Build Your Own Guild Part 4: Leadership


If you can, dear readers, stretch your reflective faculties for a moment and recall the first article in the Build Your Own Guild series, in which I urged future GMs to start forming an officer corps. This entry will delve a little deeper into the question of leadership and show you how to construct and maintain your guild’s hierarchy. The principal lesson here is delegate, delegate, DELEGATE! This article will show you how officers and GMs work together to govern the unique virtual organizations we so casually refer to as guilds.

History Lesson: Getting Medieval

I would like to meditate for a moment on the word “guild” and its history, as I think its origins are rather instructive for MMO players. A guild, in the medieval sense of the word, is an association of tradesmen, artists, or craftsmen. Guilds oversee the production and distribution of material goods, and they regulate both practitioners of a trade and the larger market in which that type of product is bought and sold. My favorite guild example dates to cinquecento Italy. Imagine Renaissance Venice, her canals a-stink with the smells of a thriving fishing industry, her now-white palazzi ablaze with murals in every color of the rainbow. Somewhere in the Serenissima, probably next door to the leather-curers guild or the paper-makers guild, Tiziano Vecellio runs his own workshop. He sees himself as a craftsman, rather than an artist, producing goods for sale. He is the Master, and his is the signature on most of the products. His employees, however, are also craftsmen, some of them as talented as the master, and Journeyman and Apprentices work together to create great pieces of art. Sure, Tiziano himself may be the one to sketch the Madonna’s face, but what about her hands? Guess what? Renaissance art was a cooperative enterprise, and just look at the product. Pretty fantastic, eh?

Why the long excursus into metaphor, you ask? For you, the prospective GM, the setup of your guild is your masterpiece–the way you do things at the beginning will prove to all your members that you are a capable leader, someone they can trust. But like Tiziano, you can’t go it alone. You will need help, and the end “product” that you create–namely, excellence in raiding–will be a group effort.

Choosing Officers

If you’re contemplating setting up your own build, you probably have a few people in mind for officer positions. Make sure, however, that your officer corps is not composed entirely of your best friends and your significant other. For a raiding guild, you need a balance of power, and this means bringing people into leadership positions who represent different constituencies and have different perspectives. You will also need to limit the number of officers to a manageable size–too large, and every member who’s not an officer will start to feel left out. The following are my quick tips for forming a workable officer corps.

1. Size

If you plan to focus exclusively on 10-man raid progression in Wrath, your optimal number of officers (including yourself in this number) will be three. That means that there will always be a tiebreaker vote. The percentage of officers to members will still be rather high, especially if you are a niche guild and limit yourselves down to 20 or so players. I think this model will be extremely workable in Wrath. The good news is that if you form a guild of this size, your work as GM will be much less, and you will not need to define each officer’s role to the nth degree. The three of you would each probably be capable of handling any questions your members have, and all members will know the officers personally.

For the 25-man size, the task is more difficult. I suggest either three or five primary officers (including yourself of course). Three will be just fine if you plan to also have class or role leaders to do some of the work, but if you do without them, expand up to five so that you can cover all the necessary tasks. I actually recommend against having class leaders. That model worked better in Vanilla WoW, when specs were less differentiated and there were more people to manage.

2. Diversity of Talents

All of your officers should not excel at the same aspect of the game. They should not be three healers or three dps. You should include your primary Raid Leader in the officer corps, but the other members do not have to be your best players or best strategists. One of them, at least, should be computer-savvy enough to build and maintain your website, if you cannot do so yourself. Try to find people with different interests. And yes, sometimes this means looking beyond your immediate circle of friends. Caution: it may seem attractive to a new GM to appoint as an officer someone who has been a GM in the past. Be careful–this person might be so used to leading that he chafes at just being an officer and effectively undermines the officer corps’ decisions. Have a very thorough talk with any officers with GM backgrounds so that the guild hierarchy–whatever it is–is clear to them.

3. Diversity of Perspectives

Your guild is a raiding guild, so most of your officer conversations will be about raiding, and almost all of your planning will be dedicated to raid progress. You do not, however, need to find officers who agree 100% with your vision. It is best, in fact, if officers to some degree serve as checks and balances for each other. For a real life example, in my guild, raiding is important to every one of our eight officers (yes, too many!) but within that general category, our priorities fall under several subheadings. For some real-life examples, in Collateral Damage, our Raid Leader wants everything to be well-organized, transparent, and planned out ahead of time. The officer who manages our Loot system wants all policies to be fair and all goods to be distributed equally. Our personnel officer focuses on the human side of things–she wants to make sure that no one feels left out. And me? Believe it or not, I’m always the one pushing for faster progress and stricter requirements.

4. Open Positions

When you introduce your brand-new guild to the world, you probably won’t have the perfect balance of officers yet. I suggest starting out with yourself and one other person (or for the large guild model, two) and promoting the rest of your officer corps after you actually begin raiding. You need to see how people operate in their new guild context, but you can’t do all the work alone at the beginning.

Your Management Hierarchy

Let’s imagine that your guild is up and running and you’ve identified and promoted four other people to work with you. Now what do you do? I have seen guilds flounder at just this juncture. People become officers, but it’s a vanity position. There are no clear duties and no opportunity for leadership. In practice, the GM runs the guild by himself. Or worse, no one runs the guild. No events are scheduled, and people associate with each other only in guild chat. Here are 5 ways to avoid the no-leadership quagmire.

1. Weekly Officer Meetings

Schedule a meeting at a mutually convenient time, and hold a meeting every week. Believe me, you’ll have a lot to talk about–some of CD’s run upwards of three hours, and they were longest at the very beginning. You should at the very least check in with the guild’s progress, set the raid schedule for the week, and vote on any potential recruits. This is also a good time to talk through the inevitable member complaints and make plans to address them.

2. Give Each Officer a Specific Task

You chose officers with different talents for a reason. Assuming you’re a large guild with 5 officers, here’s a sample breakdown. As GM, feel free to snap up the role you like best, but if it’s your name at the bottom of the guild panel, expect a secondary job as QQ filter. Your five officers could best divide into the following roles:

a. Raid leader and strategist
b. Loot system manager (if you use Loot Council, this person tracks drops received)
c. Personnel officer (this person takes attendance and tracks raider status/performance)
d. Recruiting officer (woot! This is what I do)
e. Website manager (don’t underestimate this one–it’s a TON of work)

As GM, you need to funnel any specific questions or complaints to the officer who specializes in that area. People will want to talk to you too, but if you get a loot-specific question, pull the loot system manager into vent with you when you talk to that player. You will find that your officers will become experts in their area of expertise.

3. Strive for Consensus

When there is a decision on the horizon, particularly if it’s an important one, don’t just flex your GM muscles and make the call yourself. Discuss any decision that has far-reaching implications in the guild meeting, and let each officer present his or her opinions. Very likely, some of you will disagree on any issue that’s halfway worth talking about. As GM, you may feel tempted to go with your own opinion after nominal discussion, but I urge you to wait it out and let people make full arguments, especially when they feel passionately about something. There should be give and take. If two parties disagree, have them propose compromise solutions until each of them can live with the new policy.

4. Hold Votes on Important Issues

Your officers can only serve as checks and balances for each other if you give them power. Try for consensus first, but what you may find is that not everyone speaks up every time a new policy is on the table. If everyone cannot agree after a reasonable amount of discussion, as GM, it is your responsibility to call for a vote. Except in dire circumstances, abide by that vote. Remember: if you have power as GM, it is only because others entrust you with it. Allowing them a voice will convince your fellow officers to stick around and support you. My guild–which has no GM, only officers–has just now put in a voting policy. We felt that compromises were sometimes worked out only among the most vocal officers, and in any case sometimes we would have 12 hours of discussion over many weeks with no solution reached. We’ve decided to hold votes after 2-4 hours of discussion on a topic when we can’t come to consensus. I am in full support of this idea–even though I’m one of the loud people! If you never vote, you may create a situation in which one person can veto any idea by holding out on the compromise. That can lead to guild stagnation, particularly if it’s a regular occurrence. Sometimes your officers will have to agree to disagree.

5. Know When to Play the GM Card

If you’re going to be the first among equals, you have to know when to step in and put an end to debate. Maybe votes are inconclusive too, or your officers just can’t come up with a decision. In those cases, use your best judgment and lay down the law. Don’t do this too often though–a GM whose attitude screams: “It’s my guild and I can do what I want with it!” won’t be in power for long.

Conclusions

It’s not very fun to be the Supreme Emperor of a nation of one. If you want a happy, healthy, resilient guild, you will need a power structure that puts some of the authority in other people’s hands. Build trust with your officers, and always treat them with respect. They are both your friends and your work colleagues, and the relative unity that the officer corps presents to the guild will determine your success or failure in endgame raiding. People want to feel that their leaders are both well-organized and fair. Use the GM/officer dynamic to create that feeling, and you’re well on your way to climbing up the rankings on your server.

Build Your Own Guild Part 3: The Dreaded Loot Question


Congratulations, New GM! You have your Guild Charter and Rules ready, and that website is up and running. Even though you’re not raiding yet, your next step is to decide what to do with the funny purple stuff that drops when you kill things. And yes, you must make this call even before you have enough members to stare down High King Maulgar. When I interview new recruits, they almost all ask me how my guild handles loot. If you create a fair means of distributing shiny epix, and you’re well on your way to having a healthy, happy, boss-destroying raiding guild. You must pick a loot system from the beginning and stick with it—the worst thing you can do is vacillate between systems and potentially cheat your members out of their just deserts.

Loot system basics:

Almost all raiding guilds use some variation of one of two types of gear distribution systems. The first is Loot Council, in which the officers or other elected body decide who gets each piece of gear that drops based on a complex ratio of need and merit. The other system is DKP, an archaic gaming term that stands for Dragon Kill Points. DKP systems allow raiders to earn points for killing bosses (or anything else the guild leadership decides is fair) and spend them for gear. There are benefits and drawbacks to both types of systems. Not everyone agrees with me either–based on her own personal experiences, Wyn gives you almost the opposite advice that I will. Listen to both of us and draw your own conclusions.

How do I choose?

Before you pick either DKP or Loot Council, you must decide what you want your loot system to accomplish. The following is a basic guide to the implicit goals of both system types.

1. Loot Council

This type of system is designed to optimize gear drops by placing them in the hands of those who will have most use for them. This may sound like the best players receive every item, but in practice, this is not true. A well-functioning Loot Council uses gear drops both to reward players for excellent performance and to help raise players to the group standard. Sometimes–perhaps often–the Council will reward the weakest player in a class and spec. All decisions are made for the good of the group, and no good items are sharded. Each member of the Loot Council must be extremely well-informed about the loot tables themselves and about the needs, wants, and skills of the player base. If a player on the Loot Council is interested in a gear drop, he or she generally bows out of the discussion on the item in question.

2. DKP

All DKP systems invest their players with “buying power,” and players get to decide what is most important to them. In all such systems, players tend to save for the best drops for themselves, assuming that they can identify them. DKP systems award gear based on attendance–more boss kills means a larger share of the loot. In this way, they can help a guild retain players over the long haul, because they can objectively track the benefits of consistent raiding. These systems are democratic in that they do not distinguish among players based on skill. As such, however, they do not always place items with the player who will get most use out of them. In addition, middling quality items will often be sharded as players learn to prioritize.

Drawbacks: Nutshell Version

Neither of these systems is perfect. Assuming real-life implementation, with no extreme chicanery, shenanigans, or other forms of bad behavior on the part of officers or raiders, here are the typical problems each system type experiences.

Loot Council:

1. The drama llama rears its ugly head

Human nature dictates that each player will be more aware of her own skills and contributions than those of others. This kind of blindness virtually guarantees that some people will not be happy with any given loot decision.

2. Inefficient use of raid time

The Loot Council will probably discuss most items as they drop. This could cost the raid upwards of 5 minutes at the end of every boss kill, which may put the guild in a crunch for longer instances with large numbers of bosses.

3. Inaccurate tracking

Unless the guild uses a mod to track drops awarded, loot may be distributed unevenly. The memory is a notoriously inaccurate instrument. Without hard numbers for attendance or drops rewarded, the Loot Council may unintentionally give more to some and less to others.

4. Bias

Human error plays a large part in the Loot Council system. We are all biased–our thoughts and feelings affect us at every moment, even though we don’t realize it. I’m not talking about malicious prejudice–I’m talking about the little unconscious leanings that occur even when we mean no harm. It would be nigh-impossible for a Loot Council to be entirely neutral toward every raider in the guild.

5. Lack of inherent structure

If you choose Loot Council, you will have to come up with the operating rules yourself. Guilds accomplish this in highly unique ways–poke around some websites and copy good ideas. You will have to determine on what basis loot is awarded, who gets to participate in the decision, and how much time will be allowed for debate.

DKP:

1. Sometimes people don’t know what is best for them

Your players will spend dkp as they like, and some of them will use their points unwisely. You cannot force people to research your loot system and their class drops and come up with the absolute best strategy. People may hoard points, or they may spend them on the “wrong” items. Many perfectly serviceable pieces might end up being disenchanted or given away for off-spec.

2. It won’t stop the QQ

I can almost guarantee that the drama will be less than with Loot Council, but people will still be upset when they don’t get what they want. The complaints will be more intense as the item value increases. Remember that random loot is random, even though your dkp system is not.

3. Inaccurate tracking

If you’re using a pencil-paper system, errors will happen, and they may render the system meaningless. I strongly advocate tracking DKP with a mod if you can. If that is impossible, make sure you deputize one officer to update it, and beat him with your Riding Crop if he misses a day.

4. Every system can be played

Any time you put power in the players’ hands, there will be ways for an individual to work the system to his advantage. Most players won’t try–they will play because they enjoy it, and they’ll put in the exact same amount of participation no matter what loot system the guild uses. Others will find the exact right equation of play time to maximize their drops. It doesn’t mean they are bad people or bad players–sometimes it just goes right along with other types of min-maxing behaviors, which most raiding guilds encourage. For a concrete example, if your guild uses zero-sum dkp, points are only awarded when players take loot. For a certain player, this practice de-incentivizes progression nights, because they may earn nothing at all for a night full of wipes. Alternately, if your guild uses a positive sum dkp system, you might weight progression raids very heavily and in turn de-incentivize farm content.

5. You will have to choose a system flavor carefully

People have been playing MMOs for several years now, and there are many types of systems. In order to choose a specific DKP system, you will have to do a level of research that the Loot Council folks won’t even dream of.

DKP system types

If you’ve thought through your decision, and you’ve decided to go with DKP, here is a basic guide to system types. They all have the same core principles–democratic distribution and rewards that increase with attendance–but they manifest those principles in radically different ways. Each of these systems assumes that the person with most DKP will be offered first choice on items.

Zero-sum DKP

This system is for math nerds only–the basis of the system is that the raid’s total DKP always sits at 0. Points are awarded when a piece of gear is taken. For example, if I take the Thunderheart Helmet from Archimonde, its value will be subtracted from my DKP. For the sake of argument, let’s just say I lost 240 points. The other 24 people in the raid will be awarded 1/24 of the points I just spent, or 10 points each. This is one of those systems that really, really requires a mod to track, because you will have to recalculate after each piece of loot is awarded. The guild will also have to decide how many points each item is worth, because after all, not all pieces are created equal.

Positive-sum DKP: Additive

This system is similar to zero-sum dkp, but it allows the guild to add points to the system for anything and everything, including attendance and progression. As with zero-sum, each item is worth a certain number of points, and when a player receives a drop, the item’s value is subtracted from her total. Players may go below zero. These systems tend to get very, very inflated, and the gap between the bottom of the top can be just crazy.

Positive-sum DKP: Relational

The basic system of this type is Ep/Gp, which I must say is my favorite of all possible systems and the one my guild uses. A person’s DKP is a ratio calculated from her Effort Points divided by her Gear Points. Effort points are typically awarded either for boss kills, with each boss assigned a specific value, or for minutes of participation. My guild awarded points for boss kills in TBC but we’re switching over to an easier, more automatic points per minute system for Wrath. Ratios always stay above zero, and if you implement the system as intended (which I STRONGLY suggest), decay controls inflation. To decay the system, you reduce everyone’s EP and GP by a certain percentage at determined moments. The system designers mention 10% per raid as a good figure, and I tend to agree. The purpose of decay is to shrink the gaps in the list–this practice lets new players move up faster despite lower total attendance. In addition, players who have a long dry spell with no loot will remain near the top of the list even after they take their first item, making things more fair over the long haul. This process, in combination with the decay, also tends to discourage hoarding. The cherry on top of the system is the excellent mod that comes with it. The item values are built-in, and anyone with the proper clearance can update the system during the raid. I’ve been master looting for my guild using this system since January, and it works like a charm. The only caveat is that you must back up the data every week–content patches almost always wipe the system.

Suicide Kings

What would happen if you had 100% decay on Ep/Gp? You’d have Suicide Kings. This sorta-system belongs in the DKP list, but just barely. To use Suicide Kings, random roll all of your members into positions and arrange them in a list with number 1 at the top. Person #1, regardless of attendance, skill, or whatever, will have first crack at anything that drops. When he takes something, he will move to the last position. Suicide Kings is extremely easy to track, even with a pencil-paper method, but you may see extreme problems with hoarding or with raider apathy. Expect some raiders only to show up if their names are near the top.

Other rules:

Any system works better if you have some courtesy rules or guidelines in place. Heck, I’ve even seen random roll work for the top alliance guild on our server, and it’s because their guild has a culture of sharing. All guilds should encourage players to be kind to their fellows and to pass things when they can afford to. In addition, no matter what system you choose, your officers or class officers should not hesitate to give advice on gear choice. If possible, persuade people out of bad decisions. Sometimes you will have to lay down the law. For example, if a paladin wants to spend her DKP on cloth healing gloves that are also a significant upgrade for your priest, don’t let her do it. In addition, some guilds make a special exception for their main tanks and gear them up first. We have never done that, and our tanks are well-geared just because their attendance is good. If you want to move very fast, though, you may need to get that gear on the tank regardless of his DKP. Likewise, if one of your players needs to perform a special role, make sure he or she has the gear to do it. For example, my guild awarded the first Void-Star Talisman to our warlock tank for Leotheras. Every member of the guild was happy about the decision, because we all wanted to get to Leo as fast as possible.

And lastly, good luck. You’ll need it to get through the loot system minefield without life-threatening injury or, at the least, major scarring.

Resisting Irrational Behavior

I do it, you do it, we all commit irrational behavior at times. Guy Kawasaki’s got a quick interview about the topic and why people do the things they do. It’s a quick under 10 minute read and I wholeheartedly recommend anyone that’s in an officer position (or even a grunt position) to read it and check it out. It’s not exactly WoW related, I know, but it’s people related. And what kind of game is WoW? It’s a social game.

Some great points:

  • When to respect authority and when to dissent
  • Turning around a bad reputation
  • Alternative perspectives

Here’s an excerpt:

Question: It seems there’s a fine line between anarchy and enlightenment: How do you know when you should respect authority and just do as told versus be a devil’s advocate and disagree?

Answer: Most of us, when we disagree with a group, keep quiet. Why make a fuss and ring alarm bells? And besides, maybe we’re wrong. When you speak up and go against the opinion of the group, you risk getting branded as a loner who’s not a team player. But dissent is a crucial ingredient in a successful team. When I interviewed Justice Breyer of the U.S. Supreme Court, he explained to me how dissent makes the Court’s opinion stronger.

The Supreme Court structured dissent into the process. When an opinion is assigned, the majority keeps on having to answer questions and objections from the dissenting side. The process is obviously professional, but it’s also a pain. You have to go back and forth going over points time and again. It’s easy to imagine how the process can be exhausting, and in fact former Chief Justice Rehnquist believed in having a more unified voice and basically not airing the court’s dirty laundry. But dissent brings about the best possible decision because it forces you to address all points. Imagine if every company went through a dissent process before arriving at an important decision.

What’re you waiting for? Go read the whole column!

How to Be Evil in 5 Easy Steps

Hello World of Matticus readers! I’m Sydera’s warlock alt, Isidora, and for today only, I’ve locked her in a box in my basement (in case you were wondering, I put her on a shelf next to my collection of Bat Eyes and Gelatinous Goo). While Syd’s out of commission, I’m going to teach you all how to be an eeeeeeevil warlock alt.

There are other guides out there to initiate you into the ways of Evil. For example, I cackled in sheer dastardly joy when I read V’ming’s post on WowInsider a while back on how to cause grief and destruction for others. However, it seems to me that some of his advice is counter-productive. If other players realize how black and rotten my twisted little heart is, they’re not going to want to run me through dungeons any more. And yes, in the depths of my dark little soul, I’m all about the acquisition of shiny new purples, particularly evil ones.

Here are some ways to express your inner demon and take out your frustrations on the PvE world. Be careful! Some of the creatures you’ll be torturing like to bite. The trick is to make sure they bite someone else.

Tip #1: Keep Lots of Jars Full of Nasty Things

Any evil warlock worth her salt will comb through Azeroth’s flora and fauna for the most foul, most hideous creatures to hide in her pockets. I personally find the Imp in a Jar to be quite a hoot at eeevil cocktail parties. I’ve left J’eevee in there so long that he smells a little ripe, and let me tell you, he’s always a crowd pleaser. I’m also rather fond of my Pet Cockroach. Any time I stop by the Pig N Whistle for a cold beer and a grilled chicken caesar salad (it’s the signature food of eeevil), I like to take out Roachybuttons and sit him by the side of my plate. Then I jump up and down and start screaming–I’ve never yet had to pay for my lunch. Other disgustingly evil things in my pocketses include a rabid Worg Pup and a rotten Carrot on a Stick, which I never let my mount so much as nibble.

Tip #2: Always Add Insult to Injury

It’s not enough to blast your enemies into smithereens. The eeevil warlock always does so in style! Terrify the innocents you’ll be slaughtering with razor-sharp wit. For example, you might consider macro-ing a few choice quips to your most destructive spells. With my shadowbolt, I like to use: “Take that, you lily-livered bamboo-snorkeling piddle-drinker!” Don’t be afraid to change it up though. Since you’re an evil warlock alt, you certainly don’t need your macros interface for that cowardly cooperation session known as “raiding.”

Tip #3: Get in Touch with Your Greedy Side

Gold. Your main has it, and you don’t. Every eeevil warlock alt must practice the “I want” speech. This is best delivered while stamping your foot and wringing your main’s arm. Here’s a good example: “But Auntie Syd, everyone else has a pony! I NEED A PONY NOW! And it has to be on fire!” Rinse and repeat for your birdie, that rare minipet you’ve been eyeing, your hawt orange midriff top from the Deadmines, or anything else that catches your evil little eye. Your main will call in favors and get you whatever it is. If she’s anything like Syd, your main is a sucker. Which reminds me…some of my gear doesn’t have epic gems yet. As soon as I let her out of that box, she’s going to make a little trip to the gem vendor.

Tip #4: Pick on the Innocent and the Helpless


Repeat after me: “critters are for killing.” None of this /love stuff. If you see a huggable skunk or a fuzzy widdle bunny, you know what to do. A well-timed Corruption will never go amiss, and you’ll have the added bonus of listening to the poor creature scream in agony as the DoT slowly ticks away. As you grow in eeevil power, take on larger game. Any time you see a majestic animal going about its own business, it’s time to introduce it to the circle of life, demonology-style. As for me, I enjoy helping the polar bears of Winterspring earn their place on the endangered species list. For extra credit, don’t ever skin or eat what you kill. Leave its rotting carcass there to pollute the ground water.

Tip #5: Bite the Hand that Feeds You

Being an eeevil warlock means never having to say thank you. Sure, your main begged all his friends and guildmates to take you to Dire Maul to get your flaming horsie. Just be sure you are never, ever in a position to help them out! That’s your main’s job. Also, take care not to let your legion of demonic fiends get too comfortable in your presence. Yes, they take hits in the face so you don’t have to, but that doesn’t mean you should be nice! Practice kicking them while they’re down and jabbing them in their soft metaphorical underbellies (I’m not certain that demons have underbellies, and if they do, they might be covered in Fel Scales). For example, I like to “compliment” my succubus on her appearance. Every time I need her services, I like to say to her: “Hey Lynva, your butt looks really big in that outfit. Have you put on weight since the last time we did a dungeon together?” Let me assure you that the tears of demons are every bit as delicious as those of mages. They taste like cherry kool-aid.

Follow these five tips, and you’ll be well on your way to becoming the terror of Azeroth, or at least of your main’s character screen. Now if you’ll excuse me, I’ve got to get back to selling 400 individual pieces of Felweed at the Auction House for ridiculously high prices.

Week 3 – Critiques by Matt and a Special Guest Judge…

This is it. This is the final week. After this, SYTYCB will end. Despite how brilliant everyone’s been, I only have room at the moment for one additional writer. Who will it be?

In addition to the critiques from Wyn and I, there will be a special guest judge adding their 2 cents. The guest judge is a fairly prominent member of the blogging community but I will be withholding their identity. Think of them as the Simon Cowell of blogging.

PS, Wyn’s remarks will come later (depending on level of busy-ness).

Both bloggers have performed exceptionally well to get into the final week.

In any case, on with the show!

Sydera: Troubleshooting Gurtogg Bloodboil: A Healer’s Perspective and Future Overachievers Anonymous: How Achievements Will Rock the Social World of Wrath of the Lich King

Although blogging can be about virtually anything, I’ve tried to set the standard for my blog to be about virtually anything beneficial. It’s a strong principle of mine that a post should contain value and this one post about Bloodboil certainly does that and it does that really well. While it may not be as specific as Bosskillers or a WoWWiki, that’s not really what I’m looking for. The intent here was to see if you could write a piece about something educational that players could potentially benefit form. With Wrath on the eve of debuting, you’ve done that here even though it’s on a boss that most people are getting to or that most people will not be able to get to. You’ve used tables, block quotes, emphasis, and other formatting techniques flawlessly. Both skimmers and readers will be able to read through it and find out what they need. I love the creative use of images and the way this post has been structured.

Your second post I found quite wall of texty. Again, very glad you included emphasis throughout so I could speed read it (lecture and note taking and all). Outgoing links are a plus. All of us should make more of an effort to link outward. You’ve supplied strong arguments on all 4 of your points.

Biggest weakness: Tree.

– Matt

Troubleshooting Gurtogg…

  • Boss strategy overview presented nothing that couldn’t be found just as easily on Bosskillers or other boss strategy resources
  • By the time I got to reading phase 2, I was already snoring
  • Healing tips present no information that a conscientious healer raiding at that level wouldn’t already know
  • Healers that don’t already know the information presented are probably the type to be too lazy to go looking for it anyway
  • Article should’ve presented NEW information: that’s the entire point of a “teaching” post, to show the reader something they didn’t know or hadn’t thought of
  • Should have covered information like: when to pop certain trinkets, when using innervate/shadow fiend would be most appropriate, etc

Future Overachievers…

  • The second article doesn’t present any new information
  • Article appears to simply be an amalgamation of all the viewpoints expressed elsewhere about the new achievement system
  • No new spin or opinion was presented about the new system, and no fresh insight was added to the discussion
  • Article lacked a “summary” for skimmers to get the gist of the article without reading it in it’s entirety and the headings didn’t provide any insight into what stance the article took on the subjects discussed

– The GJ

The Utility of Utility and Death and the Priest

Your post here was aimed at outlining the differences and the benefits that IDS and COH bring to a raid. Your arguments were sound and perfect. You went out of the way providing an example table with numbers that helped underscore the point that you were making. The rule of thumb you wrote at the bottom of the post about which raid makeup would benefit the most is a real eye opener to some Guilds, I would imagine.

The second post consisted of something that I wish I would see happen more often. You publicly disagreed with a blogger. Not only that, you backed up your disagreement with opinion and sound logical reasoning. As a crim student, how can I possibly not admire that? In both posts, excellent use of bolding to emphasize your main point. You did a great job at the bottom summarizing and adding on more ways for readers to participate. A skill that I’ve noticed a few bloggers not having acquired yet is that of reader participation. Give them some room to chime in. If you intentionally cover all the bases, opinions, viewpoints, what else is there left to say? I even gave a lecture about that to Auzara once (and she listened). The points you made, I think, helped encourage that.

Utility of Utility

  • Biggest complaint: The article focuses partly on talents found in the Disc tree, but makes no actual mention of Disc priests (as if they don’t exist)
  • It should be mentioned within the article that, if your guild/raid group has reliable Disc priests, or at least 1 Disc priest that shows up habitually, then the argument is moot: Holy priests can spec out of IDS if they so choose
  • When discussing the effectiveness/usefulness of IDS, stats were mentioned for Holy priests, Resto druids, etc, but again no mention was made of Disc priests (how much more effective would a Disc priest’s heals be with IDS + Power Infusion, for example?)

Death and the Priest

  • Instant bonus points for totally disagreeing with your “boss” so blatantly
  • Images or screenshots within the body of the article would’ve enhanced the points being made
  • The article takes an interesting stance on a subject many can relate to, and forms an emotional connection with the reader (enticing them to comment)
  • The article encourages longer “visits” by referencing an article already on the site (increasing the likelihood that the user will continue reading other articles and/or subscribe via RSS)
  • The article is “skimmer friendly
  • The article presents a good opportunity for a follow up that expands on other moments players encounter while raiding

– The GJ