6 Ways to Reject a Guild App Without Sounding Like an Angry Ex

In the spirit of the blogger’s challenge I laid out last Saturday, I felt it was only fair to come up with a post of a similar theme.

I issued a question to the Twitterati asking them this:

On what grounds have you had to turn away guild apps?

Of the multiple responses I received, I was able to consolidate the majority into 6 real reasons guilds reject players.

Some of these reasons sound eerily familiar. Probably because I’ve been on the receiving end of all of them at some point.

It’s not you. It’s me.

@greyseer Attitude does not align with core purpose or ideals

This is the one of the more often used rejection reasons. Sometimes a player just does not fit in with the rest of the guild for whatever reason. Player personality plays a strong role in the minds of most GMs. If a personality clashes, then the door is closed. Perhaps the applicant is simply too liberal in their use of language which makes players uncomfortable. Maybe they’re looking to do nothing but PvP in a progression raiding guild. Whatever it is, the applicant just doesn’t have a place in the guild’s grand scheme of things.

You’re not open with me enough.

@asara_dragon Poor command of language on application
@cuppy Didn’t follow app instructions
@misskeli Didn’t fill app at all

First impressions matter. When GM’s are exposed to you for the first time, your language use plays an integral part in how you virtually “look and sound”. Take the time to put in the periods and capitals. Run it through a spellcheck. Come across as professional and intelligent. The guild app is your way of “selling” and marketing yourself to the guild. Even if you’re the best player around on the server, a crappy application will stone your efforts. Prove yourself out of the game or else you might not get the chance to prove yourself in the game.

Even worse than leaving a bad first impression is not following the instructions. If an applicant can’t follow instructions on a simple post, who is to say they can follow instructions in raids?

I think we need to go on a break.

@sylus Reputation for guild hopping
@Nightravyn Known drama llama
@dadexter Known to rob guild banks

These types of players are lone wolves. They travel from guild to guild exhausting their resources until they are no longer welcome. Fortunately, the names of such players spread quickly and far via trade chat and forums. It’s advisable for guilds to maintain their own blacklist for players that their guild should stay away from.

I’m just not interested in you right now.

@Threon We’ve got 4 Resto Druids
@Narayu People that app that are classes we’re full on.

Even outstanding apps have to get rejected. There are only 25 positions available in a raid. Some players already have cemented positions and it is extremely difficult to dislodge such people. It all boils down to having no room. Barring some kind of emergency, full time players who raid are full time for a reason. Their attendance is virtually flawless. This reason for rejecting players becomes more apparent in progressed guilds. They just can’t fit any more players, classes or roles into their raids. I’ve had to release some people over the past few weeks because I knew they wanted to raid and it wasn’t fair for them to be kept on retainer. They deserved to raid. There is still time for them to look for other guilds to join.

I’m too busy focusing on life and my career to get involved.

@siha You can’t make our raid times
@crazeigh Attendance and availability

Players apply with intentions to raid. Some guilds are okay with a 50% attendance rate or what have you. Other guilds expect raiders to be able to go at it from start to finish. Obviously it is not possible to expect flawless attendance. From experience, I can say that guilds I’ve been in, there is an expectation that players show up to a set amount (as a minimum). Given the choice between two identically geared and skilled players, I will always start with the player that can go from start to finish as opposed to the one that has to leave every night right before Patchwerk. From a management perspective, it just makes sense. A player that can only be available for a small amount of time is not going to be able to serve the guild well in a raid capacity.

You can’t afford me.

@Kreeoni Gear is lacking

Older friends have told me that companies generally don’t care what type of degree I have. I was freaking out because I was second guessing my program choices for school. Kimbo, an officer, explained to me that companies only care that you have the piece of paper that says you’ve got your 4 years or 120 credits. Whether it’s Psychology, Criminology, Sociology or Business Administration isn’t as big of a factor (in most cases but I know someone’s going to say “but yes it plays a HUGE factor”.

Having the degree shows you have the discipline and perseverance to work your way through school.

That mentality has some merit here. I’ve always held the belief that gear and skill are equally important. I need the weapons and armor to do my job. But I need the knowledge and skills to use my gear effectively.

Having your Sons of Hodir enchants or your exalted Rep faction gear demonstrates that you put a lot of time and effort into your character. Having high end heroic blues or a smattering of epics shows that you’re willing to grind through to get what you want. Appropriate gems and enchants show that you know how to best augment your character (unlike that one Priest I saw with nothing but agility gems. Hmm!

Finally, with raiding instances set to go up in difficulty, it becomes clear that minimum throughput of DPS and healing are only going to go up. For example, the gear requirement for pre-nerf Sunwell was much higher than a fray into Gruul’s Lair of Magtheridon’s cavern. The entire raid has to reach a certain minimum baseline performance in order to kill a boss. Otherwise the enrage timer hits or healers run out of mana and it’s game over.

Why have you or your guild rejected applicants? Do you have any good (or sad) stories you like to share?

Image courtesy of nyuszika

8 Questions Your Guild Should Ask Itself

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I have to share this. I saw an excellent post on Plusheal asking for advice about a fresh and new guild trying to find it’s legs (actually it was about how to democratically disagree, but that’s a topic for another time). One of the Plusheal acolytes, Caveat, replied with a great list of questions to help “reality check” your guild. Here it is!

  1. Do you have a clearly defined identity?
  2. Do you have a clearly defined schedule?
  3. Do you actually FOLLOW that schedule? (some of the best recruits we have had recently left a guild whose raid times started the same as ours- but while we start pulling within 5 minutes of that time, the other guild routinely failed to pull for 45 minutes or more. We went thru that stage, and figured out we were shooting ourselves in the foot )
  4. Do you have legitimate and fair looting system, with defined rules that are followed?
  5. Do you have a plan for progression?
  6. Do you have fun playing together?
  7. What is your vent environment like- are you foul mouthed teens or boring old geezers? (Each is ok, but appeal to totally different players)
  8. How are you with female players?

What would you add to the list? More importantly, how would you answer these questions about your own guild?

Image courtesy of OwnMoment

The No Asshole Rule: Constructing a Civilized Guild

This is one of the tougher pieces I’ve written. I had to wrestle with my internal conscience about how to properly word it. I couldn’t think of anything else better than asshole. I’ll probably end up turning away a few readers as a result, but this is something that has to be written.

Every time we play WoW, we interact with various people. We interact with people in partys. We interact with players in trade chat or out in the world. And there is no place we interact more then in our own guild. Whether you care to admit it or not, most guilds have an asshole. I’m not talking about the jerk who likes to get on his fat mount and block the quest turn in guy. Or the jackass who likes to hop up and down on your fishing bobber.

No, the assholes I’m talking about represent a type of cancer in your guild. You might be aware of it but most of you might not be.

This post is intended to be a wakeup call.

Several years ago when I was just a sophomore Priest, I went into a raid instance called Blackwing Lair. Throughout those weeks, I battle hard through every aspect of the zone. I pulled off the suppression room, mopped the floor with Vaelastrasz, Broodlord, and Firemaw. Spent hours practicing and then defeating Chromaggus until I came upon Nefarian before he fell.

A piece of Transcendence dropped and I was in line for it next. It was awarded to me and the elated feeling that players received after killing a boss and getting upgrades swept over me. Then another healer in the group sent me a whisper.

“Grats on the robe. Nice to be in a guild that awards loot to undeserving players.”

The feelings of joy vanished in an instant. I went from feeling the best to feeling like complete crap.

The Two Tests

Dr. Robert Sutton came up with two tests to determine when a person is acting like an asshole.

  1. After talking to the alleged asshole, does the ““target” feel oppressed, humiliated, de-energized, or belittled by the person? In particular, does the target feel worse about him- or herself?
  2. Does the alleged asshole aim his crap at people who are less powerful rather than those who are more powerful?

While some assholes are fully capable of doing damage publicly through guild chat, forums or ventrilo in front of your guild, there are some who are able to do their dirty work in private and are much tougher to catch.

12 Common Everyday Actions that Assholes Use

I’ll bold the ones that I believe are possibly relevant to you and your guild. This list is right out of Sutton’s book as well.

  1. Personal insults
  2. Invading one’s personal territory
  3. Uninvited physical contact
  4. Threats and intimidation, both verbal and nonverbal
  5. Sarcastic jokes and teasing used as insult delivery systems
  6. Withering e-mail flames
  7. Status slaps intended to humiliate their victims
  8. Public shaming or status degradation rituals
  9. Rude interruptions
  10. Two-faced attacks
  11. Dirty looks
  12. Treating people as if they’re invisible

All of us have acted like assholes at one point or another. Some days we lose our cool. It happens. We just have to do a better job of trying to control. I’ve lost my temper before and I’ve said things that I regretted immediately.

But the certified guild asshole? He has a level of persistence around him. He has a history of the consistently results in one person after another feeling like crap. They feel humiliated. Disrespected. De-energized. Constricted. Suffocated. In the end, they just feel really bad about how they are.

In short, the certified asshole gets the title because they are always treating people like crap around them.

Do you realize that you spend 15 bucks a month to play WoW? Where does it say you have to spend those 15 bucks playing alongside assholes who do nothing but treat you like garbage everytime you’re on? You deserve a lot better than that. There have even been studies that have shown that interacting with assholes often can lead to physical health problems like anxiety, fatigue, anger and depression.

An asshole can have a serious negative effect in your guild because they suck the life and energy out of people through smaller and seemingly insignificant act as opposed to one or two flareups. Consider the officer who reminds a healer that “he sucks” at healing every chance he gets. Or continues to belittle them with questions like “Why are you so bad?” It’s annoying and its utterly stupid.

The human brain perceives negative interactions in a bigger way than positive interactions. Sutton states that negativity can have an effect that’s five times more powerful than a positive statement. It takes a lot of support from positive people to help counteract the energy drained by one asshole.

The No Asshole Rule

If only it were unnecessary for guilds to not need the no asshole rule. Its quite simple.

It is entirely possible to have a productive and constructive guild without resorting to destructive methods.

Set clear expectations and standards of your players. How they should act and how they should conduct themselves. The moment any one of them pushes the line or crosses it, you have to take action. If they treat people like dirt in a pickup group or master loot themselves a trinket in a run they organize, there is no place for such behavior.

You don’t have to be an asshole to get the message across to someone. It can be done critically and it can be done firmly. More importantly, it can be done in a civil fashion.

Enforce the rule or don’t have it at all

You know what’s worse then having an asshole in the guild? Not doing anything about it when the rules specifically state that such assholeish behavior isn’t allowed.

It ends up being nothing more then a paper tiger.

Why do guilds put up with it?

There’s a belief in that having negative outbursts are character flaws that become tolerated if people are talented, intelligent and harder to replace. Talent can justify guilds looting items to these douchebags and we end up sending this message:

If you’re really good at what you do, you can get away with being a really big asshole. Actually this isnt just limited to guilds as it applies anywhere you go, really. Whether its at work or at school, the philosophy appears to be the same.

If you display words about treating people with respect but allow or even encourage the opposite behavior, it becomes useless. You end up being seen as a hypocrite and as a cynic. Players will lose faith in you and in the guild itself. Assholes multiply. When players see a person acting like one and is left unchecked, they’ll give in to their own inner rage and start doing the same thing.

Either enforce the rule or don’t implement it at all.

Life is too short for you to work and play among assholes.

 

I do want to encourage you to pick up this book if you’re into management or leadership. Heck, even if you’re just looking for a good book to read. Maybe you’re a teacher or you work in an office. There’s a chapter on how to deal and cope with assholes. It’s called the The No Asshole Rule: Building a Civilized Workplace and Surviving One That Isn’t by Dr. Robert Sutton.

Reader Question: The Double Bind of Casual Raiding

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Those of you who have kept track of my posts know that I love answering reader questions. This one was originally for Matticus, but I decided to take it on because it’s an issue that’s very close to my heart. Essentially, the question is the classic debate of the casual raider: do I stick it out with my guild, or do I move on? However, reader Adam is experiencing an interesting twist on the problem, as he’s a guild master who’s actively working to improve performance in his own guild. Let’s see the quandary in his words, shall we?

So, as a mixed minority I hate generalizing… but I seem to be having a problem in my guild concerning ::duhn duhn duhn:: DPS classes. Tank/Healers tend to enjoy their positions and willingly choose to do them. They read strategies, the seek out gear upgrades in their free time, they put effort into the game. As of late the DPS classes have been showing up expecting amazing loot without wanting to work for it.

Our guild is sizable enough to be running 25 mans every week, but the DPS classes aren’t pulling their weight. None of them will run Heroics to get their own gear, they expect as many drops as the people who have put effort in… none of them read boss strats so I’m forced to review every boss fight beforehand and we still wipe.

I KNOW things can be better because when our “best” do 10mans (just for the hell of it now, no one needs the gear) we can clear everything in one shot with 2 healers (myself and a Resto Druid). Hell, I’ve seen PUGs do better in 25mans than some of my guildmates.

The problem, then, is two-fold:

a) If I don’t let the sub-par DPS into the raids we won’t have enough for Naxx25. No matter how good the rest are you can’t clear it with 15 people. And in a lot of cases the bad DPSers actually hinder our performance (ie putting Grobbulus clouds in awful places, failing to make the jump on Thaddius and then rushing into the fray with an opposite charge, etc).

b) There are a lot of 2 or 3 friend groups within my guild. One is a good player, but he wanted his friends to come along too. They suck, and I can’t say no to them without the good player being hurt, etc. And when I say suck, I’m talking people in 50% Naxx10 or better epics doing 1,000 DPS. I’m not kidding. I did that at level 70 with my Priest in shadow and we currently have a few mages and warlocks consistently performing under the 1,500 mark with full raid buffs.

Recruiting isn’t helping much. I don’t get many people expressing interest in joining and the ones who do message me aren’t exactly cream of the crop. Am I screwed? Should I take my ten best players and start from scratch? Should those ten and I try to merge into another guild? I’ve led guilds since level 60 and I usually have a good idea how to proceed. Right now I’m at an absolute loss.

Such a thoughtful question deserves a somewhat lengthy answer. I’ll do my best to analyze what’s going on, and then I’ll make some suggestions for future actions. As you all might have guessed, there’s no easy fix for this one.

The Double Bind

What is this “double bind” I refer to, you might ask? The word refers to a situation in which a person receives conflicting and contradictory messages about how to behave, such that one behavior would negate the other. It’s similar to what’s referred to as a Catch-22, after the awesome Joseph Heller novel of the same name. Working mothers are often placed in a double bind; so are ethnic minorities, as they try to both stand out from and fit into majority culture. I’m going to put casual raiders right up there with these two put-upon social groups. A casual raiding guild typically tries to follow two conflicting sets of imperatives. I will note that Adam doesn’t refer to his guild as a casual-raiding organization. I mean no insult–I just inferred from the text of the question that the guild is, at present, casual-raiding. Perhaps Adam would like it to transition toward being more of a bona fide raiding guild, but I’ll address that prospect below.

Why is Casual Raiding So Hard?

Like the aforementioned working mothers, casual raiding guilds often try to do it all. They have two basic principles behind their organization, and those principles are mutually exclusive. Below, I’m going to try to generalize what most casual raiding guilds might say about themselves.

Principle #1: Our guild is about friendship and freedom. We value the relationships people have made with each other in-game and out. We try to keep friends and loved ones raiding together. We also let our members play as they like. They have the freedom to set their own schedule and play style.

Principle #2: Our guild is about successful raiding. Everyone has to play a certain way, and we can only do so at set times. Only people who meet certain benchmarks for performance can raid with us.

The very conditions required by raid content impinge on the freedom of the casual raider. In addition, friendships cause trouble, as in Adam’s case, when guild members understand friendship as a means to a raid invite. These two conflicting principles cause some members of casual raiding guilds to work a lot harder than their raiding guild fellows for less results. It takes a lot more hours to clear content with a less-than-committed group. One of my previous guilds, Random Acts, could best be described as a casual raiding type. During the summer we started Karazhan, we raided for maybe 12 hours a week, but the wipes were such that it took us three months to clear the instance. In addition, because of a need to accommodate people’s schedules, we did crazy things like make attempts on Moroes at 6 am. He owned us, by the way. Both times I changed guilds, I went further in the direction of a progression raiding guild, and each time the number of hours in game reduced for me.

Do One Thing, and Do It Well

In my mind, these are words to live by. This is simply, what works for me, and why I appreciate being a member of a guild that focuses on a specific goal. I have, however, been in a guild, Collateral Damage, that offered some benefits for their more casual members while being very successful at raiding. They actively worked to treat all of their players as equals (even down to taking Kara-geared folks on Black Temple runs). Incredibly, they managed to do this fairly successfully. I know first-hand, however, that the officers and players worked really hard for that, and also that, as a result of mixed messages from the leadership, drama was high. “We can have whatever we want,” was the guild mantra. It’s admirable, I think, to try to be all things to all people. The leadership of that guild is extremely altruistic. However, in the end, it was too much pressure and conflict for me. It’s worth noting, though, that CD always did and continues to do very well in raid content. They just put in a lot more time in other stuff–what I call “casual time” and “administrative time”–than raiding guilds typically do. My current organization, Conquest, which defines itself very strictly as a raiding guild, has its flaws, to be sure, but the one thing it does do is focus on raiding success as it’s only goal.

What to Do With Adam’s Guild?

Short of renaming his organization Catch-22 and just trying to laugh about it, there are a few things this guild leader can do to improve his situation. He has to decide what is most important to him personally. I am guessing that what Adam values most will be one of these things.

1. Progression
2. Friendship
3. Power

Solutions

#1 If progression is the most important, what’s needed is probably a change of guild. It seems like what Adam wants will be extremely difficult to achieve with the current group. He can try to take 10 friends with him and split off to form a new organization, but in my mind that is not the most certain way to better progression. Right now it’s a player’s market on guild recruitment. Almost all guilds are recruiting with Ulduar in mind, and players of all classes can pretty much pick and choose from the guilds at their skill level. It’s a great time to make a move. Sometimes you can do so with one or two friends, but mostly you have to go it alone if you make this choice.

#2 If friendship is most important, Adam should probably stay in the current guild and make the best of it. This means working one-on-one with low-performing dps and trying to encourage them into better behaviors. This means educating the guild about what raiding requires. I saw Collateral Damage take many players through this very education process, and in some cases casual players improved enough to become top-performing raiders. However, the success rate is not particularly high. Most players approach the game as they want to. What’s most important to Adam’s guildies might be things like the freedom to raid how and when they want to. Their personal goals might conflict with Adam’s, and there’s not much he can do about it. As I say repeatedly in my posts, we must all seek our bliss in this game. Sometimes you can turn a team of casuals into a team of raiders, but they have to want it. Even if Adam sits down with each underperforming dps and analyzes their gear choices, talents, and rotation, they still may not improve.

#3 If power is the most important, Adam actually has two choices. The idea is to remain guild master. Either he can work within the framework of the current guild, as in #2, or he can take his 10 best and form a new, smaller guild. I can see how it would feel very important to be in charge. Adam probably has a sense of responsibility for his guildies and wants to take care of them. A lot of guild masters are like this–and I used to be. However, I made myself miserable trying to fight every bad policy, as I saw it, in my previous guild. It didn’t win me any friends. In my current guild, I’m just an officer, not a GM. I speak my mind, but I can pick my battles now. I don’t have to fight them all. If Adam does split off from his current guild, he can expect a lot of work and drama incoming. The surprise factor will probably be that many of his coterie of good players will not want to move, even if they join with another similarly-progressed raiding guild. This always happens when guilds merge or reform. If you’re considering something like this, just be expecting to take a step back in progression for a few weeks as you recruit to fill the spaces in your team.

Either way you choose, Adam, you can’t have everything. My best advice is to think about it during this next raid week and really weigh the things you value against each other. Then, make the best choice that you can. It’s hard to get out of the double bind, but you will be happier if you have some clarity about what it is that you really want.

Alts and the Raider: An Officer’s Perspective

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Who are all these unsavory characters, you might ask? Well, all WoW players–particularly raiders–have a closet full of skeletons, or, to be more specific, absolutely terrible alts. These just happen to be mine, and not a one of them is as good as my main. There are the few exceptional players who play their holy priest as well as their frost mage, but those are few and far between. For the most of us, we have one character to raid with, whose mechanics we know inside and out, and a motley crew of has-beens, might-have-beens, and never-will-bes to tool around with outside of raid time. Usually, alts are harmless, though my paladin’s mailbox macarenas HAVE been known to cause temporary insanity. However, especially when burnout or boredom threatens, alts start to look pretty attractive. I’ve just taken Isidora the Fail Warlock on a little tour of Borean Tundra. Sure, level 68 mages can kill me one-on-one because I can’t find my fear button. But I can pick Goldclover!

This post explores what happens when raiders get attached to their alts. The fascination can go far beyond leveling a convenient profession or two. It is a truth universally acknowledged that when a guild starts spending a significant amount of time every week on farm content, at least one raider will want to bring in an alt.

Change is Good, Right?

From the perspective of the player, a change of main, or even a few trips to a dungeon on an alt, can help refresh interest in the game. On rare occasions, this can work out well for the guild as well. Sometimes a player is even more successful at raiding on a rerolled character than they were on their original main. I saw this happen in Collateral Damage with Allagash, a wonderful shaman who rerolled from priest in mid-T5 when she saw the potential of the shaman class. Those kinds of Cinderella stories can happen, but what I’m really interested in talking about are the rotten pumpkins that can result from an excessive love of alts.

Speaking Hypothetically

What if I were to decide tomorrow that Sydera has plenty of gear and experience, and that I’d like to start raiding on one of my alts? Maybe, since my guild has only one raiding shaman, I’ll powerlevel Zoraida (now at a stout level 7) and work my butt off to help my guild stack Chain Heal. Or, I’ll decide that even though I’ve become pretty decent at healing, it’s my destiny to hit things in the ankle with an axe. So, I’ll level my retribution paladin from 70 to 80 and add myself to an already bloated melee team. But I’m a good player, right, so my guild will work me in just to keep me. In either case, I’d ding 80 in little more than my underwear (yes, those are healing boots on the ret pally) and I’d want some runthroughs of heroics and Naxx 10 to get up to the minimum standard for raid gear. I’m sure, though, that the whole project would be engaging. Some players seek out just such a long slog so that they have enough in-game struggles to hold their interest. However, at the end of the line, when a new alt is at level 80 and in a basic raid kit, has it been worth the sacrifice?

Giving your Guild Leader a Giant Headache

Nothing causes Guild and Raid Leaders to lose more sleep than the prospect of changing the raid lineup. Anyone who makes a raid roster wants to be able to count on a consistent team, and alts ad chaos to the mixture. Most guilds don’t min/max every situation, so they will do what they can to keep a player they like, even if it means letting a healer come to raids on a ret paladin. However, that player has probably cost their guild a good bit of time and effort for a very uncertain return. Often, the end result is that the new main contributes less to the raid than the old one did.

Didn’t Ghostcrawler tell us to Take the Player, Not the Class?

syd-states-clearly-noYes, he sure did. However, when we’re talking about a rerolled character or an alt, there are a lot of reasons for guild leaders to say no. For example, let’s take Sydera. She’s been all the way through TBC and the current Wrath content, and somewhere along the way, her operator learned a thing or two about healing on a druid. When I take my warlock out for questing, I’m less quick to react than I am on Syd. It’s like playing a stranger. I might be able to learn another healer, but I don’t think I’d ever post great numbers as a raiding warlock. For high-end raiding, the absolute optimum scenario is for everyone to play one class of their choice and to build the team based on those choices. Changing things up mid-stream is uncomfortable both for the leadership and for other players.

But What if My Main is Already Geared?

In my mind, this is the worst reason to bring an alt to a raid, unless it’s a raid specifically designated for alts. In guilds with DKP lists, alts can sometimes bid on loot, often sharing a DKP pool with the main. Let’s imagine that a well-established guild has many long-time members with lots of DKP and a few new members with very little. One of these new members loses an item for their main spec to someone’s alt. How are they going to feel? And what will the effect on team morale be? This can be a hard lesson, because we all love our alts and get bored of farm content, but a guild has to think about the good of the whole. As painful as it might be, and as much as I’d like to go to Naxx someday on my alts, it’s best to keep alts out of raiding entirely. The exception, as I said, are raids designed to carry alts. If the guild is revisiting old content for giggles, then why not let everyone take their alts? But if the raid’s purpose is to gear up the players for the next level, you’re much better off with a full group of mains, even if some loot gets sharded as a consequence.

What if I Want to Switch Mains?

Sometimes a change in mains is the only thing that will make a player happy. In my mind, players should seek their bliss–but they should so so while being aware of other people’s needs. I can imagine two possible scenarios that allow a player to switch and keep his or her integrity intact.

1. The player who wants to switch is able to do so in a way that supports the guild.

If one of Conquest’s four resto druids really, truly wanted to switch to another healing class, and was willing to let that class be paladin or shaman, I would support them. Sure, I’d be skeptical until the alt in question reached 80, but I would be willing to do a little extra personal work to support the new character. However, once the person switched, I’d hold them to it. There would be no going back to the former main once the new main had an acceptable gear set. That essentially causes the guild to have to re-make its plans twice. I’ve been burned in the past by asking people to switch to an alt either temporarily or permanently in order to ensure better class balance for a raid. I’ll never do that again–and I’ll keep people from switching themselves to a character they don’t really like if at all possible. I’d only support a change of main if it was permanent and favorable for both the individual and the team.

2. The player switches mains and respectfully leaves for a guild that needs a player in that role.

One of the hard lessons I’ve learned this year is that sometimes you have to say goodbye to your guild–for the good of both that guild and the raider involved. I believe in everyone’s right to find happiness, and if that sense of in-game satisfaction is only available with a new class and role that your current raiding group doesn’t need, well, it makes sense to say good luck and goodbye. There are respectful ways to g-quit. It’s better, in fact, to quit if staying would mean that the guild has to radically change itself in order to accommodate you. My earlier example of healer-to-melee would probably require a wholesale shakeup of Conquest to accomplish. So, have a heart-to-heart with the Guild Master or Raid Leader. Find out if your new main will be able to contribute something useful to your raiding team. If not, give a notice of a couple weeks if you can and then start looking for a new home.

Would I Ever Switch Mains?

Probably not. I’m rather attached to Syd, and I’ve found something I’m good at. Alts are nice for dreaming. I like to imagine what it would be like to Chain Heal with Zoraida in a 10-man, though I’m not likely to get there. I might someday pug a Naxx 10, or go on an all-alt run of old content. That sort of thing is fun. However, when it comes to progression raiding, I might daydream sometimes about switching, but then my better angel kicks in and tells me to get back to lifeblooming. Another question entirely is whether I’d reroll if Matticus asked me to. Yes, I would, because if the guild leader asks, that means it’s best for the team–but he’s not likely to do that. After all, I’m an incredibly slow leveler, and the guild would have to wait a long long time for their new team member.