Officers' Quarters: Rank and file
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.Greetings, fellow officers! This week's question concerns guild ranks -- a topic that will see increasing relevance as Blizzard rolls out the new guild bank system in patch 2.3.
Hi Scott,
I'm the GL of a largish casual adult guild that is growing fairly rapidly. I inherited the GL role 10 months or so ago, and we've enjoyed a great deal of stability ever since thanks to a close, friendly atmosphere, lots of support from higher members, strong but fair decision making on everyone's part, etc. However, I also inherited a bunch of officers. The previous GL made pretty much anyone an officer who wanted to be, without clear roles or responsibilities. This hasn't been too bad up to now, but the lack of organization is starting to strain a bit as we grow in size and start to raid. It seems like a good time to revisit our officer roles and guild ranks. I was curious which officer roles and ranks you use in your guild, or systems that you've found successful?
Cheers,
Jim
I'm excited to see the comments from the readers about this column. Like your guild, Jim, ranks are something my officers and I are currently trying to redefine in anticipation of the bank system. So maybe our readers can provide some good feedback for us!
When we first started out, we were pretty small, and ranks didn't matter much. The officers were the founding members. Everything was pretty straightforward. But as we grew and added features to the guild like an officers'-only forum to our Web site and an informal bank, we realized we needed to better define what ranks meant and who should be an officer. We had one too many situations where new recruits took a look at the bank inventory and put in requests for BOE epics from Molten Core. (Remember when such things were coveted? It seems like a very long time ago . . .)
So, with input from the other officers, I sat down and created quite an elaborate system that in retrospect was quite unwieldy and time-consuming. Players gained rank both by consecutive months spent in the guild and participation in group content. It required people to keep track of dungeons and raids they ran with guild members. Gaining rank allowed you access to better items from the bank. Once you reached a certain level, you gained access to certain officer-like privileges. You started with the ability to schedule and lead raids. Then, once you had a certain amount of leadership experience and proved your worth as a guild member, the current officers would call for a vote to elevate you to the next level. This rank granted you access to the /o channel and the officers' forum, but you weren't a full officer and couldn't invite or kick members. We raised people to full officer very rarely and usually only when an existing officer left or quit the game.
My intention for the system was to reward dedication and give people the opportunity to earn a greater role in the guild's leadership and decision making. It was a great way to ease new officers (or near-officers) into the job. Some of our members rose through the ranks and now I can't imagine running the guild without their help. In the long term, however, you can imagine the drawbacks, and it sounds similar to what Jim is facing right now: The organization has become too top-heavy. There's an awful lot of people in leadership positions, and we have even more guild members who rightfully deserve to be there -- and they know it. But we've had to hold off on raising them for fear of becoming even more top-heavy. That has obviously led to some disgruntlement.
Now we're looking to change things up and streamline the leadership. Our goal is to keep the ranking system as clear and simple as possible. At the same time, however, we still want to reward our long-time members with certain privileges.
Our first step has been defining how many officers we need. I figure we need about 4 people to lead and schedule raids, 2 or 3 to handle recruiting, 1 or 2 to oversee casual content, and 1 for the bank. So 8 to 10 officers seems like a good number for us. Considering the size of your guild, what types of activities you participate in, and what sort of government you have, you may need more or fewer officers. The important part for us has been putting a finite limit on the number to correspond to the required roles so that we can prevent bloating of the officer corps. (Beer and nachos may cause some temporary bloating.)
Below the officer rank will be the rank for dedicated long-time members, a sort of veteran rank. My guild is closing in on its third anniversary, so some of our long-timers are really long-timers. We're still working out who will qualify and what sort of perks will come with it. Obviously time spent in the guild will be a big consideration, but also the player's overall activity/inactivity. Better bank access and priority for raid slots seem like good choices for basic perks, along with voting rights on key guild issues or officer elections, should we need them. There could be others that are simply fun status symbols.
Beneath the veteran rank, everything will be pretty simple. Since we have raiding and nonraiding members, we'll have ranks to differentiate them, but they'll basically be equivalent. The bottom rank will be the trial rank for brand new members before they are officially welcomed into the guild.
Some guilds add a rank without guild chat privileges so they can shut people up, but we haven't needed anything like that in a long time. Besides, if a member is being so offensive or intolerable that you have to resort to such an action, you might as well get them out of guild chat the most direct way: Boot them!
So that's what is on the table for us. Every guild has its own needs when it comes to ranks and their associated rewards, so it's difficult to say what might work best for you. I would urge you not to repeat my mistakes.
That means
1.) Keep the system simple.
2.) Make it user-friendly.
3.) Limit the number of leadership ranks.
4.) Limit the number of officers or quasi-officers.
5.) Provide incentive for members to advance to a rank with better privileges -- without overcrowding the /o channel.
Another way to limit top-heaviness is to rotate the officer positions every so often. But that's really a question of policy rather than ranks.
The ranking system is definitely an aspect of guild management that I haven't mastered yet. Maybe with our readers' help I can get my act together!
/salute
Send Scott your guild-related questions, conundrums, ideas, and suggestions at scott.andrews@weblogsinc.com. You may find your question the subject of next week's Officers' Quarters!
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 1)
Delta Oct 15th 2007 2:34PM
It kinda reminds me of IRC back when I used to be a heavy user. In the channel for a shoutcast station I used to DJ for, Operator (Ops) were given to station DJ's only, which was fine for a room of about 30-40 people. On larger channels I was part of, a 100-150 size room would often have 5 or more ops and a few halfops depending on who was active the most. When I took control of the station channel, we only had 20 people at best, so I went with only myself and 2 others for ops, and my girlfriend at the time, and my bot, for halfops. It worked pretty well up until the channel's eventually parting.
Applied to guilds, small guilds should start out with probably no more than 2 or 3 officers for a 10-20 size guild, and even then that sounds too large. One model would be to scale the number of officers per persons in the guild, as you see fit. 1 for every 5, or 10, or however you think works.
I'd like to form my own casual guild aimed at helping players in the 10-70 bracket someday, because on my server there are very few people Horde side to PuG with, and having a network of people who are able to help people with that block of levels would help new players, and old players with their alts.
Delta Oct 15th 2007 2:34PM
It kinda reminds me of IRC back when I used to be a heavy user. In the channel for a shoutcast station I used to DJ for, Operator (Ops) were given to station DJ's only, which was fine for a room of about 30-40 people. On larger channels I was part of, a 100-150 size room would often have 5 or more ops and a few halfops depending on who was active the most. When I took control of the station channel, we only had 20 people at best, so I went with only myself and 2 others for ops, and my girlfriend at the time, and my bot, for halfops. It worked pretty well up until the channel's eventually parting.
Applied to guilds, small guilds should start out with probably no more than 2 or 3 officers for a 10-20 size guild, and even then that sounds too large. One model would be to scale the number of officers per persons in the guild, as you see fit. 1 for every 5, or 10, or however you think works.
I'd like to form my own casual guild aimed at helping players in the 10-70 bracket someday, because on my server there are very few people Horde side to PuG with, and having a network of people who are able to help people with that block of levels would help new players, and old players with their alts.
Delta Oct 15th 2007 2:35PM
ack, sorry for the double post
gozerthagozerian Oct 15th 2007 2:48PM
In my previous guild, the GM bumped me up in rank (just below officer) on the first day, because several people in the guild knew me and knew I was a good player. But I could not get into a raid for the life of me, because the GM played favorites and had a central clique.
In my new guild, my rank is "Initiate" (rank 4) yet I've already been on 3 Kara runs and got about 9 epic pieces, and I'll have a spot when we raid Gruul's.
So, to me, rank isn't nearly as important as being a member of a good guild that will utilize you on runs and raids and actually help you gear up. In return, I always help people with their quests, key runs, etc. That's how a good guild works, and I don't worry about my rank because I know the system is fair.
DavidC Oct 15th 2007 2:53PM
Good article.
Achievement issues ... if you have any sort of "guild rank" based upon any sort of "goals", you are going to end up with it being a "game" for members to achieve/win, so it's best to stay away from that.
Top Heavy ... I generally suggest a Member-to-Officer ratio. The more members you have, the more officers you need, and visa versa. You have a Guild Leader, and generally a DKP/Bank officer. After that maybe 1 officer for 20 active people. That makes your "top" officer circle. Then maybe a lower circle with Class Leaders that are in charge of particular "class" issues. 3 Leadership Levels: GL, Officer, Class.
Then you have members ... General rule of thumb would be 3 or 4 levels. You have to have the initiate/newbie level and you need to have a "just below officers" level. Add to that a "middle" level or two where *most* members will reside.
Initiate->Member->Raider. You can add another one in the middle, but what's the point?
So:
Initiate (just joined the guild)
Member (solid person)
Raider (raids die if you don't have them)
Class Officer (Incharge of questions, spec's, how many of their class are in the guild, scheduling, etc, etc).
Officers (Specific Jobs, General guild direction)
Guild Leader
There you go ...
Rob Oct 15th 2007 4:18PM
Ah ranks. The wet-dream of the guild leader. But really, the ranks only work to separate the haves and the have-nots. Its absolutely amazing what people will do for officer positions, a position that, in fact, means absolutely nothing but more work. I'm an officer but I don't think i do much now. I do runs with my friends, but I'm often so busy doing those runs, playing my alts, playing with RL friends, i have no time to do officer duties, nor is it clear as to what duties being an officer entails.
My current guild uses a ranking system as a sort of e-pen thing without using officer ranks (GL doesnt want officer corps to get bloated). So basically if you do more stuff for guildies, you get a higher rank. Which is again, an absolute worthless thing, but you'll be amazed what some people will do. I guess in a game where people would spend days and months of their time to get epic loot, nothing should surprise me. But this is the same sort of thing that GLs can exploit for the good of the guild. Want the higher rank? Do this and that. It works well.
rick gregory Oct 15th 2007 4:49PM
hmm... I like the system my guild (we have 400 toons and about 100-150 players, 20-35 on at any one time) uses:
GL (duh)
Officers. There are ah, 5 I think.
Heralds - honorary rank to differentiate long term and valuable people
Member - what it says
Initiate - everyone is one for 30 days... then moves to member.
WE have class leaders and raid leaders, but those aren't an actual rank for us, just a designation that we make. People don't get to raid because of rank, they get to raid because the raid leader balances a need for that class, a knowledge of that person's skill and gear and an eye toward fairness.
The guild bank might necessitate an additional rank splitting newer member and older so people don't come in, hit member status and then start grabbing bank contents willy nilly... but we'll see.
Coherent Oct 15th 2007 4:56PM
Guild ranks only need to be: Officers, Class Leaders, Members, Newbies. Although I would recommend cutting out the Class Leader rank and making it only Officers, Members and Newbies.
Yeah, the officer's position is a lot of work... if you do it right. The point to being an officer is that you want the guild to do well, and you're willing to put personal time and effort into making things right and making things work. Your job is to enforce fairness and always, always, always make sure that the Members Own the Guild.
Of course it doesn't work that way in practice. No guild leader thinks that the ordinary members own the guild. But they actually do, and it's your job as an officer to make the guild operate in that way at all times.
Flambeau Oct 15th 2007 8:53PM
Used to the standard ones:
Guld Leader
Guild enforcers (for when GL is not available)
Class Officers (for class debates/raid spots etc)
ProfessionMasters (somewhat defunt now)
Veteran (Oldies)
Member
Initiate
ALTS
Probation (Being investigated)
Ollej Oct 15th 2007 9:36PM
Our Guild is the Angry Penguins.
We have the GL & officers all listed as Guild Master (there are only 3 of us).
Then the highest "non-officer Rank is: Angry Penguin
and it goes down from there.
Pissed Penguin
Bitter Penguin
Annoyed Penguin
Agitated Alts
Recruit
We are thinking about adding a "punishment" rank (something like Nice Penguin or along those lines) where a guildie cannot use the /g channel at all.
Obviously we are an Uber Casual, friendly guild.
Elysi Nov 11th 2007 5:31AM
It is unfortunate to see such cynical comments about fairness and GL's. It may be possible that some with negative posts are not in a guild that is a good fit for them. I am a GL (casual-crusaders.net on Echo Isles), and our members DO OWN the guild! Are you kidding? I may be able to boot people, etc. , however there will be mutiny and mass defections if I don't manage our people and resources well. Any wise GL will manage it so the members have ownership, otherwise, why would they care? I also inherited my guild so the story above is one I can relate to. The wrong people in the wrong places, favorites, no clarity etc. I just kept encouraging the peeps that "get it" and those that didn't "get it" moved onand we grew by word of mouth. A post above "The wet-dream of the guild leader. But really, the ranks only work to separate the haves and the have-nots." is either a shining example of how poorly run many guilds are or a good example of the kind of attitude that destroys guilds. Our officers do have perks, however they WORK for them. I suggest that if you are not in a guild built on fairness and members WORKing for their perks, you are in a guild doomed to fail. Also to the guy considering a "punishment" rank...Imho, a punishment rank doesn't work. If someone demonstrates such poor behavior that you don't want them using gchat, why keep them in your guild? My experience has taught me that people that cannot behave in gchat, don't behave well outside of gchat either.
Decayus Nov 22nd 2007 8:58PM
I'm a pretty new Guild Master, I created a guild with only Faroese people in it (my countrymen), and so far it's been working great. We cleared Karazhan in one day, Gruul took 1 raid, and now about 1 month and 1 week later we've killed Magtheridon, and 3 bosses in SSC.
The ranking system I use is:
Guild Leader (and there's a Co-GL too)
Officer (versatile version of a GL/CL)
Class Leader (controls his classes raiders specs)
Raider (~4 of the best pve players of a class, rotating around for raids if not all get in)
Member (members of the guild, can get into raids)
Casual (people that are just in the guild for socializing and pvp'ing etc.)
Alt (alt of any member in the guild, everyone gets to have alts)
Trial (newcomers that want to either raid or be casual get a few weeks trial first)