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 6 of 6)
Gimmlette Dec 21st 2010 9:33AM
Thanks Szass. That is a different POV because I tend to think of us as small.
Just because we have 80 individual accounts doesn't mean we have 80 people on at the same time. Several of those are parent/child or husband/wife who share computers. Several are inactive and I'm struggling with what to do about them because they were contributing members but haven't played in 6 months, or more, for various reasons. I would say I have 25-30 active members. Those people, as of last night, 12-20, had pushed us 82% to level 5. I have college and high school kids who can spend a day gaming and they are loving all the stuff they can do. It was our high school kids who got us 2 of the horde slayer categories.
It can be really tough for small guilds to compete with server firsts and endgame raiding, but we have always taken the approach that it's not about being first. It's about the journey. For us, that seems to be working.
lilrabbit129 Dec 21st 2010 1:30PM
I would suggest then just counting average active members to determine if you're big/small/whatever. Having dormant guildies doesn't help or hurt you really, other than make your guild roster bigger.
Go at your own pace, your guild will get there eventually.
John Dec 21st 2010 2:03PM
Here's my take on a great recruiting strategy, for those wishing to start up a fresh guild, even in times like these.
1. Start your guild on a fresh server. Though this isn't always possible, it is a best-case scenario. If you're going to transfer your character because of a bad server, or simply make a new alt that will soon become your main, this is the best way to go. Not only do you have the pick of just about every player on that server, you also have a chance to meld that server's personality into something close to how you want it to be.
2. Recruit all levels. Sounds ridiculous, I know, but you'd be surprised how many of those low level players will reach the max level in time and become that great asset that you have needed for your guild. Besides, level does not say how sociable or friendly the person is. I would much rather have a level 23 who helps out those that he can, and treats people with respect than a level 85 elitist.
3. Another bold move, but this one's entirely up to you: no recruitment forms. Make your guild easily accessible, at least in the early stages of your guild. If people have to visit a website to join your guild, they will be less inclined to join. Yeah, a form roots out the 'lazy' people from the ones who want to put effort towards something, and yeah, it keeps the annoying people out, but they can be removed with the click of a button, no discussion even, and besides, who's to say those lazy people are bad people? They may just not like filling forms out.
4. Lastly, all of the guild members you currently have need to be willing to help recruit! This isn't a one man job. You need players all over Azeroth/Outland who can post recruitment messages in the general chat of their zone, or whisper guildless players if they would like a home, or, as suggested, meet players of the same server in a dungeon and let them get to know you, boast about how awesome your guild is, etc.
If you're starting on an older server, 2 3, and 4 will be more appealing to you of course. The higher the level the potential recruit is, the less likely they will want to leave their guild for one that may have less members and less perks. Let those low levels level up in your guild and grow attached. Otherwise, this article is a GREAT way to start up a fresh guild, and mentions many of the keys to starting one. My suggestions are merely bold steps for those who want to jumpstart their guild fast.
These are my suggestions, and my experience is that I run the largest and oldest guild (at least on the Horde end) on my server. Very little drama, lots of control, lot of great people, mostly close-knit, and until Cata hit, we raided ICC for fun, not gear or progression reasons, and we got far without even trying.
For those wishing to stay a smaller guild, just do a smaller dose of the aforementioned strategies. I did large doses, and got a much larger guild. A smaller attempt at it will keep your guild relatively small and close-knit.
Hope it helps!
Kuro Majutsukai Dec 21st 2010 2:43PM
If not requiring recruitment forms is a "bold move", then this game is in a sadder state than I thought.
John Dec 21st 2010 3:07PM
That's the funny thing... many guilds are uptight about who they invite, especially raiding guilds. They have to make you visit these websites and fill out these forms and make you wait for weeks because they are afraid to just invite someone, and if they prove a problem, click that remove button.
It's not a bold move to myself, but many guilds will consider it quite a foolish idea, when it actually works.
Eirik Dec 21st 2010 5:01PM
The flasks/cauldron thing are not a big deal. The reason you'd want a cauldron is for raids. Your guild's flask consumption will thus be a function of your raiding size, not your guild size. And (counting things out), the "appropriately sized cauldron" will require approximately 1,000 hours worth of raiding flasks. That's a lot of raiding.
The first cauldron requires 4 flasks to make and yields 7. The second requires 12 flasks and serves 17. And they require other stuff along with the flasks.
So you're saving a little. Probably. The single biggest benefit will be reclaiming guild bank space, followed rapidly by being able to provide "the flasks that are needed" without having to know which they are beforehand. But you'll not really be saving yourself a grind by grinding up to reach the achievement.