Build Your Own Guild Part 9: Ambition

Once you have your own little Raid Machine up and running, it’s very easy to get a particular kind of tunnel vision. In the context of Burning Crusade, many new raiding guilds or casual raiding guilds worked and struggled to become the kind of organization that could reliably clear Karazhan. However, once Prince started going down every week, these guilds stalled out or stagnated. Believe me, I’ve seen it–I used to be in one of those guilds! One week, the end boss of the entry-level raid is dead and every one is happy. The very next week, the best players are leaving the guild for more progressed organizations on other servers.

So, What Happened?

Many Karazhan-capable guilds encountered problems after they cleared the place for one simple reason. The guild’s wildest dream had come true, and it’s hard for a guild to outlive its founding vision. When you are at the helm of the raiding guild, it is your responsibility to adapt your goals and plans to a changing environment. Always plan weeks or months ahead, and make sure your guild is aware that you have a vision for their future.

Making Plans

Your thoughts and planning should extend to at least one instance beyond where you are. Collateral Damage practiced an extreme version of this. Because we started late, hitting Serpentshrine Cavern only in January, we had a very small window of time to clear two full tiers of content. We are less casual now than we were when we started, and we spent a full five months in T5. However, we started thinking about the next step about the time Leotheras went down. At the time, attunements were still in place for T6, and the officers started planning and strategizing about how we were going to kill Vashj and Kael. We shared part of our plans with the guild, in the first of what became a series of goal-setting posts from our raid leader.

In T6, we knew time was running short. Attunements were lifted just as we were ready to start, and we knew that Sunwell was on the horizon. Our goal, however, was to get through Illidan and Archimonde–we didn’t think about anything beyond that. We made posts promising a dead Illidan by the end of the summer, and all of my recruitment ads promised full clears of T6 by that time. And you know what? We did it. I think that the planning, goal-setting, and above all, the stubborn refusal to accept the possibility of failure allowed us to do it. Mind you, we’re not a hardcore guild, and we were even less so the first time we took a peep at Naj’entus.

On Progress

In order to survive, a raiding guild must always have progression in mind. Some weeks no new bosses will die–that is only right and good, as it is the sign of challenging content. We don’t want it to be easy, right? However, a guild must never be content to rest on its laurels and only raid farm bosses. As your group masters more and more bosses, the farm list will grow longer, potentially leaving less and less time every week to work on new content. There are two ways to manage the dichotomy of progression and farming: the fast method and the slow method. Each way has its own benefits and drawbacks.

The Fast Method

Following this method, a raid leaves farm content behind as soon as it is feasible. The raid may set some essential gear goals, like a certain amount of tank health or survivability, but no attention is paid to the completion of gear sets or the acquisition of best-in-slot items. End bosses in particular, because of their relative inaccessibility and high level of time investment, are more or less neglected. The raid may kill the end boss of an instance three or four times at maximum, and all fights in the dungeon will not be on farm status before the raid moves on to the next boss. Inevitably, gear gaps arise, as people do not have the opportunity to collect all the gear from the instance. In Burning Crusade, players looked to badge gear, craftables, and Zul’Aman gear to fill the gap. Similar opportunities for gear outside of raids may also be available in Wrath. This method allowed Collateral Damage to get through T6 in short order, but if you ask some of our members, the progress was too fast at times. The pressure was consistently high, especially for a casual raiding guild, and members spent a great deal of time outside of raiding optimizing their gear.

However, the great benefit of this method is that players never get bored. The challenge is consistent, and the raid doesn’t stagnate. Even if they farm on Tuesday, they know they get to wipe to fun new content all night on Sunday. If you are a guild behind the curve of progression, which many guilds that start up at the dawn of Wrath might be, this is probably the best progress model to adopt. Before you do, however, make sure your players are up to the pace.

The Slow Method

According to this tactic, the raid farms instances until the majority of its players complete their gear sets. These guilds do spend time on new content, but they happily farm the old until they reach a comfortable overall gear level. If the guild follows this method, the members have little need to acquire gear outside of raid instances. They can spend their non-raid time in less stressful ways. The risk, however, is that members will get bored. Over time, a good raid can master so much content that it is impossible to go through it all in a week. There will always be people who want one last thing out of an old dungeon. Take, for example, all those raiders, casual and hardcore alike, who farmed Karazhan into the ground.

The slow method, however, can backfire as easily as the fast method. Raiders may become complacent and sloppy if they’re not motivated to reach new content. It feels terrible to wipe repeatedly to farm content–this is what happens when players do not pay attention or, worse, stop attending farm days.

The Happy Medium

Is there a way to combine the approaches? I would tend to say yes, but from my experience, certain types of guild structures manage the struggle between farming and progression better than others. Naturally, hardcore guilds are the best at farming–they have structures that ensure their members’ attendance, and those members tend to be really interested in raiding anyway. Smaller guilds will always have an easier time leaving instances behind than guilds with deep benches because they have less members to outfit. However, small guilds run the risk of not filling farm raids if members lose interest. However any raiding guild, regardless of size or structure, can both farm and progress, as long as its leadership is actively managing the relationship between the two. The key idea here is responsibility: farm responsibly, and progress responsibly. Here are some tips on maintaining the equilibrium between these two opposing terms.

1. Farm it like you mean it.
When you do farm old content, or clear the front half of an instance in order to get to new bosses on the back, play as if every fight were a progression fight. Many raid leaders will be tempted to be more inclusive on farm rosters, letting more casual members of the guild see the content. Do this with caution. Make sure that whoever you bring along will not slow the group down. Your highest commitment should be to your regular raiders–make them happy, and you will have a stable guild. I also advise against allowing raiders to bring alts in farm content. In the long run, they will be sorry they spread their DKP over more than one character, and their play may even suffer because they have not concentrated adequately on one class and role.

2. Always have progression time.
In a 12-hour raid week, which seems to be a typical raid schedule, try to dedicate at least 4 hours to new content. That is enough time to take down a new boss if it’s fairly easy or to make significant progress on a difficult one. I have seen bad weeks and good weeks of raid progress, but the only thing that guarantees a stagnant week is dedicating insufficient time to the fun new stuff. Make sure your people have a reason to farm quickly–they should know that, at the end of their raid week, they get to challenge themselves with something new.

The key idea here is reasonable progress. Don’t force your raid through content at lightning speed, but don’t let your group stagnate either. Remember that a guild that makes steady progress will be happier and more stable than the server-first guild that rushes through thanks to sleep deprivation and a Raid Leader who knows how to crack the bullwhip.

After all, what are you going to do when you run out of content? At that point, it’s all farming until the next patch comes out. Make sure that when your guild gets to that happy point, the members all like each other enough to stick around through some slow farming weeks. That’s the kind of organization with real staying power.

Build Your Own Guild Part 8: Dealing With Feedback

Successful guild masters and officers are always attentive to the concerns of their membership. It is your job to understand your guild’s psychological makeup and status. If your raiders are happy and enthusiastic, you’re probably aware of it, as people tend to be demonstrative about positive emotions. However, little worries and concerns can bubble below the surface of an otherwise stable guild, and, without the leadership ever being aware, a small problem can turn into a guild-breaking one overnight. How can you address these explosive problems before they grow to dangerous levels? Read on for some tips on eliticing–and dealing with–feedback from your members.

How Do I Get Them To Talk to Me?

Face it, Guild Master, you are one scary dude or dudette. You are The Man (or The Woman), and that means most people will tiptoe around subjects that might be controversial when you’re around. Rest assured, however, that your guild members have opinions, and they want the leadership to listen and to react to them. Here are four things you can do to get your guildies to tell you their little secrets.

1. Have Guild Meetings on Vent
Collateral Damage does this every couple of months, and it’s quite helpful. The officers start out with a little “state of the guild” address and then turn over the floor for member questions and concerns. Now, when it’s time for members to talk, don’t expect the discussion to start immediately. I learned through teaching my college classes that a little silence is ok at the outset of a discussion. People are getting their thoughts together and mustering the courage to speak. You can ask little questions to prompt them, but make sure you let people have time to get the ball rolling. From what I’ve observed, the first person to speak will say something really positive. Others will comment on it, but the feedback will start to roll in. Eventually, you may get people’s most passionate objections to your guild policies. The important thing in such meetings is to listen. Let people know that you will hear their concerns and take them to the table at the next officer meeting.

I can tell you, sometimes CD officers have felt frustrated and under-appreciated at our open meetings. Try to think beyond yourself and your immediate reactions. Is there something helpful you can learn from a person’s complaints? We’ve found that even the most ardent whiners aren’t able to sidetrack the guild from its most cherished goals. However, we’ve also discovered some useful information in open meetings. In at least two cases, at the next officer meeting, we changed policies based on public opinion.

2. Post Officer Meeting Notes
Officers spend a lot of time discussing policy in meetings–earn credit for that time with your members by posting notes. You don’t have to expose every controversy, and naturally, anything pertaining to specific players should be kept quiet. However, when you’re writing new policies, a little item in your notes that says something like “Discussed Revisions to Attendance Policy” will let your members know that the officers are actually responding to the changing conditions in the guild. CD allows members to comment on officer meeting notes–we get many good ideas this way.

3. Have a Feedback Forum
CD has a forum in which only officers can post and everyone can reply. The purpose is to elicit member opinion on major policies. Recently we have decided to implement a Raider Status and attendance requirement for Wrath of the Lich King. Our policy drafts went up in this forum, and there was a lively exchange between officers and members. We were able to clarify our intentions, and the final document is, as a result, very clean and easy to read. Of course, some members disagreed with the officers’ decision and thought that we should continue without Raider Status. We tried to assuage their (mostly unfounded) fears, but we did hold firm to what we had decided. However, some of those objections led to clearer policy, and as such, they were a very fortunate thing.

4. Allow Members to send PMs to Officers
Your guild website should have the capacity to send Personal Messages. These are like emails, only less formal. When CD members have personal complaints–either something they want to keep private or something that only affects them–the best way to communicate that is a PM to one of the officers. If they do not request that the note be kept private, often we share these with other officers so we get a balanced solution. A good example of this kind of issue is the perennial loot quandary. It has happened several times that a CD member has felt that loot was distributed incorrectly. Sometimes the members are right. Inevitably, things go a little bit awry with any loot system. These member issues have actually helped CD officers revise the loot system for Wrath so that it is more fair to all raiders.

The Two Types of Feedback

As a guild leader you can expect to get two types of feedback: legitimate concerns and QQ. Here is how I suggest that you address each type.

Legitimate Concerns:
Sometimes members are able to see around officers’ blind spots. Often the members are first to know when someone has been treated unfairly. Even in the best guilds, this can happen by accident! Make sure your policies are flexible enough to change if they are really not working.

Here are some common examples of legitimate concerns.
1. One of your guild members is behaving in an offensive manner or specifically antagonizing someone.
2. One of the guild policies has had unintended consequences. For example, there might be a loophole in your loot system, or you might be distributing BoE items like Hearts of Darkness in an unequal manner.
3. A specific member or subset of the guild is feeling overworked or burned out.
4. Something in your raid strategy is not getting desired results.

Sometimes you’ll get a PM and just know that the person has a valid point. When that happens, don’t panic. Reply to the person and let him or her know that the issue is going on the next officer meeting agenda. Make sure you talk about it, and make appropriate policy, rostering, or strategy changes.

QQ

The letters QQ are meant to resemble crying eyes, and QQ is synonymous with whiny complaints. QQ is constant and unavoidable. I am going to make a radical suggestion here for how to deal with this. As you read or listen to the complaint, try and imagine that it is legitimate. Even if you end up disagreeing with the person or even reprimanding her, hear her out before you do that. QQ is called QQ because it’s communicated in a less-than-constructive way. However, separate the content from the means of delivery to find out if, behind the tears and snivels, there is actually a valid issue to be addressed. If the person has a point, put their issue on the meeting agenda just like any other member concern.

The following is a list of issues people tend to feel passionately about in the game. As such, they are likely topics for QQ.

1. Loot Issues.
This will always be the number one cause of weeping and gnashing of teeth in the World of Warcraft. Most of these complaints are unfounded. If you have a loot council, you will be dealing with this often. Try to make the person reasonable, or at least resigned.

However, sometimes loot issues are very much legitimate. If someone is concerned that he consistently gets passed over for loot or that others of his class and spec with similar attendance have significantly better gear, he is probably right. Loot systems of whatever type tend to have loopholes through which many purples flow. These complaints are a way to discover if your system is really working the way you intended it to. It may be that “unlucky” players, or players in certain roles, truly are not getting their fair share. If this is the case, do something about it! Whenever you find injustice in your guild, stamp it out!

2. Personality Conflicts.
In a raiding guild of 35+ members, not everyone is going to get along. Members who are at the high end or the low end of the competence scale may attract a lot of complaints due to jealousy on the one end and resentment on the other. Evaluate each of these complaints for validity. As an officer, you need to know the difference between one of your raiders having a bad day, or a bad week, and just plain out being a bad egg who either does not play up to the standard of your raid or makes everyone miserable. You should also ask pointed questions to decide if harassment is involved. For example, if one of your female members is having to field consistent come-ons from a male raider, this is a legitimate complaint and you should probably kick him. Many guilds let rampant sexism, racism, and all-out prejudice go on in g-chat or vent. In my opinion, this kind of thing isn’t very funny–or very conducive to successful raiding. I would rather play in an organization that’s open to different types of members. Sure, Collateral Damage cuts loose a bit late night on vent, but on the whole we’re an organization that 10-year-old girls could happily and safely belong to. “Cutting loose,” by the way, is different from encouraging prejudice. No one minds a little innuendo or even well-meaning jokes at someone’s expense–the problem comes when members harass each other. As a guild leader, you should be able to tell the difference.

3. Bench Issues
The #1 topic of PMs sent to officers in Collateral Damage has to do with raid scheduling. Long story short, people want to be in when it’s convenient for them and out when its not. A lot of people feel frustrated that they’re not in full control of when they get picked to raid. For the most part, people just have to deal with it. Officers can lend a sympathetic ear, but we know that we have to balance the needs of many different people. Bench happens, more often than some people would like. However, if a person complains that they are consistently being passed over for a raid spot, you need to investigate that issue. Look at that person’s attendance and performance. Does he have a legitimate complaint? Has he been forgotten, or is there a deeper issue? Is someone getting preferential treatment and not sitting their fair share of time? If so, rectify that immediately. No one–especially not officers–should get out of sitting the bench. Sometimes, however, the raid leader is perfectly justified in sitting a player frequently, especially if he’s not performing up to the standard of the group. This can be a good opportunity for the class or raid leader to work with this person on improving his play. After all, raiders are supposed to want to play up to their potential. If that interest isn’t there, it could be time for a frank talk about that player’s status in the guild.

Conclusions:

Don’t fear feedback from your members. Embrace it, and deal with it in a timely manner. After all, you are in service to your guild members. They’re really not trying to ruin your day. When members complain, they do so because they care about the quality of their in-game experience. Never fall back on the “it’s just a game” excuse for unequitable behavior. Sure, it’s a game, but games have rules. They’re only fun if you follow them. One of the rules of being a GM is to create an environment your members feel comfortable in. Otherwise, you’re no better than the three year old who kicks over the Monopoly board and then sticks the house from Park Place up his nose.

Build Your Own Guild Part 7: Day-to-Day Management

For the sake of argument, let’s assume that you’re a new GM, and your guild is finally up and running. You have enough members to start scheduling events, and you’re running at least some raids every week. It might be logical to think that your task as GM is done–if you’ve put in good policies, the guild will run itself, right?

No, dear reader, it won’t. Think of the guild master as the helmsman of a large and unwieldy ship of state. All you can control is your pressure on the wheel–storms will rage above, and whirlpools will draw from below. Heck, in the context of WoW, it wouldn’t be at all out of place to have to deal with a nasty Kraken or two, or at least a few Bloodsail pirates.

The day-to-day business of managing a guild takes time and energy. Many prospective guild masters don’t realize quite how many of their personal resources will go into keeping their organization healthy. At this point, many GMs get frustrated and hand over the leadership. Others fade into the background, letting officers or vocal members de facto lead the guild. A good GM, however, will always be a strong presence in the daily life of the guild.

But…It doesn’t seem like GMs do much!

Most of the work of a GM or guild officer occurs behind the scenes. For many valid reasons, guild members may not be made aware of every little argument or controversy. It’s important to maintain the appearance–and by extension, the reality–of peace in the guild, so discretion is key. For example, my guild is having a bit of a difficult time right now differentiating between friends and family applications and raiding applications. It’s been a multi-hour topic of discussion in officer meetings and the subject of lively debate. We wanted to make sure that the policy we put in–which is now fairly strict–suited our overall guild ethos. However, those hours of talk led to a policy that could be expressed in 50 words or less. What our members see is those 50 words, not the work that led up to it. When I mentioned, in an offhand way, the “F&F controversy,” to a member, he was surprised to learn that officers deal with so much stuff that just doesn’t filter down to the members. This is a good thing. Members are there to play and have fun, and the officers and GM make sure that they are able to do so.

A GM’s Weekly Quests

To borrow a metaphor from the game we all love so much, think of the GM’s job as a series of repeatable quests. The following list details the essential duties that GMs or officers must perform every week, just to keep a healthy guild on an even keel. In WoW, a week is like a year of real time. Guild morale can sink fast, and virtual organizations require constant maintenance.

1. Be Present

The GM and the officers must be a part of most guild events. You should have a hand in the planning for the raid events, and you should raid very regularly. I also advice GMs to put in some face time outside of raids. If you invest your officers with enough authority, this task can be shared. In general, if a significant portion of your guild is interested in doing something, the leadership should participate. Make sure that you don’t simply disappear for several weeks if you get occupied with real life–the guild should know what’s going on. Otherwise, when you return after 6 weeks in Paris, your guild might not exist anymore.

Never underestimate, moreover, the power of just hanging out. Let your voice be heard in g-chat and vent–that way, your guild will come to know you as a person, and not just The Man or The Woman in charge. Don’t censor your personality too much. For example, I let my guild see my silly sense of humor and my love of pets, in-game and out. One guild member referred to me as our guild’s personal lolcat–and I took that as a compliment. I DO like to run around in cat form before raids asking if I can haz mage bizkits. However, don’t let things get too personal. You can share your deepest issues with good friends, but as GM, you need to maintain a degree of professionalism–which means a little distance between your guild and your personal life. If you’re having a fight with your girlfriend, you probably shouldn’t discuss it in g-chat.

2. Keep Your Ears Open

If you’re the GM, you probably don’t have to fish for members’ opinions too often. More than likely, they will share them with you unasked. However, some might not feel completely comfortable talking to The Man, so enlist your fellow officers (particularly any understanding or nurturing types) to keep their ears to the ground, so to speak. If there is a dip in morale in the guild, you should know about it. The person who does recruiting for your guild can probably help you out here. A good recruiting officer will be an advocate for applicants and initiates, and long after they become full members, they will probably feel comfortable talking to that person.

3. Respond to Member Concerns

If a major issue arises–like a serious argument over loot that plays out publicly–don’t just let it drop. Meet with your officers as quickly as possible, make a decision, and explain it to both parties. Someone will inevitably be unhappy, but you want to let your members know that you are capable of handling problems. It also might be a good idea to write a summary of any major decisions–especially if the controversy affected several players–and post it in a read-only forum in the website.

If a minor issue comes up–and they do all the time–make it a topic at the next officer meeting. Officers and GMs alike will receive many tells, emails, or website PMs per week about specific member concerns. Sometimes the member asks you to keep the complaint confidential, but more often, the member wants the leadership to know about and address the concern. Collateral Damage talks about all such requests–both legitimate issues and whiny QQ–at officer meetings. If a member sends one of us a PM, and doesn’t tell us to keep it quiet, it goes on the agenda. Sometimes the decision we make is to do nothing, and sometimes that’s the right call. However, most often something is done to resolve or clarify the issue.

It is important that your members know that their requests will be considered. Once the officers have made a decision, be sure to communicate it to the person who originally asked the question. Even if the answer is “no,” for the most part, people are glad that their ideas were considered.

4. Do Your Homework

It’s highly unlikely in an organization of, say, 50 members, that the Guild Master would happen to be the best player. That usually is not the case–statistics are against you, future GMs. You may not be able to control your natural aptitude for fast-twitch movement, but you can control the amount of information you can master. A Guild Master should do everything possible to be a better player and a better leader. Know your own weaknesses, and work to overcome them. For example, my own personal weakness is panic–sometimes I’ll do the wrong thing in a raid if I get startled. What’s the solution? Never be surprised. I read up on the fight mechanics and rehearse them to myself. I still feel the panic when I see a boss ability for the first time, but with a little coaching, I can usually control my reactions. It’s not enough to know, for example that Illidan does a Dark Barrage in Phase 2. For me to handle it adequately, I need to have linked the ability to the counter in my head, as in: “Okay, Dark Barrage–when it’s my turn in the rotation, that means I target the affected player and hit my Nature’s Swiftness/Healing Touch macro.” Figure out your personal kryptonite as a player and find ways to work around it. It might seem a little petty, but I have seen many players criticize their guild masters for being bad players. I know that different skills are involved in being a great raider and in being a great leader–but try not to give the QQ machine any more ammo than necessary.

It’s one thing to master your own class and spec, but as GM, your research needs to extend beyond yourself and your immediate needs. You are your guild’s visionary, and if you don’t have a sense of the future, your guild is lost. Always know what’s on the horizon, both for the game in general and for your own guild. For example, a guild master at this moment should be very informed about raiding post patch 3.0.x and in Wrath. The GM should have a sense of how things have changed with the new patch not just for her own class, but for every class. A good GM will be checking the news sites daily, and he or she will be leading the officers in discussions about how the guild will change once the expansion hits. My guild is extremely forward-looking, to the point of already having our first Naxx 25 on the raid calendar. We already have many policies in place for Wrath–with some major changes to suit the new raiding paradigm–and we are planning a mini-retreat (virtual style) in which we meet for multiple hours two days in a row and hammer out the final details. It’s entirely possible that some members will be just as interested and informed as the officers, but they certainly don’t have to be. When the game changes, you, the GM, will have to guide many of your members. The information is out there–inform yourself so that you can teach.

If you are also the raid leader for your guild, your task multiplies. You must absorb all of the information available about the bosses you will be taking down, and you should stay several bosses ahead of your guild’s raid progression. Once again, your task will be to teach others, and your ability to communicate information will help you construct your authority as leader. However, raid leading is truly difficult. The only way to get better is to practice, practice, practice. If you’re new to leading, let your guild know, and be humble about it. Usually, people will be understanding. The worst thing you can do is to get defensive. Try to master your task and keep a strong command of the situation, but if that fails, don’t be afraid to take suggestions.

5. Maintain Dialogue With Officers

I cannot stress enough how important it is to have a weekly officer meeting. Do not make all decisions yourself. Even if you are the final arbiter, discussion and negotiation are helpful processes. The officers’ meeting has a very significant benefit when it comes to making new policy. Even with only three or so officers, there will be a diversity of opinion. The give-and-take from an officer’s meeting will help you workshop your ideas. By the time you present new rules to the guild, you will have already worked out many of the problem areas.

In addition, officers should participate in the little daily tasks of guild management. Make sure that members are aware of what officers do and the authority that they hold. If members don’t observe the officers making decisions, they’ll take all further concerns and QQ directly to the GM’s virtual door. Moreover, they might feel resentful toward a too-powerful GM. No one likes to feel like they belong to an organization led by a tyrant! Where the balance of the the day-to-day work in your guild falls–on the officers’ shoulders or on the GM’s–is entirely up to the individual organization. Collateral Damage is quite unique, but we’ve been extraordinarily successful without a true GM. Instead, we’ve got 8 officers fully invested with GM-level powers, and we all serve as checks and balances for each other. I can tell you, our bargaining and negotiating skills have gotten quite good over the last several months.

Conclusions

Guild management always takes more time than you expect, and it will scale with the complexity of your organization. Raiding guilds in particular are delicate to manage. If you want to maintain your own authority–and a stable guild–you have to get used to working for the good of your organization on a consistent basis. Yes, this means that the GM is held to a higher standard than the members. For you, it’s not all about fun and games–you have responsibilities too.

Guides to 3.0.2

Didn’t feel the need to do one of my own. Already technically contributed to the Priest column (and really inaccurately at that).

Happy patch day!

Most likely not going to update a whole lot of addons. Not sure how much more we’re going to raid. Just going to update raidframes and thats it. Going to try to configure key bindings via WoW default interface (Thats going to be fun).

To do list

  • UBRS for the Leeroy title
  • Leveling every capital city and smashing said leaders
  • World domination

Might squeeze in some study time in there. Who knows?

Build Your Own Guild Part 6: Scheduling

It seems obvious, right? Every guild has to have events. If you have no events scheduled, then your guild isn’t really an organization, is it? It’s more of a dis-organization, if you will.

While all guilds have events, their success with scheduling and filling these events varies widely. This post is all about organization. After all, the main reason that most of you members were looking for a guild in the first place is that they wanted other people to schedule their leisure time activities for them. You, as guild master, will be providing a useful service to members through your events calendar.

The following suggestions are some common-sense tips that will help you keep your rosters full and your guild members happy.

1. Keep A Consistent Raid Schedule

Let me give you a real-life example of the pain and suffering that can occur if weekly schedules don’t stay consistent. I live in a historic district, and I get a flyer every month telling me which days the city will pick up garbage. This month, there are two Friday pickups, a Monday pickup, and a Wednesday pickup. Now, what are the chances that I’ll put out the garbage on the wrong day at least once? I’d say close to 100%. In addition, since the Monday pickup follows a Friday pickup, I just won’t have much garbage to share with the city–but believe me, by the Wednesday after that, it will be a different story. The same thing can happen if you don’t raid on the same days every week. Your members will get too much–or too little–of the raiding goodness that they all love.

If your guild is a raiding guild, the schedule needs to show that raiding is your first priority. My guild raids Tuesday, Thursday, and Sunday, which seems typical of guilds that raid for a moderate number of hours. More hardcore guilds often raid Monday-Thursday and leave their weekends free, or at worst, clean up an end boss on the weekend. Remember that any guild has to give its players time off. I’ve seen guild schedules that essentially say “we expect you to be on every night, and we’ll go raid something.” With that more chaotic model, you risk either 1)raiding 6 days a week or 2) never raiding at all. Either one will lead your guild on a quick stroll down the Path of Anguish.

As for the hours you choose, Collateral Damage found it helpful to poll our members about their schedules. We have some west coast players and some east coast players with small children to put to bed, so we’ve ended up raiding more of a west coast-type schedule, with a start time at 10:30 EST. For an east coast guild, more typical hours might be 7:30-11:00 EST. Make sure you plan carefully before you slap hours up on the schedule. Everyone will have to make compromises in order to stick to the raid schedule, and the earlier you can determine it, the better you can communicate this schedule to recruits.

2. Use Your Guild Website for Scheduling

Even though WoW is about to implement an in-game calendar, I urge you to use your guild’s forums to schedule events. The reasoning is twofold. First, signing up for or reading about raid events will draw your player base to your website every week. Once they are there, it’s easy to participate in discussions or use the forums to ask questions or share ideas. You want an active website! It’s a sign that your guild is healthy. In addition, if you schedule on the website, you will have an easier time taking attendance in the long run. Even if people don’t sign up for events, you will know exactly when and where all of your events took place.

3. Make Rosters Ahead of Time

This piece of advice is fairly controversial. Most hardcore raiding guilds simply expect their members to attend every raid, and they fill the roster and bench only when people arrive for that day’s event. I advise you to plan ahead. I’ve watched many other guilds cancel events during this period of expansionitis because their members simply did not show up. If you roster ahead of time, people will also know when it is their turn to sit the bench, and you will have a written record of their presence on the pine pony. This way, if someone complains that she always sits bench, you will be able to evaluate that statement accurately by going over past rosters. If you absolutely don’t want to make rosters, I urge you to create forum topics for events anyway and have people reply ONLY IF they cannot make a raid. This practice will let you know whether you have to cancel a bit ahead of the event.

4. Let Members Schedule Fun Events

As the guild master, you cannot expect to everything yourself. Either some tasks will be done badly, or you’ll get burnt out on guild management in short order. I suggest that you and your officers take control of all progression raid scheduling, but that you allow members to schedule 5-mans, PvP, holiday events, or nostalgia runs to old content. Many players will do this very enthusiastically–encourage them, and support these events with your participation. It is helpful if the GM isn’t in control of everything. Sometimes it’s nice just to play along and let someone else be in charge.

5. Think Ahead

You will have to do some week-to-week planning based on your raid’s weekly successes and failures, but you should always have a master plan. Share your vision with your guild. Periodically, Collateral Damage’s officers throw “raid progress” on our weekly meeting agenda. We tend to sketch out 4-6 weeks at a time and try to come to some agreement as to our immediate goals. Then–and this is important–one of the officers shares this vision with the guild through a forum post. My experience is that when you put it out there in writing, it shows strength and confidence to your members. For example, our raid leader posted in May that we’d be standing on Illidan’s dead body by the end of the summer, and guess what? We did it. I’m not sure we would have without a clear sense of purpose.

6. Beware of Breaks

Burnout does happen in raiding guilds, and at some point, either you, one of your officers, or some of your members will suggest that the guild take a break from raiding. I have seen breaks backfire many times. My former guild, Random Acts, used to take breaks from Karazhan pretty regularly, and even when notices were posted on the website, people worried that a break meant that a guild meltdown was imminent. My suggestion is to have some events every week even during dry times. For example, Collateral Damage has scheduled our first Naxx 25 raid for the first week of January, but that doesn’t mean there will be no events between the Wrath release date and that time. We plan to schedule events every week on our regular raid nights. We’ll do group quests and 5 and 10 man dungeons, and maybe even go back to Sunwell if we’re feeling the itch to raid. Our players badly need a break from raiding, and most of them want a long chunk of time to enjoy leveling and spending the holidays with their families, but the guild isn’t just going to be sitting idle. For the benefit of those members who need a break while the guild is still raiding, I suggest putting in an attendance requirement that is less than 100%. That will let people safely take a day off here and there with no dire consequences, either for themselves or the guild. In turn, you should recruit until your guild can comfortably run its raids if a few players are absent.

Conclusions:

The health of a guild can be judged by the quality of its organization. I’ve seen guilds full of great players flounder and bleed members because they just couldn’t schedule properly. My guild, on the other hand, has used its great scheduling skills to outlast many other guilds on the server. I’m sure that we’ve climbed the ranks not just because we’re good players but also because we’re consistent. That kind of stability can only come from the top down, so it’s up to you, the GM, to make sure things are done right.