Recruiting

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  • Officers' Quarters: Beyond recruiting

    by 
    Scott Andrews
    Scott Andrews
    03.04.2013

    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. If you create a guild with a very specific type of player in mind, keeping those players should be easy, right? As one guild leader found out, it's not as simple as it seems. Hi Scott. ... I've got a guild of 50 people (10-30 people and their alts) and I seem to have hit a wall. I put posts up, I scour WoW Insider for ways to market my guild (thanks for the shoutout, drama mamas) and I try to keep things interesting but nobody ever signs on anymore. We've got a core group of about... oh I'd say 5-10 people who still sign on every few days. How in the hell are we supposed to be a guild for disabled people and friends of the disabled when nobody signs on?

  • Officers' Quarters: Don't start from scratch

    by 
    Scott Andrews
    Scott Andrews
    02.25.2013

    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. Something in human nature relishes the concept of "starting from scratch." Is it the blank slate that excites us? Is it the opportunity to let go of the past and forge a new destiny for ourselves? Is it the joy of creating versus the tedium of maintaining? In any event, I've received a lot of emails lately about this idea. Players have written me expressing a desire to create a new account or get a name change and then create a new guild on a new realm where they will be the guild leader. Usually it's a lone person or a duo. To all of these people, my most sincere advice is this: don't. And if you have no experience with leadership, especially don't. First I will explain why this is a bad idea. Then, because I hate to discourage anyone from taking up a leadership role (the game always needs more of you), I will give a few words of advice about how you should approach it. Finally, I will offer an alternative that may work out better for you in the long run. Read on if you want to know!

  • Officers' Quarters: 3 resolutions to improve your guild in 2013

    by 
    Scott Andrews
    Scott Andrews
    12.31.2012

    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. If your guild has been struggling during the last weeks of 2012, now is the time to take steps that ensure a better 2013. Here are three ways you could get the New Year started off right. 1. Add fresh blood to the officer ranks. Are your current officers pushing themselves too hard? Or are they doing barely anything at all? If so, then it's high time you took a look at what needs to be done around the guild and who's actually doing it. You may have some lame-duck officers who shouldn't be officers anymore, and some hard-working regular members who deserve a promotion. Adding new officers -- and/or culling useless ones -- can energize your leadership corps. Having more hands to man the ship can spread the work around and ease burnout symptoms. New officers also means new ideas that can spark new guild activities or better approaches to old ones. New officers can also inject some much-needed enthusiasm as they seek to make their mark and prove to the vets that they are worthy of the rank. If your guild has been stagnating lately, a new officer or two can liven things up.

  • The Guild Counsel: Making rebuilding less painful

    by 
    Karen Bryan
    Karen Bryan
    12.06.2012

    One of the toughest times in a guild's life is when a guild has to face the prospect of rebuilding. Every guild has some extent of attrition, but there are times when roster numbers dip so low that it puts the future of the guild in jeopardy. For a guild leader, it might be tempting to just close up shop and move on, but there are some things that make the tough task of rebuilding more manageable. Let's look at a few options in this week's Guild Counsel.

  • Officers' Quarters: My rant about raid roles

    by 
    Scott Andrews
    Scott Andrews
    12.03.2012

    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. It's been a long time since my last rant, but I read something today that really irked me, and now I feel compelled to write this column. I don't want to quote the email because the person involved asked a question that had nothing to do with this topic, and he was really just an innocent bystander getting hit with the shrapnel of a raid team willfully blowing itself up. The part of his email that set me off was essentially this: "Our realm has very few healers, and we haven't been able to recruit one for months. As a result, our raid team is disbanding, and the raiders are going their separate ways. Our guild might lose every single officer except me." To this I respond: What a bunch of selfish jerks.

  • Officers' Quarters: 9 suggestions for a new guild leader

    by 
    Scott Andrews
    Scott Andrews
    10.08.2012

    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. This week's email is short and to the point. A player who wants to take the plunge into guild leadership is nervous about the prospect. I have some suggestions for him that I think can also apply to just about any officer, but first, the email: Hello Scott, I've been playing WoW for an extremely long time, a shameful amount of time to be fair... but I've never been happy with the guilds I've been in, so I'm thinking about starting my own guild. I'm willing to put the effort and money into making it work. I mean, I've got a crazy amount of ideas I'd like to implement to create a sense of community and loyality into the guild but I'm absolutely petrified about starting off. The recruitment for example just seems so damn daunting! I'm scared Scott :( but I'm afraid I won't be able to see the content the way I like to see it if I don't do this though. From Craig of Azjol-Nerub EU Hi, Craig. I'm always thrilled to hear about players who are ready and willing to lead. I'm happy to help you. Also, I love your lists. Here's mine. 1. Have a vision. Hundreds of people a week, I'm betting, say to themselves, I want to start a guild and do things my way. But what they really mean is, I want to start a guild exactly like all the other guilds out there, but I want to be in charge this time. When you say you want to see content "your way," that sends up a red flag to me.

  • Officers' Quarters: Leaks in the ship

    by 
    Scott Andrews
    Scott Andrews
    10.01.2012

    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. You know things are bad in your guild when a newly appointed officer decides to leak private officer information to nonofficers. This week, an officer/raid leader seeks advice for a guild that feels like its sinking. Hi Scott I belong to a small social guild with less than 400 on the roster. Given that a lot of people have alts the number of players is going to be a lot less than that, though I'm not sure of the actual figure. Recently the GM posted on the MotD that the guild needed new officers and could people please send him recommendations. The next day I logged on and saw 4 people being congratulated on their promotion. I'm a senior officer in this guild and I had thought that it would go to a vote before anyone was promoted. . . . I asked the GM why we needed more officers and what their responsibilities would be. His response was "we're down to 16 and need more for advisor's and to help the guild". None of the officers currently have specific duties and everything falls to three of the senior officers, myself and two others. Most of the officers don't even attend the meetings he promoted them to advise at. This morning I logged on to drama as the new promotion (that I'd had reservations about) had leaked some officer notes to their friends in the guild. These notes I admit weren't flattering but they were accurate of their behaviour which is why there were there.

  • Officers' Quarters: 4 radical ways to help your guild stand out in Mists

    by 
    Scott Andrews
    Scott Andrews
    09.24.2012

    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. Today we stand at the precipice of a new era. In less than 24 hours, Mists of Pandaria will usher in what could be called the Fifth Age of WoW. The long wait through 2012 has been hard on guilds, but that time is now over. If your guild has made it this far, you should be proud of that, but this is not a time to rest. This is a time to ensure that your guild will thrive. In this new era, the best method to recruit players will not change: finding ways to set your guild apart from the dozens of others on your server. Here are four ways to do just that -- but be warned! These are not for the faint of heart. 1. Offer tutorial runs of the new dungeons. Blizzard's new guild mentoring program is a great idea, but just because your guild wasn't selected doesn't mean you can't be a force for good on your server. This strategy requires patient guild members who have run the dungeons in beta or who get a lot of practice in the early weeks of the expansion. Start an initiative on your server in which, one night a week, you offer to run players through dungeons while teaching them the boss mechanics. Players will very much appreciate the chance to learn the runs in a low-stress and constructive environment rather than the merciless meat-grinder boot camp of the dungeon finder.

  • Officers' Quarters: PvP guild on a PvE realm

    by 
    Scott Andrews
    Scott Andrews
    08.06.2012

    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. Can a strictly PvP guild work on a PvE server? According to the email below, the trolls in trade chat say that it's doomed to fail. Are they right? Dear Scott, I have a problem and would like some advice. Ive been RBG leader for the past month or so for my guild. We are a pvp-only guild that plays on Elune, and thats kind of my problem. We kind of have a constant recruiting, though we have at least 10 players on all the times Im on, and about 30 at prime times. I post on tradechat a guild advertisement or two, just cause we do need decent pvpers still. Some of the people on tradechat said that our guild is bad, and that we stink at pvp. I tried to show a couple people making these remarks some ratings, but in vein. They stated that since we were on a pve server, why would we be good? I know personally that we have some VERY good players in our guild, but I dont know how to make them believe that.

  • Officers' Quarters: Never say disband

    by 
    Scott Andrews
    Scott Andrews
    06.18.2012

    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 fall apart. It happens so frequently these days that we take it as a matter of course. They can also be rebuilt, if there's a member intent on reviving them -- but is that always the wisest course of action? This week, one guild leader who refuses to disband is wondering what to do next. Greetings, Scott! Here's the TL;DR version: Raid Finder killed my guild. I want to resurrect it. Here's the Paul Harvey version: A friend and I founded a guild at the outset of Burning Crusade. Our intent was to offer a place for mature people with real lives to be able to experience the raid content that at the time was mostly the domain of the hardcore players. We wanted to be serious about raiding, but more casual about attendance. ... We were never the top guild on our server, but we were fairly successful throughout Burning Crusade. Wrath of the Lich King threw a monkey wrench into our works. It wasn't easy in BC to keep forming 25 man raids, but at least we always knew where the bar was. WotLK's split 10 and 25 man raids gave us a very tough decision to make every time we couldn't fill out a 25 man raid.

  • 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.

  • Apple initiates hiring drive in Israel

    by 
    Mike Schramm
    Mike Schramm
    02.22.2012

    Apple has posted listings around the Internet for a Technical Recruiter based in Israel, signifying that the company is kicking off a hiring drive in that country. The main goal of the individual in that position will be to get involved in "identifying, engaging and securing world-class candidates for Apple in Israel," and presumably growing the company's operations there. The position asks for quite a bit of recruiting experience, particularly in the engineering, hardware, and semiconductor industries, and will also need to deal with "hiring ramps of 20+ vacancies," which again means there's probably a significant team headed to Israel. This isn't the first we've heard of Apple trying to move into Israel, and CEO Tim Cook has said in the past that as well as Apple is doing here in the US and overseas in Europe, the biggest potential for growth is in developing tech nations like Israel and other countries in the Middle East. A move like this shows that Apple is not only taking advantage of its cash pile and status as a company right now, but also looking ahead to grow even bigger in the future.

  • 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: 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.

  • Apple recruiting engineers for Siri team

    by 
    Chris Rawson
    Chris Rawson
    12.07.2011

    Apple is hiring more engineers for the Siri team, with at least two postings open for iOS software engineers dedicated to the project. "You will primarily be responsible for implementing the content that appears within the conversational view. This is a broad-ranging task -- we take every application that Siri interacts with, distill it down to fundamentals, and implement that application's UI in a theme fitting with Siri," one posting notes. "Consider it an entire miniature OS within the OS, and you get a good idea of the scope!" These positions have been open since early November, but they were brought into the spotlight recently when Siri UI manager Dan Keen posted them on Twitter. AppleInsider subsequently pointed out that three postings also exist for Language Technologies Engineers dedicated to bringing Siri support to languages beyond those it currently supports. Siri's functionality is already quite impressive -- despite a few wildly overpublicized hiccups -- but it's clear that Apple isn't content to let the service stay as it is for too long.

  • The Guild Counsel: Making a new guild work in an old game

    by 
    Karen Bryan
    Karen Bryan
    10.06.2011

    Running a successful guild is a difficult challenge, and I'm defining successful as a guild that, regardless of playstyle, can accomplish its goals and endure for years. There are thousands of guilds created, but very few of them last more than a year, and even fewer can boast of being around for longer. One of the toughest challenges for any guild leader is creating and building a guild from scratch in a game that's been around for years. I experienced that when I moved our guild from Vanguard to EverQuest II, where I had played for a few years before. We were the little fish in the big pond, and since everyone was either starting there for the first time or re-rolling on the server we chose, we had to build everything from the ground up. What made it hard was that as we leveled together and struggled through the content together, it became more and more tempting for people to jump ship and move to an established guild that was ahead of us. Building a new guild in an older game is difficult but not impossible, and there are a few areas to be mindful of if you want to run a guild that can survive the test of time. In this week's Guild Counsel, we'll look at a few ways that guild leaders can make a new guild in an old game actually work.

  • Officers' Quarters: Thanks, but no thanks

    by 
    Scott Andrews
    Scott Andrews
    10.03.2011

    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. With all the emphasis this summer on complaints, prima donna raiders, AWOL guild leaders, and rebuilding, this week seemed like a good time to focus on an email from a guild that's flourishing. Success, alas, comes with its own set of problems, but at least many of those are good problems to have. For example, when your guild is the rising star on a server, it seems like everyone wants to get in on the action. One guild leader wants to know: How do you turn down players politely when you don't want to invite them to your rapidly expanding roster? Hello, I hear a lot about small guilds falling apart in the new guild system that was implemented in Cataclysm, but my guild is having the opposite problem. In classic, I started a guild for myself and several real life friends. It was just our five man team for a very long time, no recruiting. We were very active in our realm community, so we had a lot of in game friends outside the guild and eventually some of these people began asking to join. We were glad to have them and so we grew slowly. But in Cataclysm our roster exploded. Every time an efriend's guild would die because too many quit or jumped to a mega guild, they would ask to join ours. The problem is that many of those people wanted to bring their friends too, so with every person that asked to join we would have one or two of their friends also asking. We grew so fast it all caught us unaware.

  • Officers' Quarters: Rebuilding your roster

    by 
    Scott Andrews
    Scott Andrews
    09.26.2011

    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. If there's one phrase that drives sports fans crazy, it's "rebuilding year." In sports, a rebuilding year is one in which expectations for the team are low, either because the team traded away aging veterans, gave starting positions to young and inexperienced players, or both. But sports fans are an impatient bunch. We don't want rebuilding years -- we want championships. Thus, teams do everything they can to deny that they are, in fact, rebuilding. The same is true for guilds. Potential recruits don't want to hear about rebuilding -- they want to join an established organization in its prime. Thus, when your guild is in that starting-over situation, it can be very difficult to dig yourself out of the hole. For some reason, I've received three emails about this topic over the past two weeks, so I figured I'd feature one of those emails here. I chose the one that bounced my message back when I tried to reply to it, so at least that person will know I did respond! Dear Scott and the Officer's Quarters, I am writing to ask for some perspective on the current state of my guild and the actions I could take to turn things around. I am the GM of a small guild on one of the older, more established WoW servers. I am told this server has been around since the early days of vanilla WoW. As with any established server in any game, cliques are formed, reputation is king, and small guilds have a hard time flourishing when three quarters of the active player base belong to one of a few monster guilds. Our server has both monster progression guilds that field multiple 10-man raid groups in addition to 25-man groups as well as the Mega-store bargain perks blowout guilds that give every member the ability to invite new members with no real guidelines for membership. My humble guild began as a way for a few real life friends to play together. Raiding, progression, and consistency were never a big deal for us toward the end of Wrath. Once Cataclysm came along with guild levels and the perks associated with them, our roster of casual and fun people plummeted. Some left the game completely because they were accustomed to blowing through the Wrath content without any difficulty. Others were deployed with their military units to the ends of the earth to fight real life wars. At this point we are left with the few real life friends in addition to a mere one or two other active members. Enough of the back-story, now it is time for the point of my email: How can a weak-roster guild survive amongst the concrete establishments of the dominant guilds? What can I do to find new members who could be beneficial to the guild and our goals of breaking into raiding without having to beg?

  • The Guild Counsel: Pre-launch pitfalls

    by 
    Karen Bryan
    Karen Bryan
    09.01.2011

    There's nothing more enticing than that new car smell of a soon-to-be-released MMO. And it's no surprise that many players make the decision to either bring their guilds over or build a new one from the ground up. It's exciting, but forming a pre-launch guild comes with plenty of potential hazards, and all too often, those months before the game goes live are the best and happiest months of a guild's life. In this week's Guild Counsel, let's look at some dos and don'ts when it comes to building a pre-launch guild... and hopefully keep the good times rolling long past launch day.

  • The Guild Counsel: I'm just a number

    by 
    Karen Bryan
    Karen Bryan
    08.25.2011

    Sometimes it seems that numbers dominate MMOs. We play in worlds that are filled with stat-based items, resists, crits, parses, rankings, heck, even little tech issues like framerate and latency often come into play. After a while, you start to wonder if you've somehow turned into Cypher from the Matrix, able to see things in the steady stream of green numbers. But the most worrisome of all the numbers comes up when members of your guild feel like one. There are several ways that this issue can manifest itself, and it always leads to people feeling alienated and frustrated, and at its worst, it can lead to a complete breakdown of a guild. In this week's Guild Counsel, let's crank up the Bob Seger, look at some of the ways that members end up feeling like just a number, and focus on how to avoid it.