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 3 of 6)
loop_not_defined Dec 20th 2010 5:48PM
This. I'm getting the feeling people are way, way too bent out of shape over this. Larger Guilds have *always* had benefits over smaller guilds, and smaller guilds have always relied on people that don't care about such benefits. Nothing has changed.
Where's all the people that were complaining about their guild hitting the cap and not feeling like they could contribute?
N-train Dec 20th 2010 3:38PM
I think at this point in the game small guilds aren't going to have it nearly as rough as in 3 months from now, or even a year from now, when large (and even medium) guilds have progressed far enough to get those really nice perks.
Sure, I'd probably take a small guild that fits my playstyle over a 10% speed buff and a couple of other things I probably won't notice, but I don't think the choice would be so clear-cut if I was choosing a small guild over one with a 20% speed buff, free repairs from the cash drop, a whole set of heirlooms, and +10% more experience and reputation.
My guild has basically stalled out halfway through level three because of the great exp nerf and the fact that most people have hit 85 and stopped leveling. I know the core guild members will see us through and not leave the guild behind, but that core group a 10 man raid does not make, and I was really hoping not to have to pug my way through this expansion.
ToyChristopher Dec 20th 2010 3:39PM
I don't want to attract members. I think it sucks that as a small ten-man guild I'm never going to be able to make fish feasts or provide guild cauldrons. Or at least I won't be able to provide them anytime soon.
Squeaksbcod Dec 20th 2010 3:50PM
The fish might really be the one that bugs me the most. I like being able to provide fish feasts. And with my guild. Well a few of us are willing to spend some time trying to get it, but it is going to be painful to say the least.
And why did they have to make it only from pools? Ugh, if i could just fish for fish i want and not have to fly around it would be so much less painful. And it seems that the programing would have been easier to just leave it at fishing and not worry about the pools.
ToyChristopher Dec 20th 2010 3:54PM
Especially when there are no deepsea sagefish pools, which is the fish that both healers and casters need for their meals.
Don't worry though I'm sure we can buy fish feasts from those who are in guilds that are able to make them from the auction house, further increases the perks of being in a big guild.
KuroZero Dec 20th 2010 3:49PM
I am The GM of a guild of friends that all know eachother in real life. The guild was started in December 2004 and only has about 4 active members. As we hit the level cap of the current expansion, we leave our guild to join a fellow raiding guild. As people lose interest in the game, we always come back to the original guild. This expansion is the earliest people have started to leave. In the past, we have talked about leaving together but people are leaving just to get the extra rep that the raiding guild offers. People are even removing their alts for the 10% xp boost. We are not interested in recruiting new members because we recruit in real life, not in the game. I feel like we are being punished by Blizzard for playing the way we enjoy playing the game. If we stay, we are hurting ourselves. If we leave, we can never come back. I hope Blizzard reads some of these comments.
Gimmlette Dec 20th 2010 3:49PM
I'm running a guild of perverse players, I'm convinced of it. We're a small guild of about 80 active accounts, most with a lot of alts. A lot of people are leveling worgens so the XP they provide isn't as great as those of us leveling our mains.
But...
We got to 10% on Critter Kills and people switched into overdrive. We hit level 4 over the weekend and the sight of that popping up on the screen inspired a group to finish off a couple more classic 5-mans for achievements; inspired a couple of people to finish off two races in Horde Slayer; has inspired people to quest and has inspired them to kill critters like there is no tomorrow. When I log on at night, I'm greeted to, "Hey Gimm! We were looking at the guild achievements and we think we want to try for X next." I gave up trying to suggest things to do as they seem to be one step ahead of me.
We will never compete with the large guilds. We actually don't want to. The initial achievements we were able to get have spurred people to look at how they can contribute to the next level. I always emphasize that we are not in a race. We are in a journey and my guild exists to make the journey as fun and enjoyable as possible. I think, for small guilds, that's the route to take.
Excellent article. I copied the URL and sent it to the officers as required reading.
Szass Dec 21st 2010 1:30AM
Hi Gimlette,
I like your comment. I just wanted to point out that 80 individual accounts is a fairly large guild in my book.
I live on the Horde side of a less populated server and your 80 man guild would likely be in the top twenty for guild size if you were on my server.
Or to put it in real world terms, with over 50 employee's you would be subject to federal labor laws.
Just a FYI, different point of view for you.
Artificial Dec 20th 2010 3:52PM
I suspect I'm not the only one who would rather have a small, nice guild than a bunch of perks. Having both would be nice, but I think people who are predicting the death of small guilds are completely clueless about why they exist in the first place. There aren't any guild perks in the game that are worth joining a large guild for. I'm in a multiplayer game to play with my friends. Why would I want to play with a bunch of strangers? I might as well play a single-player game with a bunch of scripted agents at that point. In neither case would I get to play with my friends, but at least in the latter case I wouldn't have to put up with all the jerks.
Bynde Dec 20th 2010 4:04PM
"Having both would be nice, but I think people who are predicting the death of small guilds are completely clueless about why they exist in the first place. "
I've been in a small Guild since I started playing in 06.
If you can't see how incentives can cause recruitment to be even harder for small guilds than it was before, then you're the one 'clueless', thank you.
Small guilds were hard enough before Blizzard made this change, now recruitment and RETENTION is even harder. Sometimes my guild can't even get 5 players together for an instance run. Getting Guild perks is almost out of the question now. Blizzard, whether knowingly or not, handicapped small guilds even more than they were handicapped before.
jrblackyear Dec 20th 2010 3:59PM
Honestly, if I could choose between the two, I'd rather have things the way they are now instead of the "wreck'em race" we had at launch. Large guilds (at launch) were FLYING past small guilds, even ones that did achievements and quested, etc. At the rate large guilds were going, they would have been Level 20+ by that weekend, no doubt about it, while the small guilds would be hitting 5 or so. Now that things have slowed down, I feel that our small guild really ACHIEVES something when that XP bar dings a level. Before it was like "Oh hey look, another level. Sooo, we only have a few perks left to get, guys...umm...what are we gonna do tomorrow when we're done?" Instead, after 5 days of hard work, we literally cheered in vent when we got the 10% mount speed bonus. That feeling, my friends, is worth the time and effort.
Lios Dec 20th 2010 3:59PM
I think it will be hard in a few weeks/months, when other guilds are reaching higher levels, which is why I started recruiting for my new guild now. I wasn't really ready, busy time IRL, but if I wait too long, and everyone else is level 10+, recruiting will be that much harder. Now we're level 2 in a level 5 world and that doesn't scare people too much.
I think new and small guilds are facing rough times :(
LynMars Dec 20th 2010 3:59PM
On an RP server with several small niche guilds, it's really hurting folks. The desire to have active players, not just people who log in on guild meeting night (if then) is needed to keep the guild going regularly, and now we have these added levels and perks.
My guild's allowing in alts in a semi-IC manner finally, because I flat pointed out that the only thing we can offer besides our small, friendly community and RP style will be what perks and rewards we can open up if we have a few more names on the roster to push at that cap. We have maybe 25 separate accounts, but only 12 are active; and of course, professions like Archaeology or the gathering profs earn nothing...
We're still at level 3 and barely moving each day due to the nerfs to exp (or being bugged and the GMs not able to comprehend that when we bring it up; no we were NOT at the level cap that day...), and the lack of rep gain is ridiculous.
There definitely needs to be some form of re-balancing to make this viable for more than just mega-guilds. Because this isn't just "taking more time" as a small guild, it's going nowhere at all if you have less than 30 active high level characters pushing exp gain.
TimR Dec 20th 2010 4:09PM
I am kind of confused by the people complaining about their small guilds not being able to level as quickly as the large ones. This seems to match the attitude of "I deserve everything the game has to offer no matter how I choose to play." Like people that feel they should have access to raid epics, without raiding. To me it is a benefit to the game that you can choose the way you want to play. The only way to make guild leveling equal for small and large guilds, is pretty much to do away with it. (And maybe that's what some of you are advocating. If so, okay, I can kind of see that.)
I think the article nails the concept that small guilds have something different to offer. It's all about a closer knit group in a small guild. I admit the perks can be nice, but not as good as playing with a group of people you really enjoy spending time with. And when a small guild does tackle a guild level, I'm sure it feels like a much larger group accomplishment than when that mega guild rolls up one more.
Bynde Dec 20th 2010 4:22PM
Well, what I am arguing about is Blizzard made recruitment for small guilds even harder than it was before. It's hard enough recruiting members, now Blizz made is 100% more difficult. Hell I am GM of a small guild and I am questioning why I don't leave for a larger one myself. Friendship, I suppose.
Also, this article was pretty lame. Those recruitment 'tips' given could have been written years ago. I mean they are juts basic no-brainer statements. "emphasize your strengths!" Gee, thanks. I was accentuating our weaknesses all this time! :P
I don't blame Wowinsider tho. What else can they say? Until Blizz revisits the issue small guilds are sucking even hinder teat than before and there just isn't much good to write about that.
Reed Martz Dec 20th 2010 4:33PM
There's a general idea in WoW that similar items should be equivalent. All DPS classes should be raid viable, regardless of whether they are easy to level, or can easily switch to an alternate role. All professions should be give comparable perks to end game players. Alliance and Horde should have access to the same classes.
This guild debate is just along the same lines. Should you be unable to do, penalized while doing, something because of a play style choice you made? The answer seems to be that a lot of people feel that you shouldn't.
Sorcefire Dec 20th 2010 5:51PM
Just curious...how do I manifestly reward a player for joining my smaller guild? A large guild can reward them with access to more perks, faster access to future perks, and the ability to purchase many of the enticing rewards guild membership now offers.
I can't do that...my pitch is offering a more casual and less stressful environment for play. I don't think one is valued nearly as much as the other by a majority of people playing the game.
I may be wrong and time will tell how this all plays out, but considering how competitive the average player is about nearly everything in this game I don't think this will end well.
Jimbop Dec 20th 2010 4:37PM
TimR, spot on mate. It's the way people choose to play. You have the option to join or take part of a 25 man guild, or you have the option to start or work with a closer group of friends in a smaller guild. Each choice will yield you different advantages.
I'm part of a small 10 man guild, we have about 15 active members, and we're currently level 5. Yes, it's taken a lot more effort for us to keep up, but similarly, guilds on our server with 300+ members are still sitting at level 5. Some of the achievements (drop xxxx fishfeasts, kill 50000 critters) will definitely take us a lot longer to accomplish, but for the most part, it's our choice and our road we've taken.
Take into account that you will also gain advantages in other areas. A 10 man raid is a lot easier to put together than a 25 man raid (although not necessarily easier to down bosses) and a lot of those achievements will quite possibly be easier for you to obtain with a smaller, tighter group.
Squeaksbcod Dec 20th 2010 4:42PM
@ Bynde
And you forget, not everyone really *wants* to recruit people. Sure if we meet people who are looking for a guild and like is, welcome aboard, but now the allure of a small guild really is going to be over-shadowed by the perks of larger guilds I really do wonder how much my guild is going to hurt me later on in WoW and have some temptation to leave as well. I doubt I will, mostly because I am a creature of habit, but it would be nice to see the benefits and to see them as reasonable.
I think the article could have focused on retention more than recruiting. I suspect a lot of small and medium size guilds are going to see a loss of good players simply due to logistics.
I suspect we may see a lot of guilds pop up that are just there to pool experience and get perks. I suspect we will see guilds with no rules, no g chat no shared bank, just a shared name of people who do their own thing mostly ignoring guldies who are not in their group of friends. It may end up being guilds within guilds almost.
TimR Dec 20th 2010 4:53PM
@Bynde - I can see your point, but I stand by the thought that small guilds offer something large guilds can't, and that should be the reason you want people to join your guild. I'll agree that Bliz adding perks certainly does nothing to help small guilds.
@Sorcefire - No, you can't offer recruits a tangible reward upon joining the guild, but small guilds often offer more than casual atmosphere and low stress. They can offer personality and intimacy. Just speaking from personal opinion, I would much rather be in a small guild that has people I enjoy hanging out with than any in game perk. I will probably stay away from larger guilds henceforth for the sole reason that they will attract those with the attitude "I want it all right away." I will not consider a guild's level if I should look for a new one in the future (which is a possibility for me as my guild is seemingly on a downward spiral).
I think the best solution is to make guild rewards a little less tangible. I don't like the idea that anything that is viewed as "necessary to success" should be solely a guild reward, because that can be a serious hindrance to small guilds. I think cauldrons and fish feasts potentially fall into that category, and I'd like to see another way to obtain those.