A Letter from a Level 25 Guild Leader

First, I just want to say to my Chicago readers that you should be extremely proud of your team. They’re going to be an awesome hockey franchise for years to come. And oh my god did they give me the biggest scare of my life.

Anyway…

I found this letter linked on Reddit the other day. It’s one of the side effects of the new guild leveling and perks system in WoW.

Dear Plebs,

If you’re here, and raging, it’s probably because you just realized you were gkicked. I’ve already deleted all your forum accounts, and removed all your boards. There’s nowhere you can post or vent so please, just read this.

For the most part this was an awkward experiment we never intended to go as far as it did. I jokingly recruited a few people out of trade chat, gave them ginvite power, and this thing for the most part grew itself. With it was the nice realization that our 10m raid crew could push levels faster and not have to farm heroics every day, so we let it ride. We figured it was a nice give and take, you guys got the best perks available and we got our XP cap every day. To be honest we mostly let it go because we thought cash flow was going to be awesome, but it turns out you guys were collectively pretty sh*tty at farming gold. (Over the last 5 months we’ve made about 14k off of a roster of 900+ people). But the XP was flowing, life was easy, and this was a nicely self-sustaining little eco-system that we just sat back and watched grow.

Unfortunately what accompanied this was an alarming number of less desirable members. Guild chat was basically useless, there were too many idiots to even try to manage, and for the most part nobody wanted to do anything. We gave you forums. We gave you vent. We gave you calendar events. We left GMOTD’s saying “come sign up on the forums for X event!” and 2-3 people would do it. We tried to coax some of the more promising members into leadership roles, we gave them an entire section of the forums with spelled out raid strats, pvp discussion, and more.

We tried. We really did try.

What we got was a whole lot of nothing but people bitching that we wouldn’t buy their epic flying, or pay their repair bills, or let them have potions out of the bank. People whining that we never carried them in our main raids, or that we didn’t run them through heroics or lower level dungeons. We got a million stupid questions a day about how to spec or what stats are good for X class. We got the few people we thought were worth keeping making a mess out of the little power we gave them. Promotions / Demotions were fucked around enormously, guild MOTD and notes were all ruined, and gchat just eventually became a giant sea from which all the idiots could troll.

When we hit 25 I kicked everyone that was inactive. I gave you all a few weeks after I cleaned out the roster to see if you would actually do anything other than occupy space in the guild pane and badger the bejesus out of us with stupid f*cking tells. I gave you your time to finish reps, buy heirlooms, get what you needed, and get out. The time has come, and now, the ride has come to an end.

That’s not to say you’re all bad, or useless, but let’s be honest; any of you worth a sh*t shouldn’t be in this guild anyway because the reality of it is that we’re never going to do anything but 10m raiding. We have no spots for you. We have no spots in an alt raid for you. We have nothing to offer you but a backup spot on a roster of people that don’t ever miss raids. It probably seems like a dick move to kick you, but in the long run we’re doing you a favor.

So, to all of you, thanks for what you did, we hope you enjoyed the perks while they lasted, but we’re ready to have our nice quiet, mellow guild chat back. Enjoy the heirlooms, enjoy the mounts, enjoy the recipes, and I hope you enjoyed the ride. I can definitely say it was at least, interesting, for me.

I sympathize with what the GM went through. The guy tried to help create a cohesive ecosystem  out of chaos but ultimately wasn’t able to pull it off. It virtually polluted the guild and he got frustrated with everything before dropping the reset button. It sucks putting time and effort in, just to get stomped on or disregarded.

At the same time, I can’t help but imagine if there were a few productive members in that pool. If the GM had been open from the start stating that they were going to be utilized in power leveling the guild to 25 and in exchange those members could purchase whatever rewards they wanted heirloom  wise, would that disclosure have made a difference? I can’t help but wonder if the situation could have been salvaged. What if incoming players were more thoroughly filtered? 

I still think the design of the guild leveling and perks system was a good decision for WoW.

There are always going to be guilds that will abuse the system and the players. That isn’t the fault of the system though. There is much more “power” to the GM’s position and that of the leadership. When there were no guild levels or perks, guilds were nothing more than organized geeks. But now, not only can a GM wipe away membership they can also remove a member’s access to powerful bonuses and items.

On a side note, we discussed player satisfaction and guild leaving in  Episode 16 of the Matticast. If you’re torn between leaving your guild for personal progressions, listen to our thoughts on the matter.

Tough Call: Fighting Progression Frustration

Image courtesy of leonardobc

This week the crew has been hitting our heads against a progression boss, and the talk around the campfire has a decided air of frustration to it. As a leader, you need to be aware of your team’s motivation levels when tackling new challenges. Encounters surpassing your raid team’s ability level can often turn frustration into futility.

But how do does a raid leader handle this precisely?

The same way we handle any problem – with planning and execution.  Sun Tzu, who probably would have been a Vodka/Paragon level raid leader, teaches us:

“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.”

It sounds simple, and when you’re doing it well, it really is simple.  Knowing what needs to be done ahead of time and adjusting as you go along are the two key ingredients to successful raid progression no matter the size of the raid or the strategy being used.

Below are a few points I recommend keeping in mind when your raid team is approaching difficult content:

Planning For Raid Progression

  • Read, understand and analyze the intended boss strategies as dictated by your raid leaders well in advance of attempting the fight. This allows you to see mistakes as well as make changes easily.
  • Be honest with yourself about the capabilities of your team. Have an idea where your weaknesses and strengths lie. This could be include aspects ranging from movement, DPS, healer skill or people with high raid awareness.
  • Know when to call a wipe and when to extend an attempt to see the next phase. Part of your team being dead might still allow the rest of the raid to practice key mechanics of the fight.
  • Experimentation is good. Figure out what works and what doesn’t when you deviate from a typical boss strategy. It might just be easier for your team.
  • Ensure your team is on the same page. Present a united and focused front for your troops to follow.

Sometimes, though, even our best-laid plans… well, you know what happens.  So the question becomes, what next?  What do I do when my team is getting weary, my strategies are in question, and I need a win quickly?

First of all, do not ditch your plan just because it isn’t working.  A strategy can fall apart in a lot of places. It may be execution, it may be a certain raid composition due to attendance; it could be any number of factors.  Find out where the strategy is failing and decide which elements you can change.  Can you swap personnel?  Slight positioning adjustment?  Time your cooldowns better (this is often a fix in Cataclysm raiding)?
Whether your plan needs a complete overhaul or just some minor adjustments, it is still crucial to address the frustration of your raiders and regroup.

  • Do not avoid the tough conversations. When your members bring up their gripes, listen to them. Answer appropriately.
  • Know the difference between toxic negativity and someone just blowing off steam. Sometimes people just need to vent. However, there is line between getting out some frustration and poisoning the morale of your squad.
  • Give responses that are logical and concise. You need to lay out for your team exactly what you’re doing, why you’re doing it that way,  and why you don’t think it can be done in an alternative way.  The more details, the better.
  • Accept suggestions and give them their due consideration. After all, if the 9 or 24 other people in your raid aren’t intelligent enough to help you with their observations, then you probably shouldn’t be raiding. Applaud valuable and constructive criticism from your raid.
  • Kill the boss and go out for beer!

Remember, the future is brighter.  Your raid will down this boss and will continue downing bosses. Success breeds further success.  Get out there and prove you’re all winners.


Reader Question

Last week, regarding my post on Real Officer Set-Ups, Kalette asked:

“Do you have any comments on how to incorporate this into a 10 man guild with two separate 10 man teams?”

Recently I had a conversation with Matticus about different ways guilds could operate more than one progression-oriented raid team within the same guild. (See Matt’s post here for his thoughts.) My feeling on the idea is that when you’re setting up policies for your guild, (attendance, loot, recruiting, critique, etc) they should apply to everyone playing that portion of the game, not just your raid team.

Clearly each raid needs their own raid leader, both of whom will need to be equally trusted by the GM, and trusted to work alone, because at least one of them will likely be raiding in without you overseeing them.

Beyond that, I think you could pull off a two 10-man raid guild with the same positions mentioned before.  You may have to get creative about which officer raids with which team, but in theory your role officers could oversee recruiting, critique and mentoring for every raider under their domain.  Since we’re talking about smaller numbers, they would each be responsible for roughly the same amount of players as they would in a healthy 25-man team, they would probably just need to be better at analyzing WoL logs parses since they can’t see everyone first hand.

Another approach is to combine a few roles, and have those role leaders cooperate with each other.  Tanks and melee DPS can easily be combined, and you could put ranged DPS and healing in a group together.  Then each 10-man raid would have one officer over each of those pairs.  Outside of raid, you may naturally specialize and have one ranged/healing role leader who is more attuned to healing and another who is better at the pew-pew, but so long as they can learning from each other, you can benefit from both being specialized.

By the numbers:
1x GM
2x RL
1x each Role Leader

Alternative:
1x GM
2x RL
2x Tanks/Melee Leader
2x Ranged/Healing Leader

I think the key caveat I’d make is that recruiting should still be done on a scale of “does this person meet our guild’s standards”, not just will they meet the needs of Raid A or Raid B.  When you’re fielding two squads who are both responsible for pushing progression and increasing your guild’s standing, it’s important to make sure that every raider meets the criteria to deserve that guild’s name above their heads.
Kalette, great question; I hope this helps.  If not, call me dumb and I’ll give it another look.

As always, leave your questions/comments/paternity suits in the comments.  I’ll lovingly read them all.  Also, if you have a topic you’d like to see addressed in a future episode of Tough Call, just let me know.

11 Suggestions for the New Guild Leader

Whether it’s Rift, WoW, or Star Wars: the Old Republic, guild problems and solutions can be carried over from one game to the next. Having organizational skills are crucial to being an effective guild leader.

I went around and had an open call with several guild leaders in the community to see if they had specific advice to offer to anyone who wanted to  be a guild leader (Many of them started off with “Don’t do it”).

Think long term

Well planned guilds have long term commitments from the leadership. I’d classify long term as something over a year. Conquest has been around for almost 3 years. It wasn’t something I wanted to just do for 6 months. I wanted to commit to it over a long period.

The top bit of advice I can give is find your essence and let it guide you. Find what makes your guild truly unique and special, and be proud of it. That essence isn’t your ranking, or how progressed you are – it’s what makes the people and the team a fun place to be. My guild, Imperative, started with an essence of serious college gamers with a light schedule, and even a year later, we’ve still got that one core. 

Don’t ever sacrifice that essence for short term success. Think in the long-term. Starting now, don’t think about making a “successful guild in Firelands” – think about making a kick-ass guild in patch 4.5, or the next expansion. We have an old saying that “progression is a marathon, not a sprint.”

As a guild leader, you have quite a responsibility: you will be solely responsible for the happiness of several people for multiple hours each week. People are going to look to you for the enjoyment of their hobby. At times, it’s easy to feel that burden and consider quitting. At times, every leader will get a feeling of burn out and think that the costs outweigh the benefits. Just remember that what you have is real, even if it exists within “just a game.” There is an essence to your team that can never be recreated, and it has value beyond the game.

Blacksen, Imperative

Delegate what you can

For some players, assisting comes naturally. In other cases, it’s best to outline exactly what you need your officers to do. They want to help but may not know what boundaries they shouldn’t cross.

If you’ve never been an officer before, you will be absolutely overwhelmed with the amount of time you will need to dedicate to your guild as the guild master.

The best piece of advice I can offer an aspiring or new GM is to delegate. Delegate, delegate, delegate. I’m a bit of a control freak myself, so it’s difficult for me to delegate, but surround yourself with people you trust for officers, and give them very clearly-defined duties. If you’re not the raid leader, refer ALL questions regarding raiding to that officer. If you’re not the bank administrator, refer ALL bank questions to your bank officer. If you’re not the caster DPS lead, refer ALL questions concerning caster stuff to that officer. See the pattern?

Kurn, Apotheosis

Pace yourself

While some organization is important to have from the beginning, take a bit of time off and actually play the game. It’s not a bad idea to have a dry run of different policies to see how effective or received it’ll be by the crew.

Start slow. Don’t try and create the entire guild structure, loot system, various rules all at once. All guilds started as a group of friends just wanting to get together and play some World of Warcraft. If you have goals, lay them out and set out to accomplish them. However, if you spend all your time setting everything up, you’ll never get around to doing the fun part that keeps people coming back every week: killing bosses.

You won’t see all the bad (or good) situations that will come up through the course of your tenure as GM, so don’t try to look for them. Shoot from the hip and go with what feels right for you and your team.

Borsk

Manage Expectations

Lay down tangible goals. Set out deadlines. Anything that helps indicate progress is good because players want to feel like they’ve actually accomplished something.

Setting expectations is key to a solid leadership foundation. By managing guild member’s expectations, you can mitigate disappointment and set the stage for exceeding expectations. People enjoy a sense of accomplishment, needing it as a component of motivation. If you set expectations that cannot be achieved, there will never be a sense of accomplishment. On the other hand, setting expectations that can be successfully met will lead to people achieving the expectation, gaining a sensing of accomplishment, and providing them an opportunity to exceed expectations, further contributing to their self motivation for success.

Within my guild, the expectation was set that we would hope to start 25m raiding within 1 month, allowing plenty of time for people to get to level 85 at their own pace without the pressure of having to take time off work or sacrifice spending time with friends/family during the Christmas/New Years. The reality turned out to be 30 excited nerds hitting 85 within two weeks and two 25m bosses down in the 2nd week of release. This far exceeded all expectations that had been set, invigorating the guild with a massive sense of accomplishment and injecting an incredible amount of motivation.

_M

Invite with Caution

It’s entirely possible to fire off too many invites at a time. This can be counter-productive to your cause. While low barriers of entry are okay, at least some player standards should be maintained. I’m not referring to just gamesense or players skills. Being in your guild should be a privilege.

Back in the mid-BC days, I cycled through 5 raiding guilds in as many months simply because they fell apart. They got too big too fast, a group of 4 or 5 people quit in rapid succession, or the better raiders spread themselves into too many teams leading to progress stalling, the symptom could be any of the above (or something similar that I didn’t mention). If you want to start a successful raiding guild: guard your ginvites closely. After going through a new guild every month, I got sick of the transitions and, along with a few friends, founded a raiding guild that, at most, recruits 2 new players a week (though most weeks we didn’t recruit at all). I’m still a proud member of that guild today, 3 years later (and am now the guild leader).

If you guard your ginvites, your members begin to understand that while you might use the occasional pug, being a guildie is something special. This in turn fosters a sense of community that makes raids and 5-mans more enjoyable. It also makes for a nice reason for them to stick around when progress stalls (we all have hiccups in progression every so often). One team of ours bashed their heads against the Lich King fight for a solid month and not one person left the guild (this was before the guild rep system, so they could’ve jumped to another guild without any long term problems). In short, be selective about your ginvites. You can group with anyone, but guildies should be a step above the rabble.

Zet

Recruit like minded players

Heard of the phrase birds of a feather will flock together? It applies here just as well. Having similar interests with someone helps lower resistance and it ensures everyone is on the same page. Plus it cuts down on the drama. No one’s going to complain about hating PvP if all the players are into PvP.

Have your mission all laid out? Then you can focus on surrounding yourself those that help drive that mission forward. What sort of people would best fit and are like-minded to your mission? You wouldn’t recruit a bunch of casual players if you ultimately want to become a raiding guild in the top 10 guilds on your server, would you? Its nearly impossible to survive, recruit, and ultimately be a leader who others trust and respect without this defined

Our raiding guild has several officers who are all raid leaders, all equal, very flat organizational structure. We have a level 1 guild master as a placeholder only because we have to. We formed and lead the guild as a team and make decisions that way, period. Not all guilds follow a “cookie cutter” approach, it’s important to take the time to really define what fits with your guild’s mission. 

Bottom line? Start with a focus on defining your mission and build the guild around it with people just as passionate about it as you. 

Gina, Healbot, <Cold Fusion>

Establish your guild’s “identity”

Before selecting your leadership base, it’s a good idea to figure out what you want to do. Don’t try to be everything. At least, not right away.

Are you a casual guild?

Hardcore raiding?

PvP?

Amazingly, once you’ve established what kind of community you want to build, the rest of the pieces will really begin to fall into place. Finding people who share this vision with you in the beginning will really shape how your guild grows. In a Cataclysmic-world, guilds are more than just tags floating above your head, they’re identities. Finding the right guild and sticking with it now has actual tangible benefits beyond just a great social hub and people are (as they should) not taking the decision as lightly. Attracting like-minded individuals who really care about the growth and development of your new guild is important and these people will become your officers at some point.

The Magette

Pick the right person for the right job

Personalities matter. It’s not enough for everyone to buy into the philosophy. Your leaders need to exude the right qualities to appropriately carry out their duties. Putting the really shy guy on the job of evaluations and feedback is not exactly the best combination.

Any guild should not need more than 1 officer per 5-8 players. Example: a 20 – 25 player roster (which should amount to 80-100 characters) should have no more than 3-5 officers). Be sure to pick the right person for the right job because your in game or RL friends may not be best fit. Just because someone is a nice person or great player doesn’t mean they are right. A great player could have a condescending tone and attitude, but would not be the right person for an officer whose tone can easily be misconstrued. On the flip side, a friendly sub-par player with the awesome personality may not have enough clout to provide the right constructive criticism.

In short, it’s never easy to pick the leadership core, but it is an first important step.

Quori

Check discipline

Be clear with the rules and watch the grey areas. While leaders do their best in enforcing policy, not everything gets caught. There’s all sorts of disciplinary action that can be taken. Be careful what you do and how you do it.

Depending on your guild set up and recruitment process, it should be made clear what the guilds rules are and what any disciplinary actions may be for breaking the rules. This way if anyone breaks the rules you have a clear course to follow without having to think too much about what to do and by doing so it adds some structure to the guild. No exceptions should be made to the rules or the whole thing will fall into disrepute. An example from my guild is that we have a “No Loot Ninja-ing either in our raids or any PuG you might run while in our guild” – on person ran a VoA pug and ninja’d some loot, which came back to me and I G/kicked him without remorse, as per the guilds rules – which went down well on our server.

Valilor, Aggro my Own Vegetables

Stop trying to do everything

There’s enough responsibility to go around. You know you have too many officers when there’s someone who is sitting around not really doing anything because anything that needs to be done is already done.

Don’t make the mistake of wearing too many hats – if you end up as the Recruitment officer, the website maintainer, the raiding coordinator, the PR officer, the guild bank organiser and especially the guild sounding board, burnout is inevitable. Little things, like making sure that multiple people can update the guild website, will ease daily pressure on you. Logging on to a dozen small issues every day will whittle away at your patience and free time, and make you feel tense at the idea of logging on or checking the forums. Ask yourself if there are tasks that you can delegate, share, or roster – partly to avoid burnout, but also so that if you have to go away, your guild isn’t left with a gaping hole in its management team.

Keeva

Listen

Disagreements are going to happen. Having a group of all yes-men isn’t the best idea. Use them as a sounding board and take into heart what your players have to say before carrying through. Every risk has a possible reward. Every action has a consequence. It’s up to you to decide if it’s worth it.

Who will these yes-men be? Sometimes it may be obvious as your RL BFF, spouse, that dude you have run with since Vanilla, or maybe someone you’ve met fairly recently. Start with a small officer core and take time to work through at least the main start-up issues with these people. You may even want to get the guild up and running a bit before expanding the leadership.

Be aware that not everyone – even your BFF – is cut out for guild leadership – and that may not be apparent until you are in the thick of things. Be sure that the officers are people that can work through disagreements. If you and your spouse have conflicts with both of you running in the same raid, leading a guild together may magnify that. Real life relationships are more important than a game – don’t forget it. Oh, you thought this would be all peaches & cream? Only if your dictatorship is structured well.

Zaralin, Force of Impact

Thanks to everyone who took a moment out of their day to add their thoughts. I would have added more but some of the responses I received would have constituted a post in itself.

That’s what happens when you ask raiding and GMing bloggers to add one response. They give you a novel.

Our community can be crazy sometimes!

Can a 10 man raid team co-exist with a 25 man raid team?

Short, discussionary post for today. You are the GM of a 25 man raiding guild. A player comes to you and wants to form their own 10 man raiding team outside of the hours that your 25 man team raids at. Let’s say that player is unable to match the times that the 25 man team normally plays at but has expressed desire to stay under one banner.

That’s two separate rosters of different raid teams with similar, progression minded goals.

Would this be appealing to you? Why or why not? What type of benefits or drawbacks could there be?

And the big question: What social issues might arise? Can you imagine the logistical nightmares?

What an interesting impact guild reputation has made this expansion. Lodur’s previous post about the subject continues to hold.

Guildmaster Retirement

Atlas.

In Greek mythology, he was a Titan who was doomed to bear the weight of the world on his shoulders.

Actually, maybe it was the heavens (or sky) to be more precise. After all, he was with team Titans and they lost against team Olympia.

My knowledge of Greek is a little rusty.

The weight of the world

When you’re the guild leader, every  action is examined.

Every decision is second guessed.

Every intent, thought, and comment is placed under a microscope. I still maintain that anyone who wants to be a guild leader is insane. It’s even worse when you’re a blogger. I can’t even explain that one. I take pride in my team. Everyone that’s ever played under the Conquest banner, I’ve wanted nothing less than the best for them (even if it wasn’t the guild).

My responsibilities have steadily lessened as I’ve delegated what I could delegate. I’ve always thought that the key to effective management is to give your officers generalized goals and empower them with the necessary authority to do it.

In other words, tell them what they need to do and get out of their way.

You are your own greatest critic. Any guild leader is going to have that inner voice inside of them that doubts their skills and abilities. Despite the fact that I banish those thoughts during raids, the idle mind continues to wander. I can’t help but wonder if good is good enough. And what do you do if it isn’t? I’d like to think that guild leaders mean well and have good intentions. But here’s the thing about intentions:

Intentions aren’t going to get me good grades.

Intentions won’t help me meet deadlines.

Intentions won’t help me pick up chicks at a bar (LFM Wingman).

But all that stress? It does get to people. I’ve watched slowly as guilds ahead of and below Conquest gradually crumbled and fell one by one. Reasons include things from attendance to epic drama to simple lost interest. And those GMs? I guess they just couldn’t hold it together any longer and just said to themselves forget it.

There have been moments in my WoW career where I’ve considered retiring. Maybe move to the interior. Perhaps by a river. Build a log cabin. But what the heck would I do though?

Go fishing in the river? Maybe grow a garden? Sit on a patio drinking wine? I haven’t even acquired the taste of wine. 

So here’s a question for the retired GMs out there

What did it for you? At what point did you call it quits? what happened to your guild?

I have no plans to retire right now. Conquest has something like over 200 members. Those poor saps are still stuck with me.