The Difference Between Recruiting On Server and Off Server

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Mages. They used to be a dime a dozen. Our second highest level Mage is Stop (clocking in at a health level 4!)

There’s generally two places to recruit players from:

  • On server: This is the typical route most guilds will go through.
  • Off server: A little tougher and a little rarer. Players that transfer are generally a good breed.

I’ve delegated Sydera to the role of recruiting off server. So far, she’s done an excellent job scouting out players and prospects. She’s a lot more familiar with the process and the effort required with offserver players. When guilds recruit off server, it’s a big decision on the part of both the guild and the prospect. Server transfers aren’t free (usually) and it involves a big commitment. The process of speaking to a prospect and then transferring to join a guild could take days or even weeks at a time. But Syd has a good idea of knowing what I want and how to convey it. She represents the guild well in this regard. As a GM, I have to make sure that prospects know exactly what they’re getting themselves into. Things like my expectations, the way loot’s handled, raid times and so forth have to be said and sometimes repeated.

The worst feeling in the world is for a player to come over here only to find out this isn’t what they were looking for. That’s why I prefer vent interviews instead of in game. You can learn a lot about a person from the way they speak and their tone of voice. All our key indicators.

Coincidentally, most of the off server players who have applied read the blog. Go figure.

With regards to the on server recruits, my process isn’t as detailed or thorough. A simple trade chat macro with your guild, what your guild wants to do, raid days and times, along with classes preferred is generally a solid way to go. This way, players get all the basic information. The ones that are interested will message you for more details. The ones that aren’t interested won’t and you’ll end up not wasting time. I like to give players the option to come on vent if they want to discuss the guild more if they have any questions. I think it’s a good way to establish a dialog with them.

After that, I let them know that they’re a trial and they’ll be evaluated in the weeks ahead when we start raiding. Everyone’s performance will be analyzed and compared to see if anything can be tweaked or adjusted. It’ll continue to be an ongoing process. As much as I hate doing it, I’m going to have to make cuts in the future. I’m not sure if there’s a single GM out there that actually enjoys making cuts from their guild. It’s a dirty job but it has to be done at times.

But first thing’s first, I need to recruit.

The difference? One takes a lot more time and energy to invest in and has the possibility of not working out.

There’s enough of us at 80 now to step into Naxx and OS 10. We’ll be making a run on Saturday. The Monday following, I’m going to try and run a Naxx or OS 25 pickup group. There’s a smattering of guilds out there who have 80s but not enough in their own guild to run a 25 in house just yet. My goal is to work with a few of their players and my players and just get our feet wet so that everyone can benefit from the experience. I’m not sure if this is what Lume had in mind when he mentioned that a “GM should establish themselves and become a visual figure”.

Either way, it is a start. And it’s either going to work or fail horribly. We’ll find out!

Now, if I were a guildless Mage, where would I be…?

Twitterati’s Advice to GM-to-be Matticus

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Let it be known that to me, GM does not stand for Guild Master. I prefer to think of it as General Manager. Sports terms work a lot better for me and it’s something I can handle (though I suppose it is more of a business term). Yesterday afternoon, I lit up a simple tweet:

What advice would you have for up and coming GMs?

The response was absolutely long and enormous (as you can see on the left).

I don’t know if there’s much more to be said after such a myriad of replies.

If you have anything you’d like to add, feel free to do so.

Bonus points if you can match the Twitterati and keep your advice under 140 characters.

Note: Tweetdeck is the official Twitter client of Matticus.

Build Your Own Guild Part 10: Making Changes

New guilds tend to start out in an idealistic mode. Guild masters and officers alike make ambitious plans–possibly including world and server domination–and they put in the kind of policies that they believe will get them to their goal.

However, sometimes plans go awry. In my experience, guild rules fail for two primary reasons.

1. Rules Have Unforeseen Consequences.

Despite the officers’ and guild master’s good intentions, new policies sometimes have unintended effects. A clause that was meant to help and support potential members may end up alienating them. Collateral Damage has make several mistakes in policy over the past few months, and it was always with the best intentions. To offer one very recent example, at the outset of our planning sessions for Wrath, CD’s officers talked about putting in a Raider Status. At the current moment, we don’t have a guild rank that corresponds to raid eligibility. While we thought it might be a good thing for organizing purposes, as it would let both infrequent and regular players know clearly how often they might expect to raid, our members did not. Most players were vehemently against having any kind of rank associated with raiding, and so this policy never made it to live, if you will. The reason? The mere suggestion of a special designation for raiders felt divisive to our members. Ironically, the very players who would exceed the standard we put forth were the ones who argued most passionately against it. The label “raider” was unwelcome, and as such, we’ve jettisoned it entirely.

2. The Guild Identity Evolves.

Guilds are organic entities, and they do not remain static for long. Part of the reason for this has to do with personnel. In the virtual environment, turnover is high, and the identity of a virtual organization depends heavily on the personality of its members. In addition, the guild’s successes or failures can determine its direction. In Collateral Damage’s case, we progressed farther and more quickly than we thought we would, and as a result, we became a more hardcore guild than our original design envisioned. Gradual change can also alter power structures. Guilds that start with lofty goals and a strict hierarchy may find that, over time, they can loosen up. What starts out as a totalitarian state led by a benevolent philosopher-king may end as an association of friends and equals. It is my belief that healthy guilds shift towards this model over time as they develop trust among members. In the case of gradual institutional change, you may find that the initial policies you wrote may have very little correspondence to guild reality.

How Can I Change Things?

When something isn’t working, it tends to be pretty clear. You will hear little grumbles here and there. This is normal for a guild, as QQ is eternal, but pay attention when you start to hear the same thing from many different parties. When that happens, make a new item on your officer meeting agenda and do something about it. If a policy is bad, get rid of it as soon as you can. Sure, you’ll look inconsistent to your members, but in the end, no one wins a prize for persisting with a bad strategy. However, in order to set your organization up to be able to change with the times, or with your better judgment, certain structures have to be in place.

1. Give yourself an out.
Sometimes a guild’s charter seems graven in stone, when in fact it’s a functional document that should always be changing. Let your members observe a tradition of keeping the charter up to date. That way, if a big change needs to be made, they won’t say: “You can’t do that because it’s not in the charter.” Believe me, CD made the mistake of having a static charter and rule set. Members will read the charter like a Blue Post, and we all know what happens whenever Ghostcrawler appears to change his mind.

2. Have a Decision-Making Structure
Make sure that your guild rules set up a procedure for proposing and ratifying changes to policies. For some guilds, it may work best for the GM to have final decision-making power in all cases, but in others, a vote among the officers will guarantee better support for the decision. The worst thing you can do is poll your members and let them vote on guild policies. People tend to vote their fears. You’ve selected your officers (hopefully) because they’re capable of thinking through problems logically. Polls are useful for information-gathering, but leave the decision-making power in the hands of a few well-informed individuals.

3. Have a System for Reporting to the Members
Transparency is a good thing. I believe that the GMs and officers should be making the decisions, but I also believe that they should explain any major policy change to the members. Document the reasons for the change carefully. It’s very common for disgruntled guild members to accuse the GM of making arbitrary decisions. Don’t give them ammunition.

Sweeping Changes

The advice in this article should enable a new guild to make the small adjustments that are necessary to keep an active organization healthy. These kinds of changes are usually acceptable to all members with a little explanation. However, what happens if you want to radically change your guild’s identity? Is it possible, for example, to mold a casual guild into a hardcore raiding team?

Yes and no. In order to explain how a gradual shift might work, I am going to borrow the rather disgusting metaphor that my fellow CD officer, Bruug, used in our last officer meeting. Imagine that your guild is a cute little froggy, and you’d like to boil him up for dinner so you can snack on some delicious frog legs. If you drop Mr. Croaky into a pot full of boiling water, he’ll jump right back out. However, if you stick him in room-temperature water and turn up the heat a few degrees per minute, he’ll be perfectly happy to sit in his nice warm bath and cook.

Gross, huh? I’m not suggesting that you eat your guildmates. However, if you think that your guild has the potential to grow in a certain direction, take gradual steps to get there. Members tend to resist change. They like what’s comfortable and what works. Many people would say that you can’t take a casual guild and turn it into a hardcore one, and they’d be right in principle. Yet, CD has done that in practice, and without consciously trying (apparently we figured out how to poach a frog all on our own). If the will to be more competitive is already out there among your membership, you can help that along. Change will occur organically, but it will do so more surely and effectively if the hand of leadership gives it a nudge or two. Like a careful gardener, you can influence your guild to grow in certain directions. However subtle the changes, I do urge Guild Masters to be as transparent as possible about their vision for the guild. This is only fair to your members who, after all, did not sign their guild contracts in blood. Well, all except the warlocks anyway, and that was because their other pen ran out of ink.

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.