10 Tips: How To Organise A Guild Meet

Last week I Herded Cats.

Well, all right, not really cats. I’m not a crazy cat lady and my guild members aren’t felines with string addictions. But our annual guild meet up – or Herd Moot as we call it – finished last week. But what does this mean to you?

I know a lot of guilds meet up. I know some would like to and aren’t sure where to begin. I figured I might share a few pointers with you in case it’s something you might ever consider organising with your guild, whatever game you play. Pointers you wouldn’t necessarily think of immediately, and which I’ve learnt both during this Moot and through organising similar knees-up in the past.

It really is worth it. More’s the point, it really isn’t impossible.

We had folks travel from other parts of the UK, and from Finland and Norway. I deduce from the fact that everyone said they didn’t want to leave and some have made a point of saying they’re now actively looking to move here that everyone had a good time. Heck, we’re vaguely considering through the post-Moot recovery haze that we might organise another Moot for later in the year.

So, a few things to keep in mind for you as an organiser – or you as a participant supporting your organiser – to help your own Moot go smoothly.

1. Flexible plans. You’ll select precise times/dates. Be prepared for participants to either choose to travel on slightly different times/days which best suit themselves and their finances, or simply get it wrong, without checking with you first. For example, I organised our Moot for Friday-Monday; it ended up being Thursday-Wednesday due to peoples’ flights. You don’t need to stress if this happens, or worry if you have obligations like work on ‘extra’ days – the group can look after itself for a bit! Stay on top of travel details and keep in mind how many of the group are around at any one time.

2. Intensity. Think about how important it is that your group spends all of the meet together. Think about how long your meet is; if it’s quite short – 24 hours – you might well spend the whole day together as a group. if the meet is a few days then it’s likely to be part-meet part-holiday for anyone who’s travelled. Leaving them some time to themselves over the few days for exploring a new place on holiday might be just what both them and you need!

3. Health. Always ask anyone you’re ‘overseeing’ if they have medical conditions you should be aware of. Reassure them that you won’t make a big deal of it and it’s for your reference in case anything goes wrong or they fall ill. It’s highly likely everyone will have niggling little issues that they won’t think it worth telling you about when you ask, but which will probably come out during your meet when they suddenly remember their bad knee doesn’t like the long walk the group’s halfway through. Give them plenty of opportunity to think of telling you anything pertinent; if you’re planning a walk, tell them in advance, and how far, and if there are options to stop halfway through. For ‘active’ pursuits it’s also useful to have an idea of your group’s general (and lowest) fitness level. We found that half our group weren’t as up for long, pretty walks as others were.

Also, get basic health supplies in. I believe a first aid kit is vital if hopefully unnecessary, and last week found me handing out painkillers to various Cats for migraines to hangovers to general aches.

4. Finances. Your group will probably reflect a range of financial situations. Try to get an idea of the range of your group’s finances early on by talking to individuals quietly and in confidence. Then plan a spread of activities accordingly. Remember that money is a sensitive thing for everyone, whatever their position – don’t blather publicly about who can afford which activities. if necessary plan a couple of options for any one time that differ financially; people can decide for themselves which they want to do.

5. Gaming. You do want to spend some time together playing the game you all have in common – it’s great fun to all be in the same physical space playing it. Even so, strike a balance between ‘real life’ activities which don’t involve WoW/whatever MMO you play, and playing the MMO. For us, that balance was one main evening session and a smaller, less organised session, over 6 days.

6. Booking responsibility. Everyone participating is responsible for booking something. For you that’s ensuring there are arrangements for a place to game. That might be a LAN in someone’s residence, which requires cables and technical equipment, or booking an internet cafe or hotel conference room.

Any participants travelling to the meet need to take responsibility for their own travel and accommodation; unless they really really want to give you their credit card details (big nono for so many reasons). The only help you should give them is to encourage them to book early and have either yourself or someone with knowledge of the area research/suggest some affordable accommodation options and travel sites. Bear in mind some people may not have travelled much and may need more help organising themselves than others.

7. Communication. As the organiser you need to be approachable. Maintain a dialogue with participants in the run-up to the meet. Less intrusive/immediate forms of contact like Facebook are ideal as it gives others the opportunity to reply in their own time, and you the ability to chase them up if they take too long to keep you posted. IM services such as Skype or MSN also work well, particularly the closer the meet is, and particularly if you are having to chase particular individuals for details.

On a more specific note, if your group doesn’t often use voice software while gaming and you have people coming from other countries, they may be worried about speaking English (or whatever language). One of our guild members was particularly worried about his spoken English; we reassured him as much as possible and I also offered to talk to him on a voice skype chat before the Moot as a ‘practice’/’soft’ speaking run before he got here.

8. Recognition. You’re all about to do something scary: go out of your way to Meet Faceless People Off The Internet. Most people in your group will be nervous to some degree. You should share your details with participants to help them see you’re not a betentacled monster and so that you can stay abreast of travel details on the first day. Mobile/cell phone number exchange is crucial, as is a picture of yourself.  Hopefully by setting this good example you’ll inspire them to share theirs back with you.

9. Visibility. Buy sticky labels. Have everyone wear one with their character name and real name for the first day or two. Sounds geeky, right? Mayhap, but it’s also practical and puts folks at ease with remembering real names and using them. You could commission individual t-shirts or hats displaying names and character information or pictures too, if you really want to push the boat out and add a memorable touch given that labels are easily lost and not much of a fashion accessory,

10. Age range. Some guilds have people of a range of ages playing. Be aware of the youngest and oldest ages you have. You may need to generally think round activities that all age groups can enjoy. On a more specific note – don’t make alcohol a part of your meet if you have folks under the legal drinking age (doh!). If you have really young folks, keep a general eye on them. This all may not be a problem for you; it wasn’t for us as we’re one of many guilds of a similar age range. But it’s easy for age differences to slip your mind when you’ve known people online for so long without actually ‘seeing’ them.

I hope some of that is useful to you and your guildies. It might look like a lot of work or a scary concept when laid out in practical tidbits but fear ye not. Guild meets can be really special events creating long-lasting memories and deeper relationships. Particularly if you keep an open mind for practical details!

What about you – are you considering doing something as crazy as this? If so, do you have any questions/worries? Have you organised meets, and have tidbits to add or any stories to share? Or do you think the idea of meeting up with the pixels you adventure is weird and wrong?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find HMHB.org’s post on the best organic painkillers here.

Review: The Guild Leader’s Handbook, Mimetir Perspective

“Because it takes a village to slay a dragon.”

You might look askance at me for getting excited about that sentence. I wouldn’t blame you. It’s the blurb on the back of the Scott F. Andrew’s Guild Leader’s Handbook.

I admit I got quite excited when the opportunity to get a copy crossed my inbox. I’ve been involved in leading online communities in games for near on 10 years now, but I know I’m still learning about leadership and communities all the time; the nature of the games and roles within them is one of constant change. I figured that I might well learn  from Andrews’ book and at the least it’d be an interesting read.

I know Lodur’s already shared his thoughts on it here but I’m going to, too. Not because I know Scott Andrews (I’m not affiliated with him or WoW.com in any way, convoluted or otherwise) but because if you visit this site you and I may well have something in common: an interest in guild leadership. And if that’s the case, you could do with getting yourself a copy of this book. And, to be on the safe side, a pinch of salt.

First and foremost I must salute Andrews. Guild or online leadership is a topic which many people would consider frivolous; Andrews approaches it with the solemnity and respect it deserves. His writing style manages to convey that all the way through the book.

At every turn we’re reminded – no really, guild leading is Serious Business, no joke. Players are real people: so are you. That’s something I respect and it’s something I’m continually harping on about as a misunderstood fact of online communities. Another tune I regularly pluck is that these games are meant to be fun – again, Andrews keeps ‘fun’ as one of the integral principles throughout the book, constantly reminding his readers that having fun is one of the main aims for both themselves and their charges in the communities they’re building.

Saying that, his writing style isn’t *too* serious. The Handbook’s very readable thanks to a style which flows well, explains concepts immediately and simply, and gets to the point in short and understandable sentences. In this way the Handbook is very accessible to anyone from new or prospective guild leader to old hand, or even a player with no intention of leading. Andrews also cross-references his material between sections, enabling you to flick back and forth as your interest takes you.

The Handbook’s carefully thought out sub-sections also aids its accessibility – they help split up the text, as do the regular diagrams and tables dotted throughout the book neatly reinforce his points. All of this helps Andrews to mint his topic as one not to be snorted at.

As to the material itself – there’s no doubt that Andrews is a veteran of leading online communities. I was impressed right from the introduction as Andrews goes straight for the jugular, calmly asserting the dichotomic challenge that guilds pose for their leaders. After all, guilds may be part of a virtual or ‘unreal’ realm but they are populated by real people, whom, as Andrews points out, guild leaders can’t physically see. I’d not often considered this or its ramifications before, but he’s right – not being able to see your members face to face, and able to gauge whether their body language is trying to tell you something, or if they’re only smiling with their mouth – these are things which make online leadership at once both more personal and more impersonal. As Andrews rightly recognises – a unique challenge, but not one impossible to get right.

There’s a lot of his wisdom I both like and wholeheartedly agree with. As a bit of a ruffled-feathers veteran myself I recognise that I – and others – can become entrenched in views on the game, playstyles and player expectations. So I was pleasantly relieved to see that Andrews expertly manages to keep an objective and unbiased voice throughout. His comparison of the machinations of guilds of different sizes is well explained – but then he moves on to a potentially volatile definition – that of ‘hardcore’ and ‘casual’. I’d disagree to some extent with his definitions – by his definition my own Kingslayer raiding group would be casuals – but the topic’s a good example of where he manages to tread a minefield without putting a foot wrong.

Andrews successfully illustrates most of his points with examples. He talks about player types and gives examples of how different types might interact. Crucially he also underlines the fact that players – again, as real people – aren’t as simple as to be a single player type, but rather composites. It might have been easy to forego this point in the name of generalisation: happily Andrews notes it. It’s a good example of little details that guild leaders have to watch out for and which might not cross our minds until it’s pointed out, possibly quite sharply. The Handbook rescues us from being thrown in at the deep end in numerous murky ponds.

Saying that, there are a few points where Andrews’ advice appears clunky. When talking about how to prepare for raids as a raid leader he basically recommends that one tell the group everything about the fight. Personally I’ve found that breaking down a fight into what each role (tanks, healers, DPSers) need to know is popular both in my active raid group and PUGs. In my opinion dumping all the information on people just drowns them in it, but giving them the bit that pertains to them makes it bite-size. He then goes on to talk about the importance of morale and constructive communication in post-combat raid leading, which I thoroughly agree with.

My biggest qualm with the Handbook is that it generalises a tad much. Sure, Andrews is presenting a guide applicable to all types of communities in all types of MMOs – he has to generalise a bit. But if you’re using the book in relation to a specific game you may well need a pinch of salt. For example, Andrews’ recommendation to be recruit by going out among strangers and recruiting is all very well and good, and worked brilliantly for me in WoW a year ago. Nowadays if you showcase your leadership abilities in a LFD PUG in WoW many people will think you’re being weird or pushy – and tell you that. Regardless of peoples’ reactions to a stranger from another server being social at them, the game simply doesn’t facilitate re-grouping with prospective recruits cross-server at present.

He also goes into some depth about the differences between raid and guild leading. This is the only time that I wholly disagreed with his expertise. He suggests raid leading and guild leading are a completely different kettle of fish (who puts fish in a kettle anyway?); in the former role you need to be prepared to shout at your raiders. Whether it’s due to different experiences or just his need to generalise, in my opinion Andrews’ wisdom fails him here, as my Kingslayer group stands as at least one example of a raiding style which succeeds at endgame content without screaming at or chewing over my raiders, which he seems to suggest all raid leaders will have to be prepared to do. If this is what he meant I believe him wrong – if not, I believe the text misleading. I’d quite like to hear Andrews’ take on that!

All in all, sodium chloride taken into consideration, I think Andrews’ book is a timely addition to the MMO world – and to my own bookshelf. His closing thoughts are as grounded as his opening ones and underline the fact that MMOs are a reality; whether or not individual MMOs can keep up or fall by the wayside, MMOs as a genre will be around for a long while. They provide something for us as players – the chance to partake in, create and resolve conflict situations – which ties them, as a platform, to us as real individuals.

Lodur gave publication details for the Handbook in his post but just in case you missed them;

The Handbook retails for $24.95 US ($31.95 CDN). It can be purchased directly through the publisher’s website.

Bah Humbug! PUGers, Use My Name

Hello, my name’s druid and I’m a PUGger.

That might as well be my name – or yours. We’ve all been privvy to it: “Druid go tank” “warrior u nub pala tank” “priest dead other priest heal”. Addressing someone by their class rather than their character’s name is rude, it’s lazy, and it’s adding to the stagnation in WoW’s pond.

We give our characters names for a reason. It helps us differentiate our character from the millions of other blue-haired and glowy-eyed sacks of muscle. Everyone has a different method for choosing names – I know some people just mash the keyboard until something looks good. For me, choosing a character’s name is an involved process requiring an etymological dictionary, babynames sites and a chunk of time staring at the character creation screen.

A name is part of an identity. In WoW it’s the only thing that we can tailor to be completely unique. It’s more important for some players; for role players names are part of an entire personality. But we all name our characters and I’d bet it’s not just role players who agonize over hitting the Right Name. I do and it’s just because I like to give my lil’uns a starting point, like a header for a clean slate starting at level 1.

It’s disrespectful to not acknowledge the thought and identity we put into naming characters. Yet in WoW I rarely see people use names in social situations where they have no attachment to people. I’m talking about random groups; it’s painfully obvious that anyone inclined to call by class name will do so in a group full of strangers. But why?

Imagine a paladin named Spongebob. He runs 5 to 25 man PUGs and uses character names as little as possible. The first and most obvious reason is that he doesn’t have time to check a name. Things can get hairy in group content; if the death knight is about to become a bubbling heap on the floor it’s reasonable for Spongebob to yell “DK move out of fire”. But if the death knight is in no more imminent danger than getting toasty-warm toes, Spongebob doesn’t really have any excuse not to check and type his name.

Granted, the Death Knight might have a long and well considered name like “Enginescannae”. You know, one that’s a mile long. But that’s where just typing the first few letters of the name works wonders. Just a quick “Hey Takeitjim Engi, fire move!” acknowledges the death knight’s name and communicates clearly.

Ah, communication. That is why using names is practically crucial. If someone needs to do something right the nitwibble now then letting them know using their character name gets that across perfectly. Using a class name can come across as confusing, particularly if it’s spelt wrong – the amount of times I’ve read “durid do X” and thought “which one is durid? can’t see anyone by that nam… oh! Me!” Not to mention the fun to be had by saying “shaman go heal” when there are multiples of that class in the party.

Of course, at the dark, murky heart of the issue is the fact that PUGs mean strangers. Spongebob’ll probably never see the party or raid members again, particularly in 5 mans. He can afford to be lazy; why bother putting the effort in to be social? He might even occasionally look at other players like they’re the local armour repair vendor.

Being with strangers also means there can be what I call a Pecking Order Issue. Chaos can ensue unless boundaries and/or hierarchy are stated and accepted. The tank is traditionally top of the pecking order in 5 mans, but frankly that hierarchy is obselete and most players ignore it. In 10 and 25 man PUGs the hierarchy can be shaky or non-existent if the raid leader isn’t capable of holding things together or setting boundaries.

Now, Spongebob may be a player who needs a Pecking Order; perhaps that’s what he’s used to with his guild or in real life. He may also be a player who likes to be at the top of that Pecking Order and perhaps doesn’t feel he gets to be often enough. Telling the priest to “go heal” removes the priest’s choices in playstyle and identity, lumping them into a faceless group. It also asserts Spoongebob as the authority or arbiter. It’s like saying “oi black haired person go play the violin cos I say so.” Quite often it’s meant as a challenge, and if no-one speaks out against it then it becomes status-quo for the run. Spongebob will take it as freedom to act and talk how he likes – and no-one likes a bully.

I’m not going to spend hours saying that random dungeons or PUGs are a good or bad thing and they’re making the social aspect of the game worse. What I have said, and I stand by like a hairdresser with a maniacal glint and blue hairspray, is that making a statement using names wouldn’t kill us. It might just remove some of the ridiculous schoolyard-like standoffs and get WoW’s social pond flowing freely.

What do you think? Do you get annoyed by class names being used, and if so how do you react? Or do you think it’s fine, perhaps use class names often yourself? Do you think it matters in the name of ettiquette, or do you think it’s just an unimportant habit in a game?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Herding Kingslayers

HerdingKingslayers

I regret to announce that my planned post for today has to be put back to a later date.

Why?

Herding Cats and friends downed Lich King 10 last night. OK, the post title was a bit of a giveaway.

Excuse me a second.

w0000000000000000000000000000000000000000000000000000000000000000000000000t!

 

I’m really happy. And really proud of my group. And really excited that we got it. And really, that’s a lot of reallys. Why? Well, any guild leader or raid leader is proud when their group achieves what they set out to do. But I’m particularly fond of my group and I hope you don’t mind me rambling like a proud parent today but it’s true: we’re not your Usual Suspects, and it goes to prove that you can achieve it no matter your setup.

For one thing we’re a casual guild. We only raid one to two nights a week – Sunday and every other Wednesday.

We’re also not a full ‘guild’ – Herding Cats started off raiding as a real life 5 man of friends filling the spots with PUGs. We went hunting for friendly and mature instead of imbah skilled players. We ended up with a network of people to work with – and a core 10 which melded together as a single unit. Herding Cats became Herding Cats and Friends.

We’ve never all been on voice comms. Some of us play in the same room, adding one or two over skype. The rset of the communication has been achieved through everyone working towards clear text communication.

And, like any raiding group, we’ve had our share of drama. We all found it stressful at points, there were clashes and strains. Heck, it was just two weeks ago while we were learning the Lich King fight that one of our Herd Friends suddenly dropped news that he was going to another guild.

Through all that – we achieved – and I’m proud of us. The line up:

Ulram (bear tank) – managed to overcome finding tanking really stressful to do a perfect job with crazy amounts going on – including finding the time to do extra hybrid crazystuff. Also came up with some cunning tactics including the last piece of the puzzle which got us through Vile Spirits to victory. Can put more varied inflections into the word “arse” than anyone else we know.

Ekatrina (paladin tank) – and dedicated co-raid leader. Took to tanking like a foodie to the Fat Duck. Never made the same mistake twice; often didn’t make the same mistake once. Always knew where the fack to stand and tough enough to calmly eat Soul Reapers for breakfast in strict 10 man gear. Came up with the very practical (and immensely satisfying) idea of making us practice the Defile Dance with Tirion Fordring playing the role of Arthas.

Pitil (discy priest) –  started out a tad unconfident months ago: ended up as the healer performing the most complex and versatile role in LK fight – and professionally so. Also, our raid’s provisioner of cupcakes/vital provisions.

Gorgakh (resto shaman) – rock solid. Always totally reliable and consummately calm, which in healers are nigh-godlike qualities. Even when he had a kitten attacking his foot.

Thrakha (Fury warrior) – example of what someone *can* do if they really work to be the best. And inspired that in others too, keeping the tanks sharp 😉 Currently to the best of my knowledge raiding with three different guilds at once, with corresponding numbers of fish feasts.

Urkra (Unholy DK) – went from being very unconfident as a wow player to topping our DPS meters and rarely making mistakes and keeping an open mind on play improvement and new tactics. Achieved all that on a non-official Hardmode: completing half of the bosses unable to talk on skype due to playing in the same room as his wife watching X-Factor.

Nergalian (enhancement shaman) – Sharpest reactions of everyone despite a slightly different style of playing – and despite the kitten Conan, slayer of raids. Her bouncy multi-cultural pop music and fish feasts also kept us all going up on the Throne.

Karkass (destro lock)always cheerful and positive, which is a raid-saver at times. Also, always willing to be flexible on filling different roles, which in turn helped keep us all sane. Karkass’ brainwave of teleporting back from the Valkyr was also something of a lifesaver. Overall: Karkass the Lifesaver.

Simbaria (survival hunter) – having missed most of ICC, he joined us at the last minute and picked the LK tactics up immediately and flawlessly. Impressive.

(Ahem, I’ve been instructed to put this in by Kat):
Mimetir, aka Apeorsa, figured out every fight mechanic first time, bent the needle on the healing meter, pushed through raidleading challenges from a vanishing raid member to general stress levels, and NEVER STOOD IN DEFILE. Seriously, not once.

So what now? A break from raid leading – just a couple of weeks to chill. Then in a couple of weeks we’re all meeting up for a Herd Moot/guild meet, and we’ll look to our next goal then, probably with the help of copious amounts of ale.

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

10 Reasons People Don’t Heal

I love healing. I have four healers, three of whom I play fairly regularly. I tend to be automatically drawn to healers in games. I’d shift out from Bookin and throw heals if the group’s dying. As plate DPS I run around telling people to stay still so I can bandage them.

Heck, in Team Fortress I default to the medic when my team’s limbs are flying freely.

But I know a lot of people who avoid healing like a Lich-bourne plague. Curious, I asked a few of them why it wasn’t their cup of tea, and thought back over some of my more negative experiences as a healer. I’m sharing these thoughts to see if anything rings true with you, whether you heal or not.

10. Visuals. Mostly we get to watch lil’ boxes rather than the pretty moving pictures on the rest of the screen. I’ll give that a moment to sink in. We don’t actually see the game we’re playing and paying for, whenever we’re healing in a group situation, just some bars going up and down. I can see why people wouldn’t want to watch that all the time. (Tho settling into the ‘healzone’ and watching those boxes can also be a reassuring balm for a healer. Or maybe that’s just me.)

9. Reaction based. Playing a healer requires you to think fluidly rather than do the same things over again, like DPS rotations. While this might be great at times it can also be daunting to commit to constant thinking in a ‘relaxing’ game. Not only that but healing’s very reaction based – current content tends to require quick twitch reactions both on plain ol’ healing and getting out of yon fiery goo. Those reactions aren’t something some people have permanently at their fingertips.

8. Personal preference. I believe there is a “role” in everyone. Some people ARE healer players. Some ARE tanks or DPS. What you play is obviously personal preference. But if you’re getting uppity when playing your feral cat character because you’re finding the rotation an absolute nitwibble, perhaps you’re unlikely to go for another stressful role – healing – as a change.

7. Perfectionism. I suspect a lot of healers are perfectionists. Deep down, we like to succeed in keeping everyone in tip-top shape. I don’t know about you but if people die from anything other than a one-shot, my thought is usually “I could have done better.” Even if that person died while I was a jot busy, like avoiding adds while jumping out of fire and cleansing a ticking disease. And healing the main tank who’s being mushed by an enraged boss. I can see some people might like to avoid engaging their inner perfectionist regularly.

6. People are stupid. Healing setups and assignments are things which some non-healers don’t think about and aren’t interested in learning about, whether or not it would help them support their healers and organise  more cohesive groups. The amount of times I’ve been in PUGs which have said “we need 5 healers anything will do” and we get 3 trees, 1 holy priest and an offspec resto shaman and are then expected to heal a Festergut25 attempt… which leads on to:

5. Blame game. Other members of the group tend to look to us healers first if someone dies or things go wrong. Sometimes the blame’s genuinely ours – everyone makes mistakes. Sometimes, in PUGs or randoms particularly, we’re just the easiest ones to blame – people died after all, and that’s what wiped us. Yep. Can’t be anything to do with the hordes of uncontrolled adds chewing healers’ faces off. Other times people aren’t blaming us at all but asking for information on what we saw and because many healers carry the can of blame we can get used to assuming blame anyway. It’s an uncomfortable position.

4. Responsibility. Healers are often put in a spotlight. Your tank healer is standing in the fire and your top DPS has eaten a nasty DoT. Which one dies? If you falter then everyone will die, if you make the wrong decision then everyone will die. Everyone might die anyway. Those decisions can be hefty responsibilities to shoulder and it’s easy to have a rabbit-in-the-headlights reaction.

3. No influence. Think about it. If any tank says “jump down that hole” you jump down that hole. If a healer tells someone to do the same, the healer either gets told to “stfu”, kicked, or a reputation for being mouthy – before they’ve finished the sentence. Even when the other half of the sentence is “…because if you don’t those adds are going to rip out your ey-ohnevermindthen” Ah, the trials of being an unsung hero.

2. “Meh: Lose” situation. Being a healer’s far from win-win; there’s no criteria for personal ‘win’. If people don’t die then you’re performing adequately – at present. If people die, you’ve ‘lost’ or failed. The closest healers get to winning is on healing meters, which amount to superfluous and unfair competition given that different healing classes perform in different ways. The healing puppetry show is far more than “Heals Per Second – that’s the way ter do it!”

1. Mystery. Many gamers are used to “survive by killing that horde of zombies” or “save the world by sticking your sword in Mr. Mwhahahha until he falls over”. Not “save the world by by enthusiastically patching up your group’s assorted grazed knees and bumps on the head.” For players used to the former mindsets and styles, I gather that rolling a healer and then progressing through a game primarily with friendly and defensive abilities is a bit like “now go and live the same life as everyone else does using nothing but a chinchilla for defence.”

Now it’s your turn. I’m curious about this – do you have any reasons to add as to why you or someone you know won’t heal? Do you vehemently agree or disagree with any of these – or are you not fussed either way, given that it’s just a game? And do you think shedding light on these things will get healers a little more respect – if indeed we deserve more?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.