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 4 of 6)
TimR Dec 20th 2010 5:57PM
Wow, I'm really surprised by the down-vote to my original comment. I guess I am in the minority preferring a good environment to perks.
Jimbop, agree with you completely. My guild is down to about 20 active people now as well, and we seem to be keeping pace right now. I expect we will probably fall a little behind as everyone hits 85, but that's okay.
Al Dec 20th 2010 6:13PM
You brush the disatisfied people off as greedy complainers who prefer zero effort, and wonder why they downvoted you?
Sorcefire Dec 20th 2010 4:21PM
Personally I think that making perks time-driven would solve many of the problems those of us in smaller guilds face right now. As it stands larger guilds can access perks and be able to do achievements that smaller guilds may never see.
I'm not saying we should all have access to the same things in all cases, but considering some of the perks are quality of life benefits I don't understand why they should be more available to larger guilds than smaller ones.
theRaptor Dec 20th 2010 5:03PM
Perks are time driven. You get them via the daily guild XP grind and that is that. None of the QoL guild *rewards* are really worth it once you get the perks (do you really need a teleport cloak when you have a 15 minute hearth?)
stitchersflock Dec 20th 2010 4:22PM
Small guilds are SEVERLY handicapped when it comes to perks ... yeah mounted perks don't sound like much on the surface until you are beat to every single herb or ore node that spawns because of Chinese gold farmer guilds with the speed perk or uber large guilds that have the perk. So don't preach about small guilds NOT being handicapped by the unbalanced guild leveling system Blizzard currently has in place. I pay the same monthly fee and should not be penalized because my playstyle and real life do not fit well with large guilds.
Saeadame Dec 20th 2010 5:06PM
You'd already be beat to all the herb nodes by tauren druids that can gather in flight form and herb faster anyway, so in that case the 10% isn't making a real difference...
Plus, the 10% increase isn't affecting druid flight form right now anyway. So if you're reaching a node and a tauren comes along and still gets it before you? That's a racial ability =P.
The gold farmers aren't beating you to nodes because of speed perks, they're beating you to nodes because of hacks.
What about Paladins who always were faster mounted than everyone before? The 105 speed increase doesn't stack with the Paladin aura, so if anything it's equalizing the playing field for those non-Paladins. There have ALWAYS been faster people. Druid of any race have an instant cast flying mount that's just as fast as any other mount, making them significantly faster going between nodes. Some people have 310% speed mounts.
There has been and always will be people who are faster to gathering nodes, and adding some additional people with a 10% mount speed increase does very little to change that.
theRaptor Dec 20th 2010 5:11PM
The game is the game and you deserve nothing but the OPPORTUNITY to do the same things as everyone else. If you want to do 25 man raiding you have to find 24 other people to do it with etc.
If you want to get guild perks you need to get enough people to level guild perks.
Your argument is like saying you deserve a six figure job because you pay taxes.
Squeaksbcod Dec 20th 2010 4:32PM
If it is a benefit to the game to be able to "choose the way you want to play" that would would be wrong with finding some sort of balance where small guilds can choose to use different means to earn XP and guild rewards than a single system?
I think part of it also come from the fact that large guilds will get the guild XP levels simply by default due to their size. They are not really earning it through work. They are getting it due to time and keeping off people's bad sides.
Give smaller guilds something they could do to feel more like they are productively advancing the guild would not hurt anyone. Big guilds are still going to cap out. Really small guilds are still going to struggle, but the small and medium small would at least have some flexibility.
TimR Dec 20th 2010 5:09PM
I can agree with that Squeaks. I'm not opposed to offering multiple methods for guilds to level. I think that would go a long way towards building camaraderie in small guilds, by giving them tangible goals to work towards. I like the idea that someone offered earlier that weekly caps would still exist, but that doing achievements could still help you towards that cap.
Trilynne Dec 20th 2010 4:31PM
I'd like to point the letter writer to a recent Breakfast Topic poll about guild perks vs other reasons to be in a guild. OVERWHELMINGLY people said they pick their guild based on the people that are in it. I would be VERY surprised if the entire WoW community turned into cold-hearted, calculating people who based their guild decision solely on how many perks it has overnight. DON'T PANIC. ^^
Saeadame Dec 20th 2010 4:56PM
Yeah, the last couple BT questions have had an overwhelming majority in one answer =P
Sally Bowls Dec 21st 2010 4:34PM
The cynics perspective is that what people say is pretty irrelevant; it is what they do that matters.
My personal opinion is that when it comes down to it, that people will go for the better rewards.
Some designer complained that "players will optimize the fun out of any game"
How much work or gold will people expend for a tiny difference? I think guild rewards will over time affect guild choices. And there will be an acceleration: the smaller/larger a guild gets, the smaller/larger it will get.
Fluph Dec 20th 2010 6:25PM
Not all guilds want to recruit just for the perks, though!
I'm the GM in a small (10-man) raiding guild. We formed last April and by September had the LK and RS down on both our mains and main-alts. We did this with the same 8 or 9 players in both runs. We've worked hard to keep the same core players we started with have recruited excellent players to fill the gaps. We've actively avoided recruiting "for the sake of it" since, when we first started, we had a couple of "friends and family" members who were more nuisance than anything - raiding the guild bank, asking constant questions about their level 23 quests etc.
We crunched some numbers and figured we'd be safe with our 12 or 13 active members, and for the first few days we were, until Blizzard nerfed the XP gained from questing. Not that it would have mattered, because within a couple of days more than half the team was level 85 anyway and the rest followed within 10 days of Cata launch.
I guess the concern for us is, we are definitely a very active guild. I think all of our team logs on at least 4 hours a day, and we all run as many dungeons as time allows... so what is the most efficient way to keep the guild XP ticking over? We're almost at level 5 but on a day-to-day basis we're barely making a dent in the guild XP bar these days. We'd like to avoid bringing people we have no intention of raiding with in to the guild, but do we have a choice if we want the perks to come quicker?
TJ Dec 20th 2010 4:34PM
I am currently the acting GM for a small (
Saeadame Dec 20th 2010 4:55PM
I'm going to guess you had a very insightful comment to add to this thread, but it was thwarted by your use of a less than symbol.
Eddy_D Dec 20th 2010 4:40PM
I guess I see the Guild Achievement system as an honest effort, on Blizzard's part, to make the game more enjoyable, but with an unexpected and undesired side-effect. The side-effect is that the system acts as a wedge to separate large guilds and small guilds in the form of missing incentives. Before, there wasn't really a difference; you were in the guild to raid/5man/RP whatever and the size of the guild was not much of an issue (for the most part). What I have not decided yet is the impact that this wedge really has on different guilds.
It may be an issue because someone in a small guild may start to think that joining a larger guild will get them some nice leveling gear or a mount speed increase. If these perks outweigh the core "fun factor" of the current guild then the player will likely leave.
On the other hand, it may be not much of an issue because guild perks are geared mainly to focus on leveling and end-game raiding, things that the other guilds (RP'ers, family, etc.) are not aiming towards.. I mean, is there a guild perk geared towards Role Playing?
Dwuffy Dec 20th 2010 4:44PM
One point that doesn't seem to ever come up: Most people are evaluating this as a "how fast can we get to 25" type of scenario. It's natural to see shiny things and want them immediately, however perks are just perks. They aren't requirements to play the game, and most people who enjoy smaller guilds are in them for the comraderie, stability, and as a haven from the greedy dramawhores of life.
I encourage small, tight-knit guilds to consider the long term benefits of this system. You may not be level 25 in 4 months, but in a year or two down the road, you'll be able to stand out from start-up guilds. Yes, you may only have 10, 20, 50 or however many people, but you've been together for a long time and you're here stay. Be patient and know that the people in your guild are there because that's where they want to be.
Axel Blade Dec 20th 2010 5:02PM
I had an idea bout this, that the bigger the guild the less XP they should get per quest and achievement.
TJ Dec 20th 2010 5:02PM
I believe you are right.
What I orignally tried to say was:
I am currently the acting GM for a small (less than 110 member) social/leveling guild. Wihle trying to recruit newer members, I have ran into several people asking what level we are. When I tell them we are currently at level 2, they say that they are not interested. I even had one person tell me that she wasn't going to join any guild below level 4.
w_shilling Dec 20th 2010 5:08PM
I'm not sure why we have both a daily cap and reduced xp gain. This does seem to be aimed directly at small guilds. If we already have this rediculously low cap then what does it matter how soon in a day you meet it.