Officers' Quarters: Surviving as a small guild
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.
On the heels of last week's column about the guild achievement experience change, I received an email from a concerned guild leader about the future of his small leveling guild. All is not lost for guilds such as his in Cataclysm. This week, I'll talk about how your guild can recruit and survive in a game where the deck suddenly seems stacked against you. But first, let's read his concerns.
The fact that achievements no longer provide experience can actually hurt you in the short term, believe it or not. If you could level up the guild by actively earning the guild achievements within your grasp, you could have an advantage over a large guild that coasts on roster size alone and can't be bothered to complete them. Now you're more or less stuck at a slower pace until you add more members. (Obviously a large guild hell-bent on earning achievements would have the greatest advantage in this scenario, and that's why Blizzard removed the experience in the first place.)
The good news is that it won't take very many additional members to put you on the same pace with a much larger guild, as long as your existing members remain active. The question is how you go about recruiting in this new environment.
Fresh recruiting strategies
To attract players, you need to emphasize your strengths. Most players are already well aware of the advantages of signing up with an enormous megaguild. At the same time, most players are also aware of the drawbacks: You're much more likely to run into drama queens, abrasive jerks, clueless morons, snobs, beggars, loot whores, and all sorts of people you don't want to encounter. There's also frequently the issue of cliques. In a big enough guild, cliques are inevitable.
Some players do not want to be part of that scene. That's why guilds like yours will always be viable no matter what else is happening in the game. When you recruit, you need to play up the family-like atmosphere, the friendly attitudes, the lack of drama, and the willingness of your guildmates to help each other. More players than you might believe value those aspects over whether or not their mount can go 10 percent faster.
You would be wise to differentiate your community in other ways as well. What else makes your guild special? Do your members play at times other than peak for your server? Do you focus on leveling by running dungeons? Do you hold special events or contests? Are your members all from the same part of the world? Anything that can give your guild a specific identity is helpful. If you're really looking to add members, you don't want to be Just Another Random Leveling Guild™.
Encourage your members to be friendly to other players they encounter while questing. Sometimes all it takes is throwing someone a heal or a buff to make a friend. Ask them, when possible, to run dungeons with players on the server rather than strictly through the dungeon finder. By grouping up with them, you'll find like-minded people who are interested in joining a guild. Your members will also have a better idea about how the person acts in a group before you invite him or her to make sure that player is a good fit.
Slow and steady
You're not going to add a huge number of players to the roster this way, but you don't want to. If you did, you'd be a different guild entirely! When you invite someone, make sure you're inviting them because you think they'd be a solid addition to your community, not just because you'll earn perks faster. Over time, you will find the right players, but you'll have to be patient.
You simply can't compete with large guilds in some areas of the game, so don't. Instead, focus on what you can provide that they can't. Differentiate your guild with a clear identity, be friendly, and recruit with care. Your organization will flourish.
/salute
Join us to learn how to survive the leveling process, deal with guild perk freeloaders, and discuss the guild talent controversy or the guild reputation system. Send Scott your guild-related questions and suggestions at scott@wow.com; you may find your question the subject of next week's Officers' Quarters!
On the heels of last week's column about the guild achievement experience change, I received an email from a concerned guild leader about the future of his small leveling guild. All is not lost for guilds such as his in Cataclysm. This week, I'll talk about how your guild can recruit and survive in a game where the deck suddenly seems stacked against you. But first, let's read his concerns.
Scott,
I recently read your article regarding the controversy surrounding the guild achievements. Many aspects of the game are geared towards large groups of people, large guilds, etc. I am the GM of a fairly small guild, small enough that we needed to merge with another guild to manage 5-man guild runs. I have found it difficult enough to recruit folks, scrape together enough friends who haven't already run their 10-man for the week, etc.
Now I feel that our little guild will face even more difficulty in attracting players as we simply can't offer the same guild perks as the large guilds who are capable of hitting the guild experience cap multiple times over on a daily basis while we struggle to reach the halfway point on the scale each day. Allowing guild achievements to provide experience would ultimately make the gap that much wider between the larger guilds and ours.
SGGM: Despair and negativity is not the answer here. It may be difficult to swallow right now, when large guilds have already unlocked a number of the early perks, but remember that you will eventually have those perks, too.I hate to see the recruiting efforts of a start-up guild: "Come, recruits, I am asking you to forgo the larger guilds offering many awesome perks such as more loot from gathers, more experience gains from quests and kills, shorter hearth time, longer elixir durations, cool heirloom gear to further speed your leveling process, etc., and join our fresh guild with zero perks!" Personally I am not sure, but I think lead balloons may go over better ...
My guild is just about in that position. We are about halfway through level 1, while others are posting, "We made it to level 3 today," and I begin to question the future of the small leveling guild composed of friends trustworthy enough to share your Real ID with ...
Sincerely,
Small Guild GM
The fact that achievements no longer provide experience can actually hurt you in the short term, believe it or not. If you could level up the guild by actively earning the guild achievements within your grasp, you could have an advantage over a large guild that coasts on roster size alone and can't be bothered to complete them. Now you're more or less stuck at a slower pace until you add more members. (Obviously a large guild hell-bent on earning achievements would have the greatest advantage in this scenario, and that's why Blizzard removed the experience in the first place.)
The good news is that it won't take very many additional members to put you on the same pace with a much larger guild, as long as your existing members remain active. The question is how you go about recruiting in this new environment.
Fresh recruiting strategies
To attract players, you need to emphasize your strengths. Most players are already well aware of the advantages of signing up with an enormous megaguild. At the same time, most players are also aware of the drawbacks: You're much more likely to run into drama queens, abrasive jerks, clueless morons, snobs, beggars, loot whores, and all sorts of people you don't want to encounter. There's also frequently the issue of cliques. In a big enough guild, cliques are inevitable.
Some players do not want to be part of that scene. That's why guilds like yours will always be viable no matter what else is happening in the game. When you recruit, you need to play up the family-like atmosphere, the friendly attitudes, the lack of drama, and the willingness of your guildmates to help each other. More players than you might believe value those aspects over whether or not their mount can go 10 percent faster.
You would be wise to differentiate your community in other ways as well. What else makes your guild special? Do your members play at times other than peak for your server? Do you focus on leveling by running dungeons? Do you hold special events or contests? Are your members all from the same part of the world? Anything that can give your guild a specific identity is helpful. If you're really looking to add members, you don't want to be Just Another Random Leveling Guild™.
Encourage your members to be friendly to other players they encounter while questing. Sometimes all it takes is throwing someone a heal or a buff to make a friend. Ask them, when possible, to run dungeons with players on the server rather than strictly through the dungeon finder. By grouping up with them, you'll find like-minded people who are interested in joining a guild. Your members will also have a better idea about how the person acts in a group before you invite him or her to make sure that player is a good fit.
Slow and steady
You're not going to add a huge number of players to the roster this way, but you don't want to. If you did, you'd be a different guild entirely! When you invite someone, make sure you're inviting them because you think they'd be a solid addition to your community, not just because you'll earn perks faster. Over time, you will find the right players, but you'll have to be patient.
You simply can't compete with large guilds in some areas of the game, so don't. Instead, focus on what you can provide that they can't. Differentiate your guild with a clear identity, be friendly, and recruit with care. Your organization will flourish.
/salute
Filed under: Officers' Quarters (Guild Leadership)
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Reader Comments (Page 2 of 6)
anthony Dec 20th 2010 3:40PM
Can't agree more. I have a small family guild of 10 members ever since vanilla. We have done all end game content and have fun doing it, but recently we have been a bit more casual and started on a new server for fun. We get about 1-2% guild xp/day. We are only about 70% through level 1...
With this rate we won't hit 25 until the next expansion is out. Although many rewards are mostly beneficial in a raid setting like mass rez and mass summon, there are many rewards that we all want, but will most likely never see, like the scorpion mount.
Adding members to our roster is not going to happen either. Pretty dissapointed. They are trying to make the game more open for casual players in class balance, but then they do the opposite in the guild leveling game. The more members in your roster, the easier it is to level your guild.
Jillette Dec 20th 2010 4:03PM
Player achievements do not earn experience (for a very good reason). To be consistent with what they already know makes for better game play overall, Blizzard had to kill guild achievement experience. They never should have let it out the door in the first place. It never should have seen the virtual light of day.
I'm not sure where this attitude of entitlement comes from, but in every other aspect of both real and virtual life, the small fry do not and should not have the same advantages as the big fish. If you are not willing to grow your guild to the size required to get those perks, then you don't deserve to get them.
The advantages of being in a small guild, if you decide that's what you want to do, are not related to these guild perks. And the advantages of small guilds are not possible in large guilds due to the cliques, the chaos, and the management headaches.
I find it kind of appalling that you think you should have the same perks for your guild as I have for mine without doing all the work I did to grow mine to 200+ members who aren't vile douchebags.
Decide what you want for your guild and make it happen. When you get what you want, be happy with it. Celebrate your advantages.
Cyrus Dec 20th 2010 4:24PM
"By taking away Guild Achievements as experience, they seriously nerfed a small guild's ability to advance their guild. My guild is small, maybe 20 members and our alts. We can't hit the Guild XP cap, in fact, we rarely go over 13% of it in a day. We're still Level 1, have zero perks, and our GL is still only "Friendly" with the Guild, yet is 85."
Really? The part about the XP cap being way out of reach seems hard to believe. Guilds with fewer than 20 members exist, and while they probably aren't still at the guild level cap, they probably are higher than 1. The maximum possible at the moment is level 5, my guild is there, and we were struggling to put together 10-man raids for most of the past year. Maybe it will get hard to keep up with guild advancement at higher levels but I'm pretty sure it isn't yet. As for your GL's reputation, "Friendly" is the cap for everyone at the moment. My reputation with my guild is friendly and my guild is level 5 and is on track to hit 6 tomorrow. The complaint that there's no way for large, serious, gung-ho guilds to progress any faster than anyone else seems to be much more common than yours.
To put it another way, you say you "rarely go over 13%" of the level cap in a day. That implies that you do, sometimes. Let's be conservative and assume that you average 10 percent of the level cap per day, a very small number. Well, it's been two weeks. Even if you didn't get any of that extra boost from achievements on launch day AT ALL, you should be level 2 at least. So that makes your claim... to put this delicately, hard to take seriously.
I dunno. Maybe I'm just nitpicking. It's not like it really matters if you were painstakingly accurate in a comment on a blog, and regardless of the reason you obviously aren't the only person worried about small guilds. But I can't help but take this with a grain of salt.
SupastaR Dec 20th 2010 8:22PM
honestly, i find it impossible to understand this. my guild is level 4, we have 7 85s and their alts. we are keeping up with bigger guilds, maybe you guys aren't serious players or something, because i find the fact that your not even level 1 impossible.
Parrin Dec 20th 2010 4:37PM
Absolutely, Rob. But it goes further. Remember, we can't keep playing such a high-quality game unless the players keep paying their subscription fees. Certain types of players get tired of the game after hitting max level, or once they've gotten all of their raid equipment. These min-maxers usually leave the game at this point. And Blizzard wants to keep this from happening as long as possible. The XP cap was a great tool for this, but removing achievements truly left small guilds alone in the cold. Blizzard made this even more obvious by locking the guild populations at 500.
Guild perks is a great idea for rewarding the hard-core players that never stop raiding, but it wasn't meant for any of us that simply enjoy the game for the chance to communicate and participate alongside friends and family.
Once again, it wasn't meant for everybody. Blizzard didn't create these perks for me, or for most of the people I play with.
Several of my collegues at work play WoW. All of the hard-core raiders that I know HATE the leveling process. One even convinced his cousin to quit playing and let him take his max level rogue and warrior, so he would be able to play the classes without leveling them. When he finishes leveling his 12 max-level toons, he'll probably be doing so with the full compliment of guild perks helping him to get through this unpleasant task of "leveling" as quickly as possible.
Frostitute Dec 20th 2010 4:54PM
Rob, using the example of the Feathered Lure (an item they have confirmed they will include in a future patch as usable) tells me you're misunderstanding a bit of Blizzard's standard development.
"I'm not QQing, I'm asking why a "balance" issue was addressed in a nerf, rather than trying to figure out how to actually balance it."
This is simple, standard development cycle for something that doesn't work or is imbalanced on any major scale. We haven't had a single Cataclysm patch yet. Patches take a lot of work and potentially cost a lot of money for a company like Blizzard if they go wrong. Things can go wrong. Really wrong. They can hotfix easily, but they can't patch easily. Unfortunately, we'll have to deal with it.
Issues like overhauling the guild experience system (and if you've any faith left in the company, they WILL work on it) and malfunctioning items (such as the fishing lure) are easiest to deal with by removing the problem, preventing further problems, and last but not least, fixing it in a future patch. A patch that takes a lot of triple checking and testing before it's even put on a PTR.
The longer they left the guild achievement issue unattended, the worse it would have gotten. It didn't fit with their development intentions, so they removed it - quickly - before guilds got 7 or 8 levels ahead of the curve and THEN got nerfed once they figured out - through player feedback such as what you're writing - how to best re-approach guild XP. It may not have been a nice fuzzy move, but it was the best one they had.
So if that makes sense, they are trying to figure out how to best deal with it. They just had to set the mechanic aside for a bit, so nobody exploited it too much, until it was working.
loop_not_defined Dec 20th 2010 5:39PM
"By taking away Guild Achievements as experience, they seriously nerfed a small guild's ability to advance their guild. My guild is small, maybe 20 members and our alts. We can't hit the Guild XP cap, in fact, we rarely go over 13% of it in a day. We're still Level 1, have zero perks, and our GL is still only "Friendly" with the Guild, yet is 85."
Speaking as a "Friendly" Guild Master of a Guild that only hit level 2 just yesterday, I don't see what the problem with this is. Smaller guilds will level slower - that's kind of the point.
I am very, very glad they removed Achievement XP. The whole point of Achievements were to set guilds apart from each other. By attaching incentives to every single Achievement, every guild would have exactly the same Achievements...at which point, Blizzard could just remove them all and tie the Guild Rewards to Guild Level, like they do with Perks, and there wouldn't be any noticeable difference.
Faydre Dec 20th 2010 3:28PM
Once a guild obtains a reward they never loose it, even if the person who joined the guild helped them obtain it. That means if you reach level 25 and suddenly remove everyone from the guild you still have all the Perks and all the rewards that were earned while you had those members.
So it is possible for large guilds that are now heavily recruiting to later clean up.
So it is something to be aware off. Find a guild that you want to be with because of the members, not because of the perks they have.
Firestyle Dec 20th 2010 5:00PM
You use the word "clean up" in a negative way. Most guilds always have to "clean up" especially after a new expansion when players return, but will eventually stop playing again. If "cleaning up" means removing players that no longer log-in and contribute to the guild, then yes - I'm going to do that.
Have I recruited players that indicate they want to play, and raid, and meeting attendance requirements to hold a raid spot? - yes. Have I also recruited players that are friends and don't want a guaranteed raid spot? - yes. The choice is the members in my guild - but if you make that commitment for a full time raid sot, then you need to hold up your end of the deal and meet the attedance requirement.
A guild isn't bad when they remove players for failing to hold up their end of the deal after being up front about the rules.
Bynde Dec 20th 2010 3:30PM
I brought up the 'end of small guilds' a long time ago and was not taken seriously. But, I meant it.
I appreciate OQ coming up with suggestions but, it's not going to help that much. Getting the occasional face card is nice, but the deck is stacked against you, no matter how many cards you pick.
Years ago I suggested a way to ally with other small guilds. I hope that before small guilds disappear altogether Blizz will consider it.
"Some players do not want to be part of that scene. That's why guilds like yours will always be viable no matter what else is happening in the game. When you recruit, you need to play up the family-like atmosphere, the friendly attitudes, the lack of drama, and the willingness of your guildmates to help each other. More players than you might believe value those aspects over whether or not their mount can go 10 percent faster."
Yes, true. That's how small guilds get started in the first place. I think OQ greatly overestimates the amount of people willing to do that, and willing to take things like "lack of drama" over nifty Guild perks for very long.
The whole article is basically saying, "Hopefully, you'll be able to recruit (and RETAIN) members due to your Guild being a 'Nice Place' instead of your Guild being concerned with End Game/Progression. Honestly. That's rainbow poop talk. But, thanks for addressing it.
Saeadame Dec 20th 2010 4:54PM
To be honest, why is a small guild so interested in gaining a bunch of members anyway? Sure, there may only be 20 or so people who are interested in the values of your small guild and less interested in the perks, but do you really want a lot more than that anyway? What is people's definition of a "big guild"? I consider the guilds over 100 separate accounts to be "mega guilds" rather than just "big guilds". Having 40 people online at a time in my guild makes it seem big enough to me, and in my old guild (which I consider small), there was about 5-10 people online at a time.
TL;DR - there may only be a few people uninterested in perks, but since it's a small guild, you only need a few people anyway.
Bynde Dec 21st 2010 9:42AM
@Saeadame
We're a small guild because we only have about 8 active players. We're not a small guild becasue we "want" to be a small guild. Hence our problem with these perks hurting our chances to recruit and grow.
vinipl87 Dec 20th 2010 3:31PM
Guild achievements should still provide guild experience, but respecting the daily cap. Wouldn't it solve everybody's problem about this topic?
loop_not_defined Dec 20th 2010 5:43PM
What would you do to guild members that accidentally gain Guild Achievements at the cap?
"WHOSE THE IDIOT THAT KILLED THE LAST 5 CRITTERS?! WE'RE ALREADY AT THE XP CAP YOU MORON!!!!"
Eirik Dec 21st 2010 4:05PM
As I understand it, when achievements were giving guild experience, they raised the xp cap (by the same amount) as well, to avoid the XP going down the bit bucket
awitelintsta Dec 20th 2010 3:31PM
Try having a 4 person guild. That's what I have. It's the perfect size for 5-mans, but it's near impossible to grind out the guild experience. We just hit our first perk on Saturday night, and we were thrilled!
We'd love to recruit, but we take our roleplay pretty seriously, and it's a world full of Blood Elves out there. Ah well. We just keep in mind that we liked the game before guild perks, and we still enjoy it now, even if we're not as "perk-y" as other guilds.
silentk Dec 20th 2010 8:35PM
I thought the teamwork is what this whole thing is supposed to be for.
I lead a 10 man progression guild totaling maybe 20 players, and sure, we hit cap each day (sometimes barely). We're almost level 6 now, but the first comment from my members was
"Wow I really feel like I'm contributing to the team, not just hoarding virtual items for myself."
Smaller guilds will progress as fast (or as slow) as they want. Perks are simple rewards for a job well done; for working as a team. What is the fun in having Blizzard spoon-feed everything to you?
Hollow Leviathan Dec 20th 2010 10:53PM
A guild run of 5mans gets ~6% xp cap per heroic boss. With 4 average bosses a dungeon, you will eventually be able to speed through 4 heroics a day and hit cap without issue. Just might be rough for a while when we're all undergeared.
Jillette Dec 20th 2010 3:47PM
Think about what you love in the game and look for people who love the same things.
Think about what your standards, values and ethics are, and look for people who have the same.
Something like:
RandomGuildName is recruiting players who love WoW lore and who love get achievements. We have weekly lore trivia games and achievement constests! We're looking for adults (18+) who love these aspects of the game. Whisper me to join! :)
You know what this guild is about and what they're looking for. You know immediately whether or not you'd want to join as a player.
Chairman Kaga Dec 20th 2010 3:35PM
I run a very small guild of real-life friends plus online acquaintances that aren't massive tools. We don't even have level 2 yet, and we don't really care, because we're having a blast leveling new characters (everyone rolled new class/race combos) and taking our mains to the new end-game.
Too many guilds feel like soulless machines, built solely to climb whatever mountain is the current end-game target as quickly as possible, and where parts (read: players) are freely interchangeable. On the other hand, we're much more interested in people and camaraderie than we are just racing to the end.
TLDR: Bros before, uh, raids. Or something.