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

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

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

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

But…It doesn’t seem like GMs do much!

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

A GM’s Weekly Quests

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

1. Be Present

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

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

2. Keep Your Ears Open

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

3. Respond to Member Concerns

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

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

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

4. Do Your Homework

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

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

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

5. Maintain Dialogue With Officers

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

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

Conclusions

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

4 Key Guild Related Tasks to do Before Wrath Hits

Its Wrath Boarding time!

The Wrath plane has landed and passengers are boarding soon! Are you going to be taking it first class or taking the back seat in the economy section?

Veneretio wrote a hot post about dealing with the last few weeks before the new expansion hits and the game resets.

So what does Vene say is the most basic thing to keep in mind as time passes by? His number 1 is to continue to make goals for yourself. He admits that “a lot of what you get now [will be] replaced later”. I’m inclined to agree. Even the most equipped players will be hanging up their present armor and gear once they approach the upper level 70s.

For me, most of my hard work was done over the summer. My reputation has largely been grinded out. The last one was Sporregar (which I felt took forever, personally). I may not have enough gold to live and spend lavishly, it will be enough to function comfortably once raiding expeditions start up again. I’m not as invested in my alts as other players are. I level them and gear them to the point where I know I can switch healers if necessary for raids with different people. My Priest is my main and any fun stuff like Achievements and Titles go straight to him.

While Vene says to make goals, Matticus has another rule that’s more prominent:

Relax!

I’ve played this game hard for over 2 years with intermittent breaks. Realistically, the point at which we start raiding as a 25 man unit will not occur until the Christmas holiday arrives. This means that most raiders will be out of action due to Christmas and New Year parties. This pushes back our raiding until early January.

I don’t know about you, but I plan to take it easy as much as I can over the next few weeks. Outside of WoW, I have a few papers, several exams, and a presentation to deliver. The assignments are due within 3 weeks. The presentation is due 4 days after Wrath releases (and I want to finish constructing it first so I don’t have to over the weekend).

Now is the time to get all the real life stuff out of the way. Finish off your work projects. Get cracking on school essays. Bury yourself in the textbooks and take time away from the game where it doesn’t matter as much anyway. If you have goals to complete, then by all means, go ahead and try to get them done. But leave a bit of room for yourself if you’re a progression oriented player who wants to sky rocket to 80.

Revisit loot

Numerous guilds will be wiping their DKP systems and starting fresh. Take the time to examine your loot system. Find out what worked and what didn’t. What would you have changed differently? Try bringing it up as soon as you can. Work out any kinks or problems with the loot system so that you don’t have to do it later when it matters the most: In the middle of a raid.

Roster check

Examine your roster again. Try to ascertain who is likely to stay and who is likely to go. Find out if there’s any holes in there that need to be plugged. My guild has lost a Rogue already and we may lose a mage. We realize that we can always sift through and acquire replacements during the leveling process, its far better to find players now so that the guild can spend more time knowing about new players.

Promotions

Now is an excellent time for promotions. If anyone is stepping down or retiring from the game, its a good time to find players who have demonstrated veteran and leadership qualities to take their place. Raid leaders: Let others take over. See if anyone has expressed interest in doing so. Try to find alternative raid leaders to run your raids. It’s great to have alternate leaders in place in case your main guy needs to sit for a while. There are no less than 6 people in my guild who are qualified to run and lead raids.

One of my guild officers have stepped down and I’ve been promoted. If you do decide to promote someone, the most important thing you can do is outline their tasks. Tell them straight up front what they are expected to do. I signed a 2 month contract as an officer because I wasn’t sure if I was willing to do this long term. I’ve served in a leadership position before but I didn’t feel particularly effective at the time. In my case, I’m being asked to provide healer presence to officer chat and contribute to raid strategy. I also get a vote in what raid directions the guild should go in. I’ only agreed to do this on the interim. Between responsibilities with my blog, WoW Insider, and school I don’t know if this is a position where I can actually contribute to.

Wrap up loose ends! Get it done quick whether its real life related or in game related! Need a title? Hurry and join a group or form it on your own! Want to push reputation? Start soon before people stop running certain instances!

Quick leak: WoW Insider’s going to be doing a quick and comprehensive guide for the various classes when 3.0.2 becomes official. The brass wants us to outline major talents, and changes to the way we operate and other things of interest.

Help me out. I have to write something up by Sunday. I already wrote about healing at level 80. What would you like to know about Holy Priests at level 70 in regards to the new patch?

I plan on including stuff about:

  • Talent suggestions
  • Quick spell overviews
  • Game mechanics that affect us

Anything else you can think of?

Image credits: photos71

Build Your Own Guild Part 6: Scheduling

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

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

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

1. Keep A Consistent Raid Schedule

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

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

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

2. Use Your Guild Website for Scheduling

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

3. Make Rosters Ahead of Time

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

4. Let Members Schedule Fun Events

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

5. Think Ahead

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

6. Beware of Breaks

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

Conclusions:

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

Build Your Own Guild Part 5: Membership

Once you decide what kind of organization your guild is going to be, sketch out rules and policies, and design a leadership structure, you are ready to build up your membership. Ideally, if you have an ambition to start a brand-new guild, you already have a stalwart band of friends and associates to sign your charter. I would go so far as to say that it’s essential to start any new organization with at least a couple of members–it will be extremely hard for just one person to follow the recommendations I’m going to make in this.

1. Get the Word Out

I hate to break it to you, but a guild of one–or even ten–isn’t going to be able to accomplish much. Ideally, you need to bring in a lot of people quickly. How can you do this with a new organization? If I were starting from scratch, I would do the following four things. This set of tips assumes that you want to muster your troops right now, ahead of the expansion.

a. Go through your entire friends list and send everyone a note about your new guild.
b. Advertise on your realm forum and bump it once per day.
c. Start pugging instances obsessively and talking about your guild to everyone you meet.
d. Sponsor and lead open events, like a pug Karazhan, or for the ambitious or more experienced, ZA bear runs, Magtheridon or even Hyjal. The events you lead depend on your level of experience in the current content and the number of members you have at startup.

At this early stage, you may choose not to have an application process and may invite all who are interested. This is not a bad idea when you’re getting off the ground, but it could make raiding difficult later. It’s hard to get people to apply to an organization that doesn’t have a track record, but some people will take a chance if they’re offered a spot in a more informal manner. I advise you to find a middle way and only invite players you or another officer have had a conversation with. You want them to know ahead of time what kind of organization they are joining.

It bears mentioning, also, that prospective members will judge your guild by your behavior and the behavior of your officers. Now is the time to watch everything you say and do on your server–make sure that you reflect your guild’s values in how you treat other players. Now is NOT the time to spam trade channel.

2. Get Friendly With Other Guilds

Alliances between guilds can be formed on the basis of just a few friendly words passed back and forth. My current, very successful guild began when one of our tanks saved one of our healers from certain death in Blade’s Edge Mountains. They got to talking and found that they were both officers in Karazhan guilds with the ambition of moving on to 25-mans. At that moment, the seeds of an alliance were sown.

Alliances and cross-guild friendships have many different uses. You may want to partner up with another small guild at some point and run instances together, even if you keep your two guilds separate. Friends in other–ideally more progressed–guilds can be a source of help and information. For example, many members of Collateral Damage have friends in Cohors Praetoria, a more progressed guild on our server. The lovely people of CP have sold us Hearts of Darkness for cheap and have advised us on many boss fights as we’ve gone through T6 a few months later than they did. Some of their players have even offered to fill spaces in our runs if we need them. In return, CP has used our raid ID at least once to get an Illidan kill without farming the whole instance. These kinds of cross-guild arrangements are golden–they are mutually beneficial, and they tend to leave everyone with a good feeling about the virtual community. In addition, at times we’ve shared information about recruits, particularly about certain bad apples. Ideally, if one raiding guild on your server recruits and later /gkicks a whiny, greedy player, their recruiting officer will inform other guilds about it. Sometimes it’s difficult to tell what a player will be like from an application alone.

I urge you, as a prospective GM, to open a line of dialogue to the recruiting officers of other guilds on your sever. It’s a recruiting officer’s job to talk to people–if this person is halfway competent, he or she will be happy to have a conversation with you. Something I’ve done in the past, whether or not I knew much about the guilds in question, was to refer good applicants that were not right for my guild, either because they were not prepared for T6 or because we didn’t have space, to other guilds on the server that happened to be recruiting. I judged these guilds based on their ads and on the players that I knew, and have referred people to the ones that seem like class acts. Especially with the changes leading up to the expansion, there are enough players to go around for everyone. If you get to know some recruiting officers, they will probably be glad to help a new guild out. Established guilds can’t take anyone and everyone who comes their way. I know CD can’t even take all of the good applications. I always try to help anyone who applies to find a new guild home, when I can. If I knew of an enthusiastic new guild that was trying to build itself up, I would certainly point people that way. In turn, I know that many of Collateral Damage’s players have filled spots in other guilds’ T4 and T5 runs when particular classes are needed. If you reach out to others–particularly players that you know are classy, friendly individuals–people will most likely support you.

3. Recruit Creatively

Once you get a few members on the roster, you can fine-tune your recruiting a bit. In order to find players to fill specific roles, follow the 10-step guide I wrote on this type of recruiting. The guide assumes that you already have an existing player base, so you may have to adjust some of the advice to suit the needs of your brand-new guild.

What Do I Do if I Want to Start Once the Expansion Comes Out?

It may have occurred to you that most of the advice in this article applies to those who want to get their guild off the ground ahead of the expansion. It is true that the time is running short, and that you may prefer to start building a membership base during the leveling phase of Wrath. That approach has a set of advantages.

1. Many players may return to the game at that time, and some of those will be free agents.
2. It’s easier to leave a guild during a leveling phase than during a raiding phase, so some raiders will suddenly be free once Wrath hits.
3. Expansions in general are a time of change–some old guilds will implode when it hits, leaving their raiders homeless.
4. Some guilds will downsize to 10-man content, and some of their players will leave.

It sounds great, right? The only drawback to starting your recruiting drive when Wrath hits is that with everyone leveling at the same time, you may not be able to distinguish the kind of player that you want from the herd. If you pick up lots of players as they level, it will be hard to tell who will be able to make a commitment to raiding. This is in some sense an unavoidable problem for a new guild. My advice is to plan for continuous recruiting. Bring in more people than you think you will need, and sort out the difference between raiders and non-raiders once you actually start tackling 10 or 25 man content in the expansion. And yes, if you do general recruiting early in the expansion you may have to draw some distinctions in your guild roster between raiders and non-raiders, but that, dear readers, is a topic for a different entry in the series.

Happy recruiting!

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.