Officers' Quarters: The three biggest mistakes new guild leaders make

Starting a new guild in WoW is an uphill battle. Make no mistake: It's not an endeavor to undertake lightly. Every server has established guilds that you'll be competing against with an unknown "brand."
Even so, the number of players you need to recruit to experience most of what WoW has to offer is a mere 12-15. In that sense, taking a guild from an idea to a fully fledged community is much easier now than in the past. For players who are unhappy with their current situation and wondering why they can never find a guild that's just right for them, why not create your own?
WoW needs dedicated player leadership now more than ever. Too many guilds are failing because their leaders and officers have burned out on the game after playing for so many years.
Taking up the mantle of leadership brings with it many pitfalls. But of all the mistakes that a new leader can make, these three are the ones most likely to turn into major headaches -- or even guild-shattering drama.
Mistake 1: Not outlining the guild's rules and policies in writing.
When officers write to me about drama in their guild, so many times it's the result of unclear rules and policies. Just last week we saw the case of a weekend-focused guild that had no official policy on weekday activities. The problem erupted into a major argument between guild members. If the guild leader had thought about this issue ahead of time and written down a policy about it, the entire affair would have been a nonissue.
Don't underestimate the power of the written word. Practically every sovereign nation on Earth has its constitution and its laws. They are written down so no one can question what they say, and most matters can be settled in a civil manner. The same principles apply to guilds.
Writing this document can be tedious, it's true. Your officers may think that setting down a bunch of rules in writing is lame and unnecessary. Your members may never read your policies. However, in the long run, you will avoid a lot of arguing if you write it up and post it on your website where everyone can refer to it.
No one can claim to be blindsided with an unexpected rule when the rules are available to everyone. No one can accuse you of changing the policies to pander to your officers if the policies have been public since the guild was founded. No one can tell you that the guild "wasn't what they thought it was" when you put down in words exactly what the guild is.
I can't state strongly enough how important it is to do this. The bonus is that you can use the document as a marketing tool to attract players to your community with your unique take on the guild's philosophy, goals, and methods.
Mistake 2: Failing to assign officer roles.
So you've got a few close friends to help you get this guild off the ground. Assigning roles seems silly at this point. Everyone needs to chip in as much time and effort as they can across the board, right? Well, that may be true, but you're setting a terrible precedent that will cause problems now and in the future.
In the short term, you'll have problems with multiple officers going about the same role in different ways. One officer might be targeting hardcore raiders to recruit while another one is looking for players who are curious about raiding but have never tried it before. (Your written policies can also prevent such misunderstandings.)
Or, you'll run into the problem where everyone assumes that someone else is going to take care of something important -- such as choosing and implementing a loot system -- and then no one does it. The task then falls to the guild leader to handle at the last moment, or it doesn't get done at all.
In the long term, what winds up happening when no one has a specific role is that this attitude of "someone else will handle it" becomes the presiding notion. All of the duties will eventually fall to the one or two most dedicated officers, and everyone else in the leadership will coast along without contributing much.
It's much better to assign (or let your officers choose) roles from the very beginning. That way, every base will be covered. If it's not, you'll know who to blame, which is an early indicator that you may eventually need to replace that officer. Also, no single person will have to shoulder the vast majority of the work.
Required roles will vary based on the type of guild you're leading, but the most commonly needed roles are recruiter, raid leader/PVP organizer, banker, and loot master. You may also want a communications officer who is in charge of the guild's web presence and voice chat. Smaller guilds can combine roles among officers. The important thing is to make sure every necessary task has an officer assigned to it.
Doing so can also help you to figure out how many officers the guild actually needs. No one should ever be an officer if they don't actually have a role to play in the operation of the guild.
Mistake 3: Inviting everyone.
In the early going, recruiting players is particularly difficult. It's tempting to invite every willing player just to get your feet off the ground and start running group content as a guild.
Certainly it seems like a bit much to ask someone to fill out an application for a guild that's only a few weeks or a few months old. Do it anyway.
The application process is important for a number of reasons. First and foremost, it eliminates the lazy and capricious. Anyone who claims that taking ten minutes to answer a few questions on a website is a huge hassle is someone you don't want on your roster. Players who understand what being in a guild means will never balk at filling out an application before they are offered a guild invite.
Secondly, the application will reveal crucial information about who you're inviting to your roster. You can often uncover significant insights about a person based on what guilds they've been in and what sort of WoW experience they've had. Basic facts such as age and occupation can tell you a lot, too -- just don't prejudge!
Knowing a player's guild history also gives you the option to ask former guild leaders about him or her. They'll know better than most about whether inviting that player is a good idea.
Third, the application allows all of the guild's members to get to know the new players a bit better. Encourage your members to read and comment (privately) on your applicants. They may have encountered that person before and have some thoughts about him or her. Or they may spot some questionable claims that don't add up. In the process, they'll learn about the person. If and when you invite that player into the guild, they won't seem like such a complete stranger.
Even by taking these precautions, you can still wind up with a player who does more harm to your guild than good (so just imagine the possibilities when you invite without an app). Part of your written rules and policies should always include what behavior earns players a gkick, so you can fairly and efficiently remove problem players from your roster.
Don't put up with jerks just because you're a brand new guild. A single jerk will drive away other recruits and ultimately cost you more players than if you had just kicked that one person.
Taking these steps may be a daunting process. However, the guilds that survive are -- more often than not -- the ones who do things the right way from the very beginning.
/salute
Filed under: Officers' Quarters (Guild Leadership), Guilds






Reader Comments (Page 1 of 3)
techvoodooguy Jun 20th 2011 4:07PM
I joined the guild I'm in now at level seven after having just come back to WoW with a new account for Cata. They were mass-recruiting in trade channels. Since that has happened, it's gone from a casual levelling guild to a decent raiding guild with myself attempting to lead some PvP groups. All in all, it's going well.
Mass recruiting is not necessarily bad for your guild. Mass recruiting *for raiding* is bad for your guild. These days we just invite whoever asks to join. We're one of our servers few level 25 guilds, so we get quite a few requests.
Seaborn Jun 20th 2011 6:39PM
I agree with you logic here, but I also think it can be highly dependent on the server and its age. If you were to inv the "just anyone who wants in" people on the server I play on, you end up with a ton of a-holes and people that have never heard the words "Don't Stand in the FIRE!".
I recall the early days and took a break right after I hit 60. When I came back I was the biggest noob on the planet. So I know how some players feel when everyone laughing at them because "LoS" means nothing to them. It's tough to raid and teach people to raid at the same time.
Again, good point, but I think it's a point that is viewed very differently depending on where you play.
thpthpthp1 Jun 20th 2011 7:12PM
Personally I agree that it's fine to invite whoever on a moment's notice as long as the guild leader/officers are willing to kick whoever on a moments notice as well should problems arise.
Shoryl Jun 21st 2011 10:49AM
While I also tend to subscribe to the "go ahead and invite" policy, no one gets beyond initiate in the guild without a guild app.
John Patrick Jun 20th 2011 4:24PM
I started a guild for a small group of friends. We only have 4 members - and probably won't increase for some time. When I chartered the guild, I offered 15g per signature (capitalism at work). Excluding the four intended members of the guild, everyone else BUT ONE dropped guild voluntarily.
I told the lone remaining charter member that he was welcome, and had higher status being a charter member. He said OK - and then never logged in on that character again for three months.
I tried to contact him several times and see if he wanted to drop guild, but no response (and also no logon history). After three tries, I dropped him from the guild, and sent him 5g as a means of compensation.
Open question: Since I did not have a written policy or outline for the guild that charter members could read - did I proceed correctly? I would appreciate all input from veteran G.M.s
(cutaia) Jun 20th 2011 5:28PM
Honestly, one of the things you're going to need to do as a GM is learn to not let something so tiny weigh on your mind. If your guild gets large and successful, you'll get to the point where you'll *wish* your big decisions entailed whether or not to kick some guy who hasn't been on for 3 months.
Kallix Jun 20th 2011 7:48PM
A character that hasn't been logged in 3 months is a character that that person no longer cares about. Either they play other characters or they stopped playing WoW. Regardless, I would have kicked them much earlier than you did, and there's no reason to feel bad about kicking them - they probably just joined to make some quick gold, and if they play the character again, will probably not even remember joining in the first place.
If you start recruiting, having a rule that says you'll kick people after x amount of time offline is a bonus, but not even really needed. No-one expects to take an absense of months and come back still in their guild, especially if they said nothing before leaving.
Oteo Jun 20th 2011 4:25PM
Mistake 4: Promoting your frat buddies to officer positions that they're not really suited for.
As someone who's watched more than one guild go from a tight-knit community to one with officer cliques who abuse their positions: Please, please don't. @_@
Srslyyeswai Jun 20th 2011 6:21PM
This article is dead on. It may be more for new guilds, but every single thing he said, I agree with (from personal experience.)
@ Oteo
I also think that you have to be very careful who you promote to officer. You want your friends to be officers because you feel you can trust them... but you're more lenient on them when they don't do what they're supposed to... because they're your friends. There's also the issue of control of the gbank and perceived favoritism and extra perks for officers, that are only extended to them because they're the GM's friends.
I was in a guild that I eventually became a class manager of... I was demoted during a xcountry move (dick move IMO) and the only officers left were the GM's girlfriend and his good buddy. A guild with 1 million gold in the gbank, takes your BOEs and sells them, and only 3 people have access.
Lets just say I'm not in that guild anymore... Be transparent about the gbank.
Pyromelter Jun 20th 2011 7:51PM
You can (insert relationship here) for frat buddies. Girlfriend, wife, husband, boyfriend, cousin, brother, father, son, neighbor - the point is not to hand out an officer title who is simply using that as a power trip or lording it over people or who have special access to the guild bank. It needs to be merit-based, or at least effort based, to have an officer position, or you run the risk of a lot of drama that scott has written about over the years.
dlwn64 Jun 20th 2011 4:27PM
I was hoping this post would be about mistakes new guild leaders make. Not mistakes that leaders of new guilds make. Those are all pretty common top issues that have been outlined on the site so many times before.
Martin Jun 20th 2011 4:49PM
Now that you mention it, you're right. It's a subtle but important distinction.
Rob Jun 20th 2011 7:17PM
Yes but people cycle through the game quite a bit. It is not reasonable to expect someone to be reading this column for a year or more, just like it is not reasonable to expect that people have been playing 1+ years.
Boocat Jun 20th 2011 5:02PM
I have a hard time trusting Guild websites and I'm sure others do too. I did it a few times with a E-mail address just for it and find letters from blizzard telling me something is wrong with my account.
Izzy Jun 20th 2011 5:13PM
To be honest I doubt it was the guilds fault at all. Most sites that a lot of guilds use likely sell your address - guildportal, guildzilla, etc. To be honest most guilds with those websites I know didn't put forth the effort to make their own site. I'd trust a direct hosted more than a pre-fab site. Regardless that's why you always have a crap email-addy for registering for anything.
LynMars Jun 20th 2011 6:18PM
Having a separate email account for your Battle.net is one of the recommended security features so you know those emails are fakes. Having a throwaway email for signing up on websites is another handy feature.
Many guilds go with sites like WoWstead, guildportal, et al because no one person is responsible for hosting; I've seen guilds lose their websites with all their info and histories when the person hosting it leaves the guild--and so pulls the plug on the website. Most of the features on those hosting sites are free, and I know WoWstead works with the Armory so rank updates are automatic.
Most public sites these days, through ads and scripts and what have you--not even giving out the info--will get people spam mail.
Rob Jun 20th 2011 7:23PM
Like Lyn said, you want to use a unique email for blizzard and only blizzard. This would have saved me when i got hacked, I also lost my email account which had tons of personal info. You also want to use a throwaway account for any web site.
Christopherwramsey Jun 20th 2011 11:23PM
thats not from blizzard its the gold farmers and they could get your e mail any number of ways.
Izzy Jun 20th 2011 5:10PM
#1) Thinking it's easy and/or they can do it alone.
If you've never been a GM before, I can do nothing but highly recommend against it. Few people are suited for the job. It is a thankless and tiring exercise - and while there can be a great many rewards (I have players who would have followed me to hell, and many still follow me when I change games, or servers), it's not something that just happens because you will it. It's not even something that happens just because you work hard. The best thing a GM can do is have a solid crew of officers they can trust, but who are also qualified for their position.
Silvarna Jun 21st 2011 11:42AM
Izzy wins four internets.
I recently took over our guild but as a founding member of a group of friends it was easy. Most of the ground work was in place but the first thing I did was make sure the ranks were setup with best of our players in the right spots and let them know that the decision making was in their hands. From there we laid out our rules and rank expectations, guild website, run the guild bank, plan events and so on.
With all the drama, all the day to day things that pop up and decisions that need to be made, only a crazy person would want to deal with it all. A smart leader will know his strengths and weakness who he can depend on to round them out.
I did like the recruiting points of the article too. I have sent out, not spammed, over 70 invite letters via in game email to people I have come across as unguilded and sit at a 10% success rate. The LFG tool is nice, but recruits are rarely online to send the invite that it becomes more annoying than anything.
Silvarna