Officers' Quarters: Incubating your new guild
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
World of Warcraft has been around for over two years now. Many of its players have been paying the monthly fee for quite some time. They have one or more max-level characters in established guilds. These days, guilds seem to multiply like murlocs. In this environment, starting a new guild can be tough, especially for those who are relatively new to the game. One of our readers finds himself in this situation:
Hey Scott, Eric here. I play a 52 Shaman on the Stormrage server. My question to you is this: What's the best way to go about recruiting members? My friends and I have tried starting new guilds, but when you have people from guilds in previous games to compete with as well as the inexperience of new officers, it just seems like an insanely difficult and daunting task. Any ideas?
Thanks!
-- Eric D.
So you've gotten your ten signatures for the charter, picked out a great name, and designed your tabard (perhaps with the "crying bear" symbol -- I know somebody out there is using it, so 'fess up!). Now you need to generate some interest.
Starting a new guild is like starting a new business. There's a ton of competition out there, and you're already way behind them. How do you catch up? Like any new business, you first need to outline your goals: Are you going to be a friendly guild who focuses on having a great social atmosphere, or a more focused guild who wants to progress through all of the game's raiding content? (Not that the two goals are always mutually exclusive . . .) What size would you like the guild to be? Will you have a Web site? A dedicated VOIP server? The answer to these questions will determine your marketing message. When someone is interested in joining your guild, you need to be able to answer questions like these.
But the most important question to answer is, What are your differentiators? In reality, a differentiator is a type of circuit. But in the hazy grammatical territory of marketing-speak, a differentiator is a feature of your product that separates it from your competitors' products. For example, when a built-in camera was first combined with a cell phone, that was a pretty big differentiator. You don't have to do anything that revolutionary, but in order to market your guild, you need ways to define its uniqueness. It could be something as simple as restricting the majority of your membership to people from a certain time zone, or as specific as dedicating the guild to the level 30-39 battlegrounds bracket. When someone asks you, "Why should I join your guild?," your differentiator is the answer.
For Eric, your differentiator could be the very fact that you and your officers are new to the game. There's an underlying tension in games such as these between veterans and "noobs." People who are new don't enjoy being looked down on by the veterans, and people who are veterans can get tired of answering "noob" questions. I'd suggest turning your perceived weakness into an advantage. The game keeps growing, and all those new players need a home too! By finding others like you, you can all learn and grow as players together.
Good public relations is also important for your new guild. Don't make people on your server angry by spamming the trade channel or Barrens chat, which gets enough spam as it is, with a recruiting message. There's a dedicated channel for that now, called Guild Recruitment. Limit posting your message there to once every 30 minutes or so. Another good place to get your message out is your server's official forum. And of course there's our very own weekly GuildWatch column.
Creating a (tasteful) Web site instantly lends your guild more credibility. It says to potential members that you take the new guild seriously. People's biggest fear when joining a new guild (especially when they are leaving a guild to join yours) is that the guild will collapse within a matter of days or weeks. If nothing else, a Web site at least gives a reassuring illusion of permanence. But it's also the best place to lay out the specifics of your new guild to potential members. Your guild's rules, philosophy, and officer roster are all valuable resources for new recruits.
But overall, the best marketing message and the best public relations are your existing members. If your members are fun to play and chat with, generous, friendly, and helpful, people will catch on to that! Early in the life of your guild, it's important to group up with nonmembers frequently, whether it's for questing, PvP'ing, or running dungeons. Never underestimate the power of word-of-mouth advertising.
In Eric's case, I'd also say a factor is his level. Few people want to be in a guild with a guilder leader who is a lower level than they are. So grind out those levels! Unless you're starting a twink guild, a 70 next to your name in the /who list is essential in the long term. For now, you might want to recruit people who are close to your level or below.
This is an issue I haven't personally faced in a long, long time, so I'd like to hear how some of the game's brand new guilds have fared in the post-BC world. Post your own incubation stories below!
Filed under: Officers' Quarters (Guild Leadership), Guilds






Reader Comments (Page 1 of 1)
Coherent Jun 4th 2007 4:40PM
The best way to get new members in your guild is completing successful runs. If you're successful at running key dungeons, people will want to join you, that's all there is to it.
So building a team that can get through the dungeon is more important than building your guild. Set times and targets and then build a team of reliable people who know how to follow instructions.
As time goes by, you'll be switching people in and out of the team, which will give you an opportunity to assess new members and add to your roster.
James Jun 4th 2007 5:24PM
I don't want to sound like a jerk, but if you have no experience, and no friends with experience, then people aren't going to join your guild. If they do, they're just going use you as a stepping stone.
Get experience leading groups and raids at level 70, then you will start to have an inkling of what it takes to run a guild.
If this is just a group of friends, then keep it like that, nothing wrong with a group of friends, you can learn together. Just don't expect to get high-end members joining your guild.
I see way too many people that are low level just starting random new guilds just because they think they can do it better themselves. Trust me, you can't.
Pingmeister Jun 4th 2007 7:19PM
Well, I have a different perspective.
I just want Guild chat. If I can get groups or raids then that's a bonus.
But when I log on and play I just want some folks to talk to.
If I could join a "succesful" Raid/PvP/Instance guild but it was full of morons I'd be gone in a few hours.
So don't give up starting that "noob" Guild. There are plenty of folks (even experienced ones) that are looking for a good group of people.
Derelict Jun 4th 2007 7:51PM
I recently started a new guild, primarily to get a core group of folks together that adventure at the times that I can attend (late night PST). Over and above the comments above, here are some tips:
1) Post on the WoW forums in both guild recruitment and your server forums. Take a look at the format of other posts in the same vein, and be concise. Most importantly, stress if you are an Alliance or Horde guild ;)
2) Have the infrastructure in place. We had a guild site up almost immediately (http://www.agonalbreath.com ... visit and tell me if you like the format), had a Ventrilo server running, and some stock for the guild bank.
3) Decide you policies up front, and put them in writing.
4) If you spam the in-game channels, inviting every Joe Schmoe, expect to get some real tards, or folks who are predatory and looking for an easy mark. Instead, run lots of pick up groups (I know ... ick), and try to invite unguilded folks more often than not. If you can't stand them for a couple of hours in a dungeon, you don't want them in your guild.
Finally, there are (crazy) people out there willing to either transfer or reroll characters in order to group with folks they like. We've had two cross-server transfers, and two complete re-rolls, and they're all fantastic additions to our guild.
Hope this helps!
D
Mystrana Jun 4th 2007 8:06PM
My guild is comprised of RL friends and coworkers mostly, so recruitment is done by word of mouth at work :O
There is nothing more frustrating then being in a guild that has different expectations than you do, in any case. Make sure policies and goals are clear. You don't want to log on one day to find you got kicked out because they expect people to hit 70 within a certain time frame!
ImR Jun 5th 2007 10:30AM
A couple more suggestions:
Give people a reason to stay in the guild. Whether it be just chatting it up, helping with questing/instance runs, crafting items/enchants/etc, or providing advice on boss fights or talent choices.
I wouldn't say its 100% essential to be 70, it would definitely make things easier. If you're sub-70, you're probably going to have some troubles recruiting higher level players to your guild.
Something else to consider is that people play at varying hours of the day. As a night-owl, I've left a couple of guilds because there were often no other guild members as late as I was. There's not much point in being in a guild if you're the only person on. I'm not saying that you should personally be on 24-7 to cover all hours of the day, but its something to think about.
Penultimately, don't limit your recruitment to only guildless people. I've noticed that at high levels, guildless players are guildless for a reason, like getting gkicked. Be wary of those players.
Lastly, its easy to throw out a /p after completing an instance run just telling your party members you're recruiting. A totally made-up number is that 1/3 people in a guild are not 100% satisfied with their current guild and may be convinced of switching.
Good luck!
Lythrdskynrd Jun 5th 2007 6:51AM
@2 - I agree fully ... it's not meant to be a criticism or a horrible thing to say ... but ENDGAME guilds are not the same as social & leveling guilds.
There is a great post stickied on one of the official WOW forums that gets into great detail ... think it's called "so you think you want to be a guildmaster"
You will eventually outgrow your "leveling guild" or the members who are in it will eventually outgrow you ... make good friends and learn the ropes but prepare them for the day that you've got to disband and make a go of being an endgame guild.
Best answer by far: Stay in the leveling guild until 70 then go and try a few different 'raiding guilds' to see how others do it (pick up a list of do's and don'ts) ... then reform and found your own endgame guild with all your mates from your social guild days.
NOTE - found the post!
http://forums.worldofwarcraft.com/thread.html?topicId=17532432&sid=1
Lythrdskynrd Jun 5th 2007 6:57AM
@6 - Me again - just re-reading that forum post
He claims to be spending $700 a year on his guild.
I get away with something closer to $150 (without the second WOW account for a guildbank) you can definately find all you need in a free hosted website - but I would reccomend buying your own domain name at about $10 - 20 a year because that makes a *big* difference in what people's perceptions of your guild are.
Also when advertising ... don't mention your Gr8 Tabbard so many other good reasons to choose a guild outside of the tabard :D
ilikwitemeat Jun 5th 2007 12:46PM
I started my guild on nazjatar at level 56 or so in february and my secret was wispering people that didn't have a guild name. I didnt use a macro, I didnt spam channels, Id just talk to people. I get alot of no thanks but I also got alot of that sounds fun. I got alot of players who didn't know what BRD was or how to join in BG's but they learned together. Its really cool and I like the people we got. Its alot of time though. As for the website I just used myspace and the blogs. I think websites are overrated. I guess if you are using wow like your job then you would need one for those raiding guilds. Also when the guild go bigger id take 2 or 3 on runs and pick up someone and you wouldn't believe how many I got to join from that...you just have to talk and have fun in party chat..cause when it comes down to it, thats why were all here. guild name is Something Awesome (shameless plug) check us out.
Coherent Jun 5th 2007 12:54PM
A collection of worthy advice from the posts above (which are impressively sharp):
Set guild policies in writing whenever possible.
Decide whether you're a social or endgame guild and build members accordingly.
Get a web page, forums, and Ventrilo server at the very minimum (good for both social or endgame guild styles)
The best time to recruit is after a good run is finishing up. You'll have operational experience with the players from the run, and they'll know that you can get the job done.
rahael Jun 5th 2007 2:24PM
pug a LOT. you'll meet other players that way and get your guild name out at the same time. impress people with your awesome skillz and classy attitude, and everyone will want to join your guild. :)