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!

The Dreamstate Special: Hybrid Builds for 3.0.2

This article is a follow-up to my previous discussion of the most workable pure healing talent builds for druids once patch 3.0.something hits live servers. There’s been some speculation in my guild that the big day will be Tuesday, but I would personally be surprised–I don’t think the classes are in balance yet.

Today I’m going to speculate about the future of Dreamstate builds, and I’m writing particularly in response to Bonkers’s question about Dreamstate in the comments for my last article. Bonkers is actually my co-resto druid in Collateral Damage, and he’s usually right about all things druidic.

Dreamstate Basics:

The Dreamstate build takes its name from one particularly great talent in the Balance, not Restoration, talent tree, but it is nonetheless a healing build. Yet, in its BC form, the build did not include Tree of Life, which most have come to think of by now as a spec-defining talent. In the early days of Burning Crusade, Dreamstate builds had a solid advantage over Tree of Life builds. In fact, Syd’s original talent build for 5-mans in BC was a Dreamstate-plus build that dipped all the way down to Moonkin form before picking up the early talents in Restoration. Dreamstate, however, was strong early on mostly because Tree of Life Builds were weak. The reason was that Lifebloom in its original state did not stack properly–only the first application received a bonus from + heal. The Dreamstate druid did in fact use Lifebloom, generally a single stack, but most of her healing was done with Healing Touch, alternating Rank 4 and max rank.

A Dreamstate druid healed like a holy priest, constantly casting and canceling that big heal and weaving it in with hots. Besides the mana regen and the access to healing touch, the other attraction to a Dreamstate build for BC was increased mobility. The tree of life 20% snare was and is a big pain in the bark for certain fights. “Move out of the bad stuff,” in fact, is the most often-heard raid instruction for Tier 6 content. I don’t know Sunwell encounters first-hand, but from what I’ve read, being at the right place at the right time continues to be key. Tree form waddles rather than runs, and with weaker Lifebloom in early BC, this was a deadly combination. In the current state of Lifebloom–strong, and properly stacking–druids do fine moving around. My Lifebloom is strong enough so that I don’t have to worry so much about AoE–I just stack it on myself and move at my pace. I probably take a tick or so of damage from AoE effects in a fight like Illidari Council, but I survive it very well. Right now, the only fight that I do out of tree form is Archimonde, and that is mostly because I’m assigned to decurse.

For Wrath, and for the upcoming patch 3.0 Dreamstate and Tree of Life will be greatly different from what we’ve used to. Tree of Life has essentially been updated to include some of the advantages a Dreamstate healer used to have. A tree gains access to most of her useful spells, including Healing Touch and Remove Curse, and the snare will go away. The tree bonus now is all about efficiency and power–with the new, expensive Lifebloom, the reduction from Tree Form becomes quite significant, and the Master Shapeshifter talent adds to the healing power of the tree as well.

My assumption, initially, was that Dreamstate had gone the way of the Dodo and that the new must-have talent in Balance was Nature’s Splendor. However, trusting Bonkers to be on the right track, I took a Dreamstate build in beta last night on Syddera, my level 70 clone on Northrend. I took her through about half a level, running around with my favorite warrior, newly fury-specced, and alternately healed and dpsed. And let me tell you, we were a leveling machine–there was no stopping, no eating, no drinking–only killing things very very fast. I’m convinced that Dreamstate is the right leveling build now.

Dreamstate at 70 (28/0/33)

This is quite different from the old Dreamstate builds, mostly because Dreamstate has moved to a lower tier of the Balance tree, and Balance has been altered to include many more resto-friendly talents at the top. Despite such a significant investment in Balance, this really is mostly a healing build. I only picked up DPS talents when I had to to get to the next tier. With this build, I’m planning on healing instances as well as questing with a buddy. For solo questing with instance possibilities, I might choose Starlight Wrath instead of Genesis in Tier 1.

As a side bonus, this build picks up Insect Swarm, which has always been quite useful, and which has now moved so far down the tree that healing trees won’t have it. I don’t use this talent much for leveling–Briolante, my afore-mentioned warrior leveling partner, kills things too fast for it to matter. However, Insect Swarm shines in raids and instances.

Notice also that in Restoration, I DID NOT pick up Natural Shapeshifter or Master Shapeshifter. This build, at 70, stays in caster form the entire time (which for me is a huge bonus). Dreamstate is meant to offset the greater efficiency of the tree for healing, and in any case, you don’t even HAVE Tree of Life form until you get to 80.

Dreamstate at 80 (28/0/43)

I also played around with a prospective Wild Growth-Nature’s Splendor build yesterday on my level 80 premade druid, a hunka hunka manly night elf I’ve named Sydd (creative, I know). After I got rid of his horrible hairstyle and shaved off his scraggly beard, I went with Briolante to the forest below Dalaran and we found an enormous elite–a big robot-looking dude, like something straight out of a Miyazaki film. We spent 5 minutes or so slowly killing him so that I could test my mana regen. It’s bad news folks. A triple-stack Lifebloom and a Rejuvenation will drain your mana bar slowly but surely. In live, I cast something every GCD and use less mana. I didn’t notice mana problems on Syd at 70 in beta either for damage or healing, but even in gear with 600 or so spirit, my premade druid has issues. In fact, we had to try the elite twice–I simply wasn’t able to stay in mana if I remained in caster form and helped dps. On live, Brio and I have taken down many elites that way, and I was disappointed at my performance in beta. To kill that elite, I had to stay in tree, use a minimal cast rotation, and use my Innervate. Guess what folks? Innervate only filled half the mana bar with that level of gear. I realize that my mana regen will be much better than the premade druid’s–at 70, Beta Syd’s regen is already higher than Premade Sydd’s. However, most people will probably start out raiding with stats equal to–or even weaker than–the premade characters.’ My guess is that druids are really, really going to have to watch their mana for Wrath raiding.

As a consequence, I think Dreamstate builds will be a viable alternative at 80. Many of the talents in the highest tiers of the Resto tree are looking comparatively underpowered, and with the more generic gear of Wrath, we’ll always have huge amounts of intellect to make Dreamstate work properly. We might see a repeat situation of early BC, where Dreamstate seems strong only because deep Resto is weak.

For my level-80 Dreamstate build, I’ve chosen to get Tree of Life. I was impressed with the mana efficiency difference at 80 between using tree and not. I figure the armor bonus is so minor as to not be worth noticing from Improved Tree of Life, so what you’re missing out on is really just a portion of the spirit-based bonus to your spellpower. Notice also that you will have to respec at level 80–you can’t just continue down the Dreamstate path you’ve started at 70. A Dreamstate druid at 80 really NEEDS Natural Shapeshifter–you will still be shifting out to caster from time to time if Insect Swarm is important for the fight. It’s ironic that at 80, the only healing druid who shifts mid-fight will be a Dreamstate build. I have also set up my Balance talents a little differently for level 80 to be more raid-friendly.

Conclusions:

My recommendation for level 80 is as follows. For 25-man guilds with two Restoration druids, one should take Dreamstate and the other a Nature’s Splendor/Wild Growth build. Okay Bonkers, so you can take Dreamstate and use your Innervate on me . . . kidding. From what I’ve observed in the past, diversity of skills strengthens large raid groups. For 10-man guilds, I would take the Dreamstate build for best mana management, even though it does not contain Living Seed or full points in Improved Tree of Life. I think that at the lower gear levels, Dreamstate will give you a little leeway with mana. Heck, we may all take Dreamstate builds to get a gentler adjustment to the strict mana management conditions of Wrath.

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.

Regrowth 3.0: The New Hotness

It’s no secret that the nerf bat has hit restoration druids hard. Perhaps it was even a rabid nerf bat!

However, we are left with one shining ability whose awesomeness might just help fill the gap left by a formerly useful Lifebloom and the once-OP Flourish, the much-overlooked Regrowth.

This spell, once a joke, shines in 3.0 and beyond because of a perfect storm of talents that all combine to buff it into a surprisingly spammable Flash of Light equivalent. So it seems that priests are going to mix Flash Heal into their rotations now, but we healers of the leafy persuasion will be going one step farther. Regrowth will go from being an extra hot on a tank to a high-frequency spell for druids, no matter what their healing assignment.

Talents that Affect Regrowth

Improved Regrowth
Living Seed
Moonglow
Nature’s Splendor

With Improved Regrowth, and with Natural Perfection for extra credit, Regrowth simply crits all the time. Add that to the crit on level 80 gear, and a crit on Regrowth will be practically guaranteed. Living Seed will almost always be active for us, which is an exciting prospect.

In addition the Glyph of Regrowth makes the spell even more spammable. I suspect that we’d spam it anyway, but the Glyph sweetens the deal by upping the effectiveness of the spell when the hot is still active. When I use the spell now in live, I’m likely to reapply it on my tank just before the old one drops. This isn’t exactly spamming, but I’d still be getting the effect from the glyph even with my current playstyle. And guess what! If we’re not spamming Regrowth, the extra duration of the hot portion that we’ll gain from Nature’s Splendor will make it easy to reapply before the effect wears off.

It does leave the future of Nourish, druids’ new level 80 heal, in doubt. The devs don’t seem to realize they’ve created a lackluster competitor for Regrowth.

Yes, Ghostcrawler. If values stay the same, Nourish won’t make it onto my spell bar.

Regrowth is simply going to be awesome post 3.0, at 70 or 80, with or without the Glyph of Regrowth. However, most of the druid community believes that a nerf to Regrowth or its Glyph is upcoming–I sure hope not, because we need at least one spell to cheer about!

Build Your Own Guild Part 3: The Dreaded Loot Question


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

Loot system basics:

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

How do I choose?

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

1. Loot Council

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

2. DKP

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

Drawbacks: Nutshell Version

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

Loot Council:

1. The drama llama rears its ugly head

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

2. Inefficient use of raid time

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

3. Inaccurate tracking

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

4. Bias

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

5. Lack of inherent structure

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

DKP:

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

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

2. It won’t stop the QQ

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

3. Inaccurate tracking

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

4. Every system can be played

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

5. You will have to choose a system flavor carefully

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

DKP system types

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

Zero-sum DKP

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

Positive-sum DKP: Additive

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

Positive-sum DKP: Relational

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

Suicide Kings

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

Other rules:

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

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