How to Run Raid Orientation

Welcome to the new tier, everybody! We’re starting to kick off our raid this week. This is a great time to run raid orientation for the raid group, especially if you have many new players or if the raid team was on a break leading up to this point. For us it was mandatory because over half the team was new stemming from some major turnover. In this case, boss GM set up a preliminary officer meeting to go over the agenda for orientation and what to cover. I’ll dive into that one in a bit. Ultimately, he made some adjustments to an existing slidedeck that was created by one of the other raid teams in our community and co-opted some of those elements. I don’t really agree with some of the design choices, but I bit my tongue on that one.

If you want to watch DJ’s raid orientation, our GM did stream it, and you can find it here: https://www.twitch.tv/videos/1975224736?t=00h16m06s

What is Raid Orientation?

It’s exactly what it sounds like. You can liken it to your experiences when attending school for the first time.

Raid orientation is a crucial process where members of a guild come together to discuss, plan, and prepare for the challenges that lie ahead in a new raid tier. It’s the foundation upon which a successful raiding experience is built. This is where new members get to know each other, understand the guild’s strategies, and set their expectations with the goals.

This can be hosted in Discord and having your GM share their screen. They could also stream it and have it saved for anyone that missed out on it.

Benefits of Raid Orientation

But why?

  • Enhances Team Cohesion: It brings players together, fostering a sense of community and teamwork. For a bonus, you can add some icebreaker games at the end.
  • Aligns Goals: This helps to ensure that everyone is on the same page regarding the guild’s objectives.
  • Preparation: Provides an opportunity to discuss strategies and requirements, reducing confusion during actual raids. We’d rather get this done now or during the week before we set foot into the instance.
  • Resource Management: This helps in efficiently setting aside resources like consumables and loot. It also covers where players can find resources like assignments and strategy on Discord. In our case, we hold tier tokens until the end of the night to see what we have before distributing it all.

What Does Orientation Typically Include?

Player Expectations

This segment focuses on what the guild expects from each player. It includes commitment levels, understanding of class roles, our community code of conduct, and basic raiding etiquette. We expect our players to complete 4 keys weekly. They don’t need to be 20s, but if they can eventually strive to hit 16s to 18s consistently within the first few weeks, it’ll set our team up for success. This also means how to handle attendance issues and who their raid mentors are. Basically, the GM is covering policy.

Raid Expectations

Here, we delve into the specifics of the raid content. This covers some strategies, boss mechanics, and the roles and responsibilities of each raid member. This means showing up on time. This means having the required WeakAuras installed and addons updated. It also means knowing their role and how to respond to mechanics in encounters while surviving. This could be its own night, though as we plan to have a film review on a different day before our raid night where we go over every encounter.

Consumables Expectations

Raiders need to come prepared with the necessary consumables. This part of the orientation covers the types of consumables required and how they contribute to the raid’s success, especially with the new health potions and other augments. Speaking of augments, there’s also the new reusable rune. Depending on your guild’s focus, that might be worth mentioning.

Loot Council

A key part of raiding is the distribution of loot. This section explains how the loot council operates and guides members on setting up their loot wish lists to make the process effective. We’ve also taken the liberty of requesting volunteers for the loot council. This is a call for members who wish to contribute more directly to the guild’s decision-making process with the resources and sims we have in place.

Goals and Pacing for the Tier from a Progression Standpoint

Setting realistic and achievable goals for the raid tier is critical. This includes discussing the pacing of the raid progression and what the guild aims to achieve each week. Even though we finished US 300 in Aberrus, we’re aiming for the US 400 mark this time at a slower pace. Think of this piece like setting the road map for the tier, including when raid extensions would begin.

Icebreakers

Think of some fun games you can play especially to help get newer members accustomed to the team. Sometimes we’d ask icebreaker questions but tell our players to type their answers in chat, but only press enter after a countdown hits 0.

Definitely consider running orientation at the start of a new raid tier! It’s a fun way to reconnect with your team if there’s been some time off between raids or a bunch of new players coming in. It helps set the tone for the rest of the tier and gets everyone primed as to what expectations will be like.

Lastly, I don’t know how I feel about the slides and how they were designed. I sure wish we had more Warcraft related looking assets in them though!

The Burden of Leadership, Lodur bares his thoughts

There are a lot of folks out there that think being in charge, or in a leadership role, of a guild is a big fun thing. You get to set permissions, invite, kick and all that other cool stuff! Truth is, at least for me, it’s another job. Being in charge means that, like at every other job, you are responsible for those beneath you and how they perform. On top of that you become involved in the day to day running of something larger than yourself. This is especially true if you are among the leadership of a raiding guild.

After leaving Unpossible after 5 long years, I had put the officer mantle in the laundry bin to be cleaned pressed and put under glass. Circumstances did not allow me to leave the mantle alone for long, and I find myself in a leadership role again. Over the last two tiers I’ve had a lot on my plate between being in game, my podcast For The Lore, still consistently writing for WoW Insider, and also writing a novel that I’m submitting for publication consideration in the following weeks. On top of various other personal things, it’s been a hell of a long year and I find myself with an over abundance of ideas on the topic of leadership in a raiding guild. So, bear with me here, because I’m about to dump my thoughts a little.

The burden
The wear and tear
The hard choices

Truthfully it wears on you over time. You have to make a lot of hard decisions that are not always easy, and certainly aren’t popular with everyone. Lets take on the topic of friendship in real life, and raiding in game. I’ve talked about it before, but it’s something that keeps rearing it’s ugly head over and over again. Being someone’s friend does not make you immune from being included in those hard choices a competitive raiding guild faces. This includes officers and the rank-and-file of the raid team. Sometimes,  you have to look at someone’s performance, and if found wanting must bench them or otherwise remove them from a fight or raid, until performance can be fixed. It’s for the good of the entire team, and the progression of the raid, and ultimately if that’s your goal that’s what matters most. Don’t take it personally, it’s not a slight against you as a person, it’s just that the numbers aren’t where they need to be. I’ll use myself as an example here.

Firelands was not very kind to restoration shaman. The fights were ones that didn’t let us take advantage of our strengths and as a result other healers tended to do better than us. In our raid team, there were many fights where I would sit myself for the other healers because they were that good and the numbers worked out better. I did the same thing with the second restoration shaman in our group. Do I think I’m a crappy healer? Do I think the other restoration shaman just sucks? No, I don’t, it was just better numbers to configure our raid healers a different way to optimize success.

When you have to bench someone who is a friend of yours, especially in real life, sometimes it’s hard for that person not to be upset by it. I understand that, I get that, but it’s not personal. It’s not that they aren’t your friend, or that you suck at the game, it’s just that things needed to be done a different way. It’s not an easy decision to make, but sometime’s it’s the necessary one You have to separate the leader from the friend when those decisions are handed down the same way you would if your friend was your boss at your 9-5 job. It’s not easy, but it is what it is.

A sellers market
Make your own choices
Evaluate your position

There’s a saying that “it’s my game time and I’ll play how I want to play.” That’s all good and true, I mean you are paying to play the game. Consider, however, that you might not be in the best place to play the game the way you want to. A progression raiding group is going to be looking for a pretty solid set of criteria.  These include, but are not limited to the following

  • Are you willing to change your spec, gearing, chants and reforging to a more optimal setup?
  • Are you willing to play a spec you don’t normally play?
  • Are you willing to be benched if it’s for the good of the team?
  • Are you open to criticism about your performance and information to help attempt to improve your output?

If you answer no to any of these, then you should probably not try to get into a progression raiding guild. If you don’t want to budge on how you play your game it’s just not the right environment for you. Blizzard has made a big deal out of “bring the player, not the class, or spec or cooldown” etc. For the most part that’s true, but when you’re edging into hard mode encounters, or sometimes just a normal encounter in itself, and you want to get through it quickly and efficiently, then it simply isn’t always the case. See above where I benched myself for the good of the raid on a fight. No matter what, there’s always going to be an optimal setup. Whether it’s a raid full of paladins, or nothing but druid healers in a group, there will always be a tweak. Can you do the fights without the optimal group? Sure, but it becomes harder and harder as you progress through content. Sounds counter intuitive, but I assure you it’s true.

Another truth here is that right now it’s a sellers market. What do I mean by that? Cataclysm has royally screwed recruitment over pretty badly. Finding new members to add to your guild  can be a pain and prove rather difficult, especially when you’ve something specific in mind. It’s not that “beggars can’t be choosers” or anything of that nature, but a progression raiding guild might not be keen on accepting that applicant in normal Cataclysm blues and can’t spell their own name when the group is trying to kill heroic Deathwing. There’s a guild for everyone out there, and you need just look if you want to play a particular way that you aren’t allowed to where you are.

LFR
Doing what it takes
Better for the guild as a whole

This is something of a recent development, and something that irked me a little bit. A lot of guilds out there do LFR weekly as a group in order to obtain set bonuses for raiders, gear up new recruits and sometimes just to get a feel for the fight. It makes sense really, it’s an easy way to gear up and see the fights, and still have a bit of a safety net. Hell, my guild even did it for a few weeks to get some set bonuses in action. As a group we were going to go in, and just pound out the 8 bosses on LFR and then go back and do normal raiding. With the raid as geared as it was, LFR should have been easy and would do nothing but help everyone.

What got me about it was that some folks just simply said no and refused to participate in the LFR runs, even if it would help them and the raid as a group. I understand having a preference, I myself am not a huge fan of LFR any longer, but even I showed up for those runs because it allowed people to gear up, see fights and did nothing but raise the entire guild higher and help with normal raiding. What got me was that those same people wanted priority on invites to the normal raid, and expected to get the normal equivalent gear. When neither happened, they complained.

Not going to say someone should be forced into doing something they don’t want to do, but the way it was handled was bad. Immaturely logging out, refusal to listen to reason, and claiming that there wasn’t anything in it for them so they wouldn’t do it. Even when it was needed most, refusing to help the guild by tagging along. Like above, you have to be willing to give a little, especially in a group who wants to accomplish progression raiding. Sometimes you’ll be asked to do something you don’t want to do to help the group. Sometimes you have to bite the bullet, and if you can’t, then maybe you’re in the wrong place.

In the end

This is what’s been on my mind for two tiers now. Working out ways to do what needs to be done, and convey that the decisions aren’t personal, that the raid group as a whole is a larger organism thriving on everyone in the group working to the same means. It’s hard sometimes. It’s frustrating, and borderline infuriating some nights. But, it is what it is. At the end of the day, it’s the officers who bear an incredible amount of burden. Now, I’m not quitting or burning out mind you, just needed to gather my thoughts and get them out “on paper” so to speak. I appreciate my raiders and the ones that not only give me their all but also do more than that. The ones that send me funny tells in raid to keep me laughing or just making sure we’re progressing, I appreciate their actions and what they do for us the officer corp, and for the raid group as a whole.  Sorry for the brain-dump folks, but hope you enjoyed a glimpse into the skull of ol’ Lodur here.

Interview with a GM: Mel of Edge

This is an interview in a (hopefully) ongoing Interview with a GM series. Today, we sit down with Mel of Edge and one of the bloggers at Sacred Duty.

At what point in your gaming life did you suddenly decide that you wanted to be a guild leader and what led to that decision?

I can only really answer the spirit of the question, and not the substance of it, because Edge doesn’t have a Guild Leader.  The GM is a level 1 alt, and you can’t prove that it’s me.  We run with a council of officers.  There are four of us – I’m the Raid Leader and tank officer, but it’s much more than a one-man show.  We all work very hard to keep the guild running effectively.

As far as being in a leadership position in a guild goes, though, it’s not something I’d ever thought about before it was inflicted on me.  I was a fairly new raider when I joined Edge – I was inexperienced, but they headhunted me out of a ZA pug (the original ZA).  About three months after I joined Edge, the RL and MT retired, and the other officers asked me to take the job.  I was young and naive and should have known better.
Raid leading can be very rewarding, but it’s a lot more extra work than I would have believed when I first took the job on, and a lot more added pressure.  I decided to take the job they offered me because I didn’t know how much work it was going to be, and I wanted to give back to this nice guild that was letting me see content with them.  I’m not sure I’d be able to make the same decision knowing what I know now – but I wouldn’t give up the experience, either.  I’m not sure I can explain that dichotomy any more clearly, as much as I might wish to.

Tell me about the loot system your guild uses and how it fits in with your guild’s culture.

We use loot council.  In my opinion a properly run loot council is the most progressive loot system.  It allows you to put loot where it will best assist the raid in downing bosses.  It prevents any worries about DKP hoarding with tier tokens.  So long as the loot council isn’t corrupt, there isn’t much of a problem with drama.  In the 3 years that I’ve been an officer in Edge, we haven’t had an issue with corruption.  Loot is handled fairly, but we’ve been able to deflect loot onto DPS or healers when we’re stuck at a particular gear check to help us over that hump.  It’s never going to be an enormous difference, but small advantages add up.

What is the typical application process like? How are players handled who pass and those who don’t pass your standards?

All apps get posted to a private members forum for our guild.  Good ones will get contacted for an interview.  Our interview process is typically fairly long and involved, and it focuses mainly on “getting to know you” types of questions.  WoL can tell us if a player is good, but it’s very important to us that people will fit in with guild culture.  We want to get a sense of people in an interview, and we want them to get a sense of us.  If people are going to spend up to $55 to raid with us, we want them to have a very high chance of success in the trial.

Following a successful interview, there’s a 4 week “initiate” period, where people get to prove that they’re worth a raid slot.  The biggest hurdle to clear is not standing in fire.  It’s an unofficial policy with us that nobody fails in their first raid – it’s hard to join a new guild, often a more progressed guild, with new strategies, and immediately be perfect.  But we do expect trials to be competitive with our established raid force in most performance criteria (gear is taken into account) very quickly.  We can’t afford to carry people.  Generally we have a fairly high success rate on trials, roughly 75%.  We like to believe it’s due to the thorough interview process, thorough vetting of the application and logs, and because we’re willing to give trials a real legitimate second chance, no matter how disastrous the first raid was.  Some of our best raiders had a horrible first week.

If someone fails their trial, they’re either offered friend rank in the guild, or they’re asked to gquit “at some point in the next couple of days, when it’s convenient”.  It basically depends on how much a part of the guild’s social atmosphere they’ve made themselves.  As a general rule, the ways to fail a trial in Edge are to tunnel vision or firewalk.  Meters aren’t our primary measurement of playskill.

Rumor has it that your raid group does not utilize ready checks. If it’s true, how come?

Ready checks are an opt-in system, and opt-in systems deflect responsibility.  Instead, we make the choice to assume that everyone is at keyboard and ready to play when we’re raiding – when they’re expected to be.  We’ll often be discussing strategy during runbacks, so it’s a bad time to just take off the headset and run AFK anyway.  If someone has to take an emergency break, the onus is on them to inform the raid, and then we wait.  But I don’t see a reason to waste 20 seconds on every pull just to ask if everyone is actually at their keyboard, when I could just be informed that someone isn’t there for the one pull that it’s an issue. 

Ready checks are just one convenient example of a culture of personal accountability, though.  We always try to encourage personal accountability – own your actions and own your mistakes, and respect the time and effort that thirty other people are putting into the game.  Randomly running away from the keyboard is a waste of everyone’s time, so we encourage it to be kept to a minimum as much as possible.  “Opt-in” systems are generally bad, because they discourage accountability.  You opted in by joining the guild in the first place.  The onus should be on individuals where possible, rather than on the raid leadership.

In your opinion, is it possible to be an elite player without being elitist? (As in, extremely skilled without the negative, berating attitude).

A little bit of elitism isn’t always a bad thing.  It’s okay to be proud of your accomplishments in WoW.  It’s okay to know that you’re a skilled player.  You can be an elite player, and an elitist, without berating, or being negative.  In some ways, I think the two parts of the question are completely unrelated to each other.

I’ve seen a fair amount of negative attitude and berating from 5k DPS pugs in LFD, complaining about how bad group DPS is, and how everyone sucks.  I’m a fairly good tank, and I’ve never vote-kicked someone from a 5-man in the entire time the system has been around.

Attitude is separate from skill, I think.  Being good at Warcraft does not make you a bad person.

Every guild has its share of stories. Whether they’re humorous or inspiring, there’s usually a lesson associated with it. Do you have one you’re willing to share and something to take away?

On May 31, 2010, one of our raiders announced that his wife was pregnant with their first child.  At the time, we were working on Heroic Lich King (25).  We’d had some very good pulls on the fight, and were nearing a kill – but this raider didn’t know that, because he’d missed a few raid days due to vacation.  One of our resident smartasses suggested that Collider should name his child Arthas, if we killed the Lich King that night.

Collider agreed, and made a solemn promise  that he would do so. The ending of the story is fairly obvious at this point.  We spent the entire three minute RP phase at the tail end of our first H-LK kill tormenting Collider about what his wife was going to do to him when he told her he’d promised to name the baby Arthas – male or female.  We spent the next seven months inquiring solicitously about baby Arthas, guild mascot.
We were unable to convince him to promise to name his second-born Halion.  I guess he learned his lesson.

How do you evaluate underperforming players? Is there a window of opportunity for them to work themselves back in and if not, what eventually happens to them?

The short answer is that underperforming players get a talking to (several, actually) and a chance to shape up.  We’re very very tolerant of people who’ve made it to raider rank.  It takes a lot to get demoted for performance reasons.  It helps that we recruit for a certain self-motivated attitude, and a sense of personal responsibility, I think.  I have never had to demote a raider for performance reasons, in three years.  In a couple of cases, people have demoted themselves, after realizing that they just weren’t willing to make the commitment to keeping up that they used to be. 

I firmly believe that loyalty works both ways – that it HAS to work both ways.  Someone who has demonstrated loyalty to the guild deserves the opportunity to fix things.  That’s the commitment that we make to people in order to earn that loyalty.  The guild stands by it’s membership, and the membership stands by the guild.  

Evaluation is fairly easy, though – ask the healers.  They know who’s taking damage that they shouldn’t, they know who’s using healthstones, and they know who’s healable and who isn’t.  Healchat can always tell you who’s underperforming.  The meters are the last thing anyone should look at to evaluate performance, in my opinion.  You can teach anyone to run a rotation, it’s the easiest thing to fix.  But you can’t teach reaction time, or survival instincts.  Dead DPS does zero DPS – we try not to recruit firewalkers.

If you could say one thing to a player who aspires to start their own raiding guild, what would it be?

I don’t know, I never started a guild.  That’s a terrifying prospect.  A much better idea is to join a raiding guild and somehow have them thrust leadership upon you.  It’s much less work.

More seriously, I would suggest that you figure out your goals and policies in advance and write them down.  You can modify them later, as necessary, but you need to know what your guild exists for, and how you’re going to accomplish those goals.  Are you a hardcore raiding guild?  How many hours a week are you looking to raid?  What ranking are you aiming at, roughly?  What do you need to do to make all those goals happen?  Do some research, have an idea of what you’re getting into.  And above all, have clear goals, and clear policies designed to support that goal.  Everyone who joins the guild will have an idea of what it’s about, and when you make decisions based around the goals and policies everyone will know where they’re coming from.  And when you have to go “off book”, think it through, and be consistent.  Avoid making exceptions, because when you do it once, you’re stuck dealing with exceptions forever.

When raiding, what’s considered a good day? A bad day? When would you call raids early?

There’s a few obvious situations when we’ve called raid early: when all the content is dead.  Or when we’re obviously not going to finish all the content in one night, but would only need an hour or so on the second night, we might finish half an hour early on night one.  We call raids “early” by a minute or two if the next pull would take us overtime, or if a boss dies such that we don’t have time to get a pull on the next boss after clearing trash.  But we don’t ever call raids early for “bad performance” – especially in progression.  Sometimes, pounding your head against something is worth doing, just to know how much it hurts so that people avoid doing it again.

A good day and a bad day entirely depends on context, but for me it’s less about how much we get done than it is about how well we play.  We had nights in T11 where a lot of content got cleared, but it still felt like an awful night, where the raid wasn’t focused, and there was a lot of “phone it in” play.  We had nights where bosses just wouldn’t seem to die that were fairly good nights overall.  I’m a happy raid leader when my raid is awake and paying attention and engaged, and I’m an unhappy raid leader when the converse is true.

Thanks again Mel!

Tough Call: How do I turn them around?

ComputerRepair

The other day it occurred to me that as a leader, we are judged twice: Once by how we handle success, and once by how we handle problems.

So by now you’ve determined that one of your officers needs to step up their game and contribute more to your rampantly successful organization.  Presuming you still feel they can be a valuable part of your leadership team, this leaves you with two standard options:

  1. Ignore it and hope the situation fixes itself
  2. Violently strike, shake or punch them
  3. Coach them to success

Method 1: Ignore it

Let me know how this works. 

Actually, I’d bet that a fair amount of people are reading this because they’ve already tried this method and realized it never changes.

Method 2: Violence

“We have not yet developed the technology to punch someone over a standard TCP/IP connection.”

Lodur

So unless you’re a Jedi and can Force Choke someone, this method is sort of a wash, too.

Method 3: Coaching/Wake-Up Call

Part of leadership is motivation, and that doesn’t start and stop with your members.  Your officers need back-up, direction, vision and support on a regular basis.  The only thing that changes is your tactics and means of implementation.

Of course, how this situation came to be and what path you choose from here is largely based on your leadership style.  What follows below likely fits best within an organized style of leadership.  If you run a more chaotic/organic guild, some of this could seem foreign. 

As with any relationship, the GM/Officer paradigm requires give and take.  You both need to know what is expected of each other, so there are no assumptions later on.  It really helps to lay these things out, and to write them down.  Do not presume you will remember all the details later, because you won’t. 

Re-Defining their Responsibilities

Their domain: Are they in charge of all melee, or just tanks?  Do they coach healers outside of the raid, or is that done by the Morale Officer?  In your head, who should be going to them before coming to you?

  • Expectations: What goals have you set for their area of responsibility?  Just “play well” isn’t really a goal.  Zero missed interrupts, DPS that ranks on WoL every night, better cooldown coordination between healers.  These are examples of things they can work on.  Remember, people derive comfort from achieving goals.  
  • Extra Duties: Are they expected to pitch-in on recruiting?  Are they expected to be the sole recruiter for their area?  Do they need to make sure they set aside time to assess your back-ups?  Do they need to contribute to strat development before raid?
  • Rules are there for a reason: Whether it’s your rule or a rule they made up, we are judged by how and when we implement our rules.  If an officer feels like a particular rule (such as talking to players before cutting them, or organising who sits out on which fight, or ensuring loot is distributed correctly) then the situation needs to be examined.
  • Assistance: Tell them what you can do to help them, and when you want/expect to be asked for help.
  • Clarity: Be clear about when and how often you want to update each other.  Some guilds can do this quickly each night, some prefer a weekly officer meeting.  Develop a routine.
  • Desire: Ask them if these are all things they want to do.  Perhaps they are good at some things and not yet ready for others.  If falls to you to decide what they should be handling and when you should be giving them more to do.

Hand-in-Hand with all that, comes your fair share of the culpability.  After-all, it’s your guild, and, even though a lot of GM tasks are intangible, everyone needs to know what you’re doing so they can follow with confidence.

Defining the GM’s Responsibility

  • Tell them what you do for them
  • Tell them what additional things you will do for them now
  • Be clear with what you expect to be a GM-level issue, and what you think is best handled by them
  • Be very clear that your job is to ask questions, and this is just something you will need to do. Nobody should be offended when you make your inquiries.  Afterall, “not checking is not managing”.

Hopefully these tips will give you some good ideas when you find yourself having to coach one of your officers.

Next week: How Cataclysm has changed Guild Structures

As always, please leave your questions/comments/feedback/marriage proposals below.  I love to read them on these rainy spring days while curl up in my official Matticus Snuggie*.

Note: No such product exists.

No player is an island

The phrase “no man is an island” may be something you’ve heard before. It originates from a poem or meditation from John Donne, an English poet, priest and a major representative of the metaphysical poets of the time. Here’s the original poem;

“All mankind is of one author, and is one volume; when one man dies, one chapter is not torn out of the book, but translated into a better language; and every chapter must be so translated…As therefore the bell that rings to a sermon, calls not upon the preacher only, but upon the congregation to come: so this bell calls us all: but how much more me, who am brought so near the door by this sickness….No man is an island, entire of itself…any man’s death diminishes me, because I am involved in mankind; and therefore never send to know for whom the bell tolls; it tolls for thee.”

Now the saying is a little bit outdated and now should read no person is an island, but it was on point for the time that married two important ideas. The first is that people are not isolated from one another, but that mankind is interconnected. Essentially, there is something that connects us to each other that is inherent to being human. The second is the concept of mortality which was all the rage at the time. The two together tell us that the death of anyone person affects the entire world. Over time this has evolved from that original meaning to one that no person can really stand all on their own without support. And that is exactly the lesson we’re going to talk about today.

In order to make a guild and a raid run, it doesn’t all fall to one player. It takes multiple people to manage anything more than a small group of folks. I hear a lot of people say that they could run a raid or a guild single-handed.  After the events of the past two weeks I can tell you with certainty that it is a lot harder than you may think.

The last month and change has been pretty tough on Unpossible, not going to lie. It’s one of those period where real life hit everyone pretty hard right around the same time. Things like this happen. Two of the core officers had to step away from the game because of work related issues, and a third because of school. This left four of us still around, and things were going alright. Raids were still going and people were leveling and progressing. Then a couple weeks ago one of the leadership was gifted with the birth of their first child. For obvious reasons they had to step away from the game to handle RL as well. Another event took place that caused one of the remaining three officers to be absent for a week, unfortunately leaving just two of us to run the guild and raids for the time being.

I’ll be honest, it wasn’t fun. Raid signups, restocking the guild bank, hunting down missing raiders, running the raids, handling new recruits waiting for guild invites basically everything. It was stressful, lead to a lot of confusion and to speak frankly, it sucked. I’d find myself logging in before work to double check the Gbank, remote accessing my computer at home on my lunch in an attempt to log into the game and check status’, pouring over forums between work assignments and then rushing home to get things started on time. All the while handling raider complaints, DKP and other various factors. It was exhausting. At the end of the day all I wanted was a cold glass of beer, a dark room and some earplugs.  Even with two people trying to handle it, it was just simply too much. As a result of our stress, the guild became slightly stressed as well. Things weren’t running with their customary smoothness and adjustments were made to handle things as best as they could be handled at the time.

This persisted for two weeks of basically trying to keep things together and smooth, and at the end of those two weeks I honestly didn’t even want to touch the game for a bit. It was that stressful. Then three of the officers returned, and now things are going back to normal. While I’ve always been a strong proponent of sharing responsibility and delegating responsibility, this did nothing but highlight how very true that is. There’s too much involved when running a guild, let alone one that raids, for one person to effectively keep track and handle all aspects of it.

This is why when you come into a guild there may be multiple officers. In our case we have a DKP officer, healing officer, Ranged DPS officer, Melee DPS officer, Tank Officer, and Recruitment officers / membership officers. Responsibility is divided so that whenever a question or concern is raised it can be dealt with with a certain specialty. Each aspect gets the time and care only a person not trying to do everything can do.

So when someone comments to you that they could run a raiding guild single handed, remind them that no player is an island.

How about you out there? Ever try to run a massive group by yourself without help? Were you ever a part of a raid or guild where one person tried to manage everything? How did that work out?