both the raid team and the guild (we are small, with few people playing other than to raid), but other members of the guild have stepped up and begun to help with recruiting to replace our missing raiders, and I am very appreciative of their efforts. So my greatest problem at this point is that I never wanted to be GM or raid leader, and now I'm both.

  • The Guild Counsel: Lessons in guild leadership from a pop star

    by 
    Karen Bryan
    Karen Bryan
    05.30.2013

    Apologies to the Beliebers, but good old Justin hasn't exactly had a banner year. He's been in the news a lot lately, just not for his dulcet tones or his fancy dance moves. But his behavior can actually remind guild leaders of a few important things not to do. Can a brash pop star really provide tips on guild leadership? Let's take a lighthearted look in this week's Guild Counsel.

  • Officers' Quarters: Breaking good

    by 
    Scott Andrews
    Scott Andrews
    05.27.2013

    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. Breaks are good. Everyone needs a break from something that they do on a regular basis: work, school, sports, etc. Raiding is no different. Raiders need breaks. So do roleplayers, arena teams, and achievement junkies. Whether it's one person stepping away from WoW for a little while or a team taking a week or two off from group activities, this kind of short-term sabbatical is a healthy practice. As an officer, breaks can be dangerous to your guild if you handle them poorly. Take a lesson from the Horde: Thrall needed a break and now Durotar is a war zone. Let's look at the right way to manage it.

  • The Guild Counsel: Managing the peaks of success

    by 
    Karen Bryan
    Karen Bryan
    05.23.2013

    I'm a Red Sox fan, and if there's ever a team that can exemplify the ups and downs of running a guild, it's the Red Sox. This was supposed to be a rebuilding year for the team, and yet they're near the top of the standings, only a game and a half behind the Team that Shall Not be Named. Managing a guild is also very often about handling the peaks and valleys of day to day life. It's as if the whole guild were manic depressive: You need to downplay the peaks and minimize the valleys. We've looked at the valleys quite a bit in this column because valleys represent a more urgent problem, but in this week's Guild Counsel, let's look at how to handle the peaks.

  • Officers' Quarters: 9 new guild activities in Mists

    by 
    Scott Andrews
    Scott Andrews
    05.20.2013

    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. Mists of Pandaria has given us some fantastic raiding experiences -- it's easy to forget just how many activities this expansion currently offers. Much of this new content is either group-oriented or can become group-oriented if you want to make it so. With Mists' third content patch set to go live tomorrow, now is a great time to look at some of the many guild activities that are possible in this expansion. Here are nine ideas that go beyond raiding. 1. Earn your Stormbreaker titles. Some of the achievements for this meta can only be accomplished solo, but many of them are much easier with some help -- and some all but require it. The summoned elites for It Was Worth Every Ritual Stone, for example, mostly require a group to take down. Some classes can't solo Tak'u with all of his powers active if they can't dispel his robust HoT for Our Powers Combined. Ready for RAAAAIIIIDDD?!?ing is rough to solo. It can be accomplished most easily right after a server reset, but with a raid group you skip that hassle. Every roach squished counts for everyone in the raid.

  • The Guild Counsel: How Stargell stars can help your guild

    by 
    Karen Bryan
    Karen Bryan
    05.16.2013

    When I was a kid, I loved the Red Sox, but I was dying to get a Pittsburgh Pirates baseball cap. It's not that I was a fan of the team; I just loved the unusual look of the hat, with its pillbox shape, gold stripes, and most importantly, rows and rows of gold stars. Those stars were called Stargell stars and were the creative genius of Hall of Famer Willie Stargell. It might seem strange to be talking baseball in a guild column, but those Stargell stars played a key role in the Pirates' success, and they serve as a great example of successful guild management. Can a little embroidered star really make a difference? Let's take a look in this week's Guild Counsel.

  • Officers' Quarters: The new burnout

    by 
    Scott Andrews
    Scott Andrews
    05.13.2013

    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. Mists has delivered new content faster than any WoW expansion to date. The days of waiting six months, eight months, or more between major patches seem like a bad memory now. With patch 5.3 likely to drop in the next few weeks, that will mean we've had an average of one patch about every three months in the wake of 5.0. In years past, officers had to steel their guild for long lulls, which always seemed to land in summertime. They had to make backup plans to account for long absences from players who just couldn't stand to run the same raid one more time. Guilds who couldn't find replacements sometimes found themselves closing shop instead. In 2013, that age seems far behind us. However, the accelerated content has brought with it a new kind of burnout instead, and it's one that officers and raid leaders should keep in mind as we move deeper into Mists.

  • The Guild Counsel: Taking the reins and dealing with discipline

    by 
    Karen Bryan
    Karen Bryan
    05.09.2013

    It's hard enough for any guild leader to enforce rules and take on problem players. But it's even harder for guild leaders who have stepped up to take over for one who has retired. Comparisons are made between how the old leader did things and how the new one is handling it, and some members might challenge a new leader's authority in order to "test" him. This week's column is a reply to one Massively reader, who wrote, My main commander has retired from the game, and I am struggling filling his role. Our biggest issue is dealing with discipline, either in Teamspeak or in following commands. I read your column on managing mistakes, but I am still finding it hard without being the bad guy. I know it's part of who I am; I am not an aggressive or "Bad Cop" guy. Is there a way I can develop discipline without having to totally change my personality and relationship with the guild? This is a great topic because it's a situation that many new leaders find themselves in almost immediately after taking on the role. In this week's Guild Counsel, let's look at some ways to deal with the challenge.