Officers' Quarters: A brand new column about guild leadership

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
"You can punish bad behavior in your guild by having a leader talk to the person causing trouble."
-- WorldofWarcraft.com's Game Guide
Blizzard's official site can help you do many things. It can help you communicate your grievances to a customer service representative. It can help you figure out when the Darkmoon Faire will be setting up camp in Mulgore. It can even help you spy on the competition. But it is remarkably ill-equipped to help you run a guild. So where do you go for a little advice when drama explodes in your face like a backfiring Goblin trinket? For myself, I've basically had to wing it. But I'm here to make sure you don't have to. I'll discuss some ideas about how to punish guild members in a moment. Since this is my inaugural column, however, allow me to introduce myself first.
Hi. My name is Scott and I'm a GL. In fact, I've been a GL of a single WoW guild for longer than just about anybody. My guild was founded in January 2005, about a month after the original game's launch. Because I was the first person of our group of friends who bought the game (and therefore had the highest level character at that time – a mighty level 40 or so), it fell to me to set up the guild. It was my first time running a guild in an MMO. My previous leadership positions included senior patrol leader of a Boy Scout troop and editor-in-chief of my college's literary journal – not exactly good preparation for the sheer insanity that can confront the leader of an online guild.
Through the years, I've seen it all: the humble beginnings as a small group of friends, the horrendous recruiting mistakes as we tried to expand, the guild alliances, the guild mergers, the guild schisms, the ninjas, the drama queens, the glory of a new boss vanquished and the frustration of that last 5% your raid can never seem to outlast. We are still going strong more than two years later with a membership of almost 200 accounts. And while we aren't always the most progressed raiding guild on the server, we are one of the most respected. And I'd be lying if I said I wasn't damn proud of that tag under my character's name.
When things aren't going so well, any GL can say to their members, "Don't like it? Leave." But to run a successful guild -- one in which every member has fun playing the game while meeting their goals -- can be extraordinarily difficult. This is the first of a new WoW Insider column where I will share with you some of my hard-earned wisdom gained through trial and tribulation, and I'm hoping you will share yours with me. Together we can help each other figure out just what the heck being a GL or an officer is all about, and what to do when the felhound poo hits the fan.
So send me your questions, conundrums, ideas, suggestions, and feedback at scott.andrews@weblogsinc.com or post them below. I don't claim to have all the answers -- no one does. But I will do my best to share with you the lessons I've learned.
This week I will address the issue so neatly wrapped up in a little bow by the authors of Blizzard's Game Guide in the quote above: punishing bad behavior.
As a GL, this is one of the trickiest situations you can face. You don't want to come off as a weak-willed substitute teacher who talks a big game but doesn't really care enough to follow through with your threats. If your members don't take you seriously, you have no way to enforce the rules. You also don't want to be a trigger-happy ogre booting anyone who causes a problem. In short order, you'll be in a guild with one lonely but remarkably well-behaved person: You.
The best way to deal with punishment (as even Warcraft's Game Guide can attest) is to establish penalties ahead of time and stick to them. If the consequence of a blatant ninja move is a /gkick, then don't waffle at the last minute because the person said their cat got run over. You're just inviting people to flaunt the rules.
This is especially important when the offender is an officer or a personal friend. It can be difficult to bring the hammer down on someone you're close to, but you have to follow through. If there's a different set of rules for officers or your friends than for other members, people will catch on to it. Their resentment will create a divide between the officers' inner circle and everyone else.
Make the consequences publicly available. You don't have to list every single thing someone can do wrong, but anything that results in a specific action on your part should be noted. The greatest thing about predetermined penalties is that no one can really argue with you about them (though you can be certain they'll try). Also, if someone from outside the guild is unhappy with your decision regarding an incident, you can point to your rules as a rebuttal. Figuring out who's telling the truth in an interguild dispute is a matter for another column . . .
Some punishment ideas:
-
Public apology: This is one of my favorites. Maybe it's because most of my guild is American, but some people just HATE to apologize, especially in public.
- Volunteer night: Assign a two-hour period where the person has to help out any member who requests it, whether it's running a lowbie alt through WC or grinding cobras for scales.
- Donation to guild bank: Much like a "swear jar," sometimes the most effective punishment is to hit a player in the wallet. Don't ask for gold. That's shady. Instead, have the offender donate potions, crafting materials, or other items that can be used to help others. Make sure everyone knows that the stuff is available so they can request it. Never let an officer use these items or you will face accusations of corruption.
- Riding the pine: If you're in a guild that can afford to bench members during key raids, it's not a bad idea to put someone on timeout for a week while they cool their heels.
- 50 DKP MINUS!: In my guild we don't use this one. People put a lot of time and effort into making the guild's raids successful and they shouldn't have to fear losing the fruits of their hard-earned labor. We prefer to suspend someone's DKP-spending privileges for a fixed number of bosses. The only way they can spend points on an item during this time is if it would be sharded otherwise.
- The dreaded /gkick: Sometimes you have no other choice. Always make sure the person being kicked understands why it's happening to them. Make the guild aware of the situation, but don't go into more detail than necessary. Finally, don't actually use the /gkick function unless you absolutely have to. Ask the person to /gquit instead. The end result is the same, but it allows a certain measure of dignity for the person leaving, even if they don't deserve it.
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 2)
Justin May 7th 2007 11:27AM
Good segment. I always wanted to lead a raiding guild but I don't think I could put up with all the politics and discipline. I'm more of a follower than leader.
cwolf267 May 7th 2007 11:56AM
This article makes wow sound like the opposite of fun.
I mean, on one hand, you need guidelines that guildies have to follow, but on the other hand it's a game, and people should play for fun.
I don't know what the rules in your guild are, but some of my past guilds rules were absolutely ridiculous (Dont question the raid leader being one)
I'm just glad that the BC has made raids less of a pain, so the raid leader is only managing 10-25 people at a time, and not going insane from handling 40 people.
NOOB May 7th 2007 11:55AM
I will probly come across as a noob, but... What is DKP? i have herd it alot but im not sure what it means.
Sidiousin May 7th 2007 12:03PM
Glad to see such a column running on wowinsider, this site has become almost a daily stop for me now, as i enjoy regularly updated content.
I'm a relatively new GL (finally convinced friends to take a dive in after a year or so of off and on playing on my own) who has a mixed group (~20-25) of gaming friends, "real life" friends of friends, and general good people we've picked up on the way. I've had several months of drama-less play time and only one true bout of it a week or two back, the problematic player left of his own accord shortly after joining us.
That being said, how crucial is it for me to establish "punishments" for an extremely well behaved bunch? We are all working professionals, and enjoy the game for what it is. We plan on keeping our growth limited and in that respect, behavior controlled. Does punishment scale with size?
Apologies for the stream of consciousness questioning.
MG Midget May 7th 2007 12:09PM
Someone needs to be doing a "Dear Abby" column to handle advice. Things like, "Should a girl worry more about how her gear looks or performs?" or "I inspected my guild leader the other day and saw he was wearing a DRESS under his armor! Should I care? Do I tell anyone else?"
Tsel May 7th 2007 12:12PM
@2
DKP is a method of distributing loot from raids -- guild members earn DKP by attending raids, downing bosses, etc, and then can use their DKP to bid on loot that drops.
I think it's an acronym for Dragon Kill Points, if I'm not mistaken.
folas May 7th 2007 12:17PM
This will be a welcome addition to WoWInsider. Having clear rules is important and guild members should agree to all the rules before choosing a guild. After the guild is formed is a bad time to institute new rules. Make it clear from the beginning, but as a leader you need to be flexible if an overwhelming majority of the guild does not like a rule maybe it should be changed.
IMHO the most important job of a guild leader and officers is the creation of a set of rules and the enforcement of the rules. This creates an environment that people are comfortable in and can enjoy.
Yippster May 7th 2007 12:16PM
@1, Me too, i'm a follower. I would love to be a GL, but it requires plenty of free time not only to play but to maintain the guild website, organize events, mediate disputes, and so on. That much free time I do not have. So, if I dont have the time to do it right, i'm not going to do it at all.
DKP is a system for determining who gets what epic loots in a raid, instead of leaving it up to the dice. You show up for a raid, get DKP (dragon kill points), and spend those DKP to get the loots. I'm sure if you look around on things like google and wowwiki you could get a much better explanation than I would be able to give.
ben1778 May 7th 2007 12:18PM
@4 Punishments should be established and followed because although you may have a good group now, when the recruiting ramps up, you are bound to get a few troublemakers present. They are part of the game and they love the drama. Flex your GL muscles and apply the punishments for all to witness. Try to be fair and impartial as some people really are "that stupid" and make monumental mistakes, but will not do it again if given a chance.
So -- have rules and punishments, but also have a safety net to give some people a chance to learn and shape up.
Druid dude May 7th 2007 12:17PM
Leading a guild is definitely not for everyone! It seems like there are a lot of people who think they would like to lead, but when faced with the realities of it, find it a horrible experience. I have seen many players that were solid, stable people go completely wacky shortly after being promoted to an officer or class leader position. You can watch them get more burned out and drained as each day goes by.
However, for a small handful of people (ones that are probably pretty messed up in the head lol), leading is only sometimes a draining experience, it is usually very energizing!
Also, a natural leader is not always a nartural fit for a given guild. One player I know sort of inherited a large, semi casual raid guild. Running that guild was a nightmare. Endless drama and bickering, internal power struggles, almost every single day was a horrible experience. He had a lot of RL management experience, and was very good at it, but running that guild was just awful for him. He later ended up running a new guild, and was able to set things up from the start to be less drama prone. Running this guild has been a great experience, nothing like the other guild.
On to the subject at hand: punishment. Our guild will rarely have to punish anyone, but when they do, raid suspensions are the most common thing. Usually, an officer or GM will talk with the person, try to find out what the root cause of the problem is, and find a way to fix it. Thats pretty cool, because things usually don't get to the point of having to dish out punishment.
Folas May 7th 2007 12:25PM
@4
10 beat me to it, but if you want to grow in number, take advantage of your small size now. Get group input on a set of rules and then you will attract people that want to follow those rules.
gunn May 7th 2007 12:26PM
I'd feel alot better about this new column if we had some credentials. Such as how far your guild has progressed, casual or raiding guild, lowest to highest members, etc...
Right now all I know is that you've lead a guild for a long time and you have 200 members. However in my experience guilds with 200 members are usually the worst.
SO lets have it your credibility is at zero, currently
Scott Andrews May 7th 2007 12:26PM
Thanks for the feedback!
@3: You're absolutely right: WoW should be fun. The rules are there to make sure people are free to have fun without worrying about someone else in the guild ruining their playing experience.
Also, our raid leaders get questioned. Probably more often than they'd like. : )
@4: Back when my guild was like yours, we basically had one rule: "Don't be a d*ck." Everybody was pretty laid-back in those days, so that rule worked very well. But as we incorporated other small guilds into our own, and the roster became larger and larger, we found that we needed to be more specific.
I should also mention that, despite the sound of things from covering this topic, I've very rarely had to exact punishment on a member, which is the way it should be!
Maeghane May 7th 2007 12:29PM
I enjoyed your article and found it interesting. I have both run a guild and been an officer and a couple guilds on bronzebeard (I hate mergers!). Though we don't run DKP (Cause I hates it) I find the punishment section useful. I look forward to more articles.
maninialpor May 7th 2007 12:43PM
Obligatory "there is no '/gkick'command in the game" comment.
Ariakhas May 7th 2007 1:01PM
Welcome aboard, Scott.
I believe that the first thing that causes confusion is the word "leader". The reality of things is that a GL is actually a "manager". A leader is more of a figure head, someone who inspires those around them and unites them under a single banner, usually a goal or a cause. A manager, however, is less of a figure head and more of a juggler.
In any MMORPG, a guild/raid leader usually:
1) Organizes raids, including players, schedule, location (there are multiple raid instances), mob and boss strategy and loot.
2) Manages the resources available to the raid. This not only includes the raid bank, but also should know who in the guild/raid has the proper profession/skill for a task.
3) Recruiting and retention. The leader has to help bring people on board, as well as find incentives to maintain an adequate roster that meets the needs of the guild.
4) Rewarding and reprimanding. The leader has to reward members who show positive traits as a player and guild member. A reward might not be a material one, i.e. item, but it can be a promotion or a public acknowledgement of services rendered to the guild. Also, the leader has to frown upon members who are disruptive or selfish or troublesome, be it by a discussion, a penalty or removal from guild activities or the guild itself.
Hell, the list can go on and on. Because of those, many folks do not take the role to lead a guild. People have enough crap in RL with work that they come into the game to relax and leading a guild is not one of them. Hell, I will go as far as saying that leading a guild is a necesary evil.
jess May 7th 2007 3:56PM
I like the idea of Public apology becuase it means you take ownership for what you did. I don't know about enforced volunteer work though I think that if people want to volunteer to help others out becuase the want to and not becuase they are being punished.
claude_verna May 10th 2007 12:38PM
NUUUUUUURDZ!!!!
Catfoot May 7th 2007 1:38PM
What's with all the punishment talk? To me you run a guild like you'd manage a real life team. And if I went to work at a group who had rules and punishment as half the employee guide, I'd be saying, "No thanks"
You don't need to be too concerned about rules and punishment if you pick people well to join.
Which is a good segue into the notion that says, "Who says you need a leader?" There are great groups out there that run as a cooperative effort of equals, with the "rules" agreed on by mutual consent. And if there is "punishment" it's the players as a group stepping up and saying, "OK this is not right".
Case in point, yesterday our guild had a new member start guild-talking about how all female players were just out to get gifts from guys and any guy playing a girl was dishonest and one step away from being in (or out) of the closet. The guild members that were online stepped up, said "Now hold on a minute!" and soon he left the guild. Yea, I or a few others could have hit the "You're outa here" button, but it was far more powerful message for us as a group to stand up and say, "Now wait a minute" and far more of a bonding experience for us to do that together.
Catfoot May 7th 2007 1:41PM
@16
All those roles can be done by a group - they don't require a single person in "leader" role. Or maybe one can just say that there's no reason a guild can't have 4-6 leaders if they all treat each other with respect and can work together.