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10-15-2007 @ 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 LeaderThere you go ...
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