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 2 of 3)
freebeatfly Jun 21st 2011 7:09PM
This. Absolutely.
I've seen guilds fall appart because the GM was taking on too much and the officers were away/slacking. In the end he burned out and everyone left. After many server firsts and amazing raiding it just completely deteriorated.
I can also see it happening slowly in my new guild...
Don't let this happen to you!
Seidus Jun 20th 2011 5:25PM
Great article, and I will affirm that all three points are true. One thing I'd like to point out as (usually) a mistake that many new GMs commit is creating lots of ranks that have no real purpose. Sure, it may seem like an interesting concept to a new GM to do this, but it really just tends to complicate things in the long run and enforce a system of hierarchy among your members.
When I founded my guild, we decided that we would only have a handful of ranks. GM, Co-GM (essentially my 3 officers), Member, Alt, and Recruit. That's it. Every rank has a purpose other than establishing hierarchy, and it is quite refreshing to never hear the phrase, "What do I need to do for a promotion?" in gchat =)
Arrohon Jun 20th 2011 6:23PM
If your guild raids then having a raider rank is helpful too. Having a bank tab filled with flasks, food, and other things that only raiders and above can access will keep non-raiders out of the stuff they don't need and make your raiders happy. For a new guild you won't want to have guild repairs on. Raiders will appreciate having guild repairs so turn it on only for them (preferably only about 15 minutes before raids to 15 minutes after). Getting to the raider rank can be a reward for downing a raid boss with a guild group. After a month of a raider not joining a raid (meaning they are on during raids and don't join even when a spot is open for them) they're demoted to member and don't get repromoted until they're an active raider with good attendance. I don't see the purpose of the alt rank (seems like another pointless one to me /shrug).
Izzy Jun 20th 2011 5:27PM
"No one should ever be an officer if they don't actually have a role to play in the operation of the guild."
I don't know that I entirely agree with that. While I do from the stand point that you shouldn't have a boatload of officers for no reason - but 'operation of the guild' is a bit subjective. It also largely depends on how your officers are used. Is there a voting council, are they advisers, is a bank manager really an officer worth having a vote on internal issues?
I've found there is often a role that's not necessarily filled by standard 'do-this' lists. Someone with guild leading experience as a non-voting adviser can be a great tool for a guild. For someone who hasn't been in MMOs long, or is new to being a GM - and ex-GM and/or long-term MMO player can be an invaluable resource of knowledge and experience.
Srslyyeswai Jun 20th 2011 6:25PM
I have to disagree. I have found that officers with no expectations of them and no role do nothing but ... well, nothing. They have access to the bank and ... guild website?
I think what is missing from this article is the fact that running a guild is a lot of work if you want to raid... and if you're an officer or (especially) a GM, you need to learn to deal with the QQ and never ending whispers :)
Brett Porter Jun 20th 2011 6:27PM
But what you described is indeed a role to play within the guild. It may not have been a role listed above, but if there is a role for an officer to play, and you have them do X, then they are indeed a needed officer.
That is, as long as they keep doing X. :)
Naryn Jun 20th 2011 6:22PM
Practically every sovereign nation on Earth has its constitution and its laws.
Not the UK, Israel or New Zealand. :)
Good article though.
Arrohon Jun 20th 2011 6:28PM
The UK has the Magna Carta. I'm pretty sure it hasn't been repealed and it is a constitutional document. I doubt you can walk around Israel and New Zealand shooting people and not be charged for breaking the law of murder.
Lev Jun 20th 2011 10:18PM
That is because New Zealand is a lawless breakaway state from Australia. Our constitution lists New Zealand as part of Australia and its only a matter of time until we reassert control.
redderTheEmoDK Jun 20th 2011 6:35PM
If you are a new guild leader, you have already made your biggest mistake.
It is a difficult job, requiring more time and more skills than raiding with little external benefit. There are some great ones, but most guild founders underestimate the efforts required and overestimate their skills.
Sally Bowls Jun 20th 2011 6:42PM
I think you are off by a factor of over two for non-hardcore guilds. 12 hard-core raiders who will keep a raid schedule with 85%+ attendance will let you see anything. Otherwise I doubt 20 "raiders" would sustain much progression in the summer. One tank showing up means no raid. Four tanks showing up means drama. etc. Even worse, some of your DPS may still be melee. Statistically, 12-15 is not enough unless your hc.
Rob Jun 20th 2011 7:21PM
We're (by which I mean, I am a founder of this guild but no longer play, although I am still in contact with them) an adult guild who is now level 25. We're pretty big. I do not know if we are successful. In my experience the app process is pretty huge. It screens out the players we do not want. If they do not app, they do not get access to the bank (which is no big deal). but people want to be promoted, so they tend to app properly on our site. We do not raid, but we still require this.
The few times we (I) did not require an app I regretted it immensely, none of those players worked out. It is a huge red flag for someone to say 'i don't even care enough about you to spend 15 minutes introducing myself and reading about your guild'. If you do not care to do this, you will not do well in this guild.
techvoodooguy Jun 20th 2011 7:30PM
@thpthpthp1: We have a fairly strict "Be a dick, get a kick" policy, so it works out.
@Seaborn: true
techvoodooguy Jun 20th 2011 7:30PM
Frikin comment system x(
ackthbbft Jun 20th 2011 10:10PM
Mistake #4: Creating a guild with spelling, grammatical, and/or capitalization errors in the name. It makes your guild look like a 9-year old created it, and nobody wants to run in a guild run by someone with the mentality of a 9-year old.
Exception: Such "errors" are only allowed if it is obviously intentional for satirical purposes.
Calaana Jun 20th 2011 10:12PM
Top mistakes I see:
#1 Officer is a reward.
Officers are normal players, have the same rights and privileges, plus extra work too do. They don't have "officer powers", they have tools. They don't have "officer rights", they have duties. Those extra bank withdrawals? To be used to get raid buff items, reorganise the bank or other special circumstance; not personal gain. Ability to kick people? Meant to be used to keep peace, not enforce it. If you don't understand the differences, you aren't suited to be in a position that's whole job is to affect other peoples play time(in a good way). As a(joking) note: can be used as punishment for past officers. The flashbacks are painful.
#2 Player opinions count.
I love that title, it's perfect yet wrong at the same time. Player's, from both a developer and leader view point, rarely know what they want. They know what they don't want, and will complain till the taurren respawn, but they rarely have any idea what they want, or how to get it. Don't try to listen to what they say they want, either by words, action(or lack of[If they don't like the raid system you use, they won't show up, etc]), listen to the underlying cause - Why aren't they showing up? Maybe the way they all log off or otherwise become busy when a certain officer gets on/ask for help. Why do they complain about other people getting loot despite a system that makes everyone equal(roll for role)? Maybe they feel recruits or alts shouldn't be treated as actual member mains. -- What people don't say is generally what they like; what people avoid saying is generally the real problem. --
#3 You matter.
You don't. You really, really don't. You're just another dude. You don't get first dibs because your name has a 1 next to it, you don't get to play the "GL" card when things don't go your way. You are just another player, like the officers, raid leaders, healers, whatever; all those rules apply to you the same way. If you build in an exploit.. others can exploit it too, and there's nothing you can do.
#4 You don't matter.
In opposition to the last point, you matter most of all, but not in a good way. If you and a normal member screw up in the same way, you screwed up worse. If you hurt someone - accidental or otherwise - you hurt them worse than it appears. You screw up, you should basically assume it worthy of countries going to war and apologise/make amends accordingly. Your screw ups are worse than everyone elses. Remember that when you try to repair them.
#5 Your, and your guilds, image matters.
Remember when you used to gank people for fun? It matters, and unless you want people to treat you like a bully, should probably turn over a new leaf. Same goes for trade chat trolls, ninjas, scammers, drama llamas, etc. People will turn down invites because of something you said months ago. People will leave because of how you respond when you are upset. People will avoid your guild, and all of it's members, because of the name, culture or attitude your players present when pugging. Image matters.
#6 Format your damn recruitment message.
" is looking 4 pepoles 2 raid wit us we r just startin 2 kill things free help tabard vent when u join!!!!!!" tells anyone of quality to stay the hell away. It's acceptable that your members look like preschool drop outs in their communication, but you, and everything you put out, should resemble university level papers. When you're hanging out with members? Sure, replace all your words with numbers. When you're recruiting? Full words, grammar, everything. Your ad? Proof read it like a hawk. And then proof read the hawk. If you want to come off as a group of mouth breathers who don't care, have a message that looks you spasm all over the keyboard, is full of run on sentences with no punctuation, numerical substitution, and slang like "deeps" or "lol". If you want to look like you know what you're doing, pay attention in English class. If you can't do it for the 20 seconds it takes to type a macro, why should I think you care for the potential years the guild will last?
#7 Get vent, get a site, get a tabard, bank and repair money, and then never mention them.
Seriously, nobody cares - this stuff is assumed. This just comes off desperate, and is space better spent actually telling me about the guild. "lolraiderz is looking for raiders - have vent, tabard, site, free member repairs, enchants and gems! Pst for info!" tells me a lot - none of it you want to be saying(especially since your name is actually "LoL Raiders", representing your League of Legends clan), and you actually come off desperate. Something like " needs more friends! Parent friendly, can teach you to raid, and provides [Choclate Cupcakes] for everyone in the bank. Raids wed/thurs 8-11, with game faces reserved for bosses, and corny jokes for trash. Pst to pick our brains" tells me a) You actually have a name you can spell b) you have a bit of personality c) when you raid, and the attitude you apply to it(100% effort, but only if it happens) and d) I won't be shunned because my kid occasionally empties their bladder on the dog.
#8 Spell your name right.
Seriously. Do I even need to explain this?
#9 See #8.
#10 Not sticking to your guns.
Don't be draconian with your rules, but at the same time, enforce them. If the rule states "stealing from members will result in being removed from the guild", kick them when they steal, say, enchanting mats from a member. Especially if they're your probably-soon-to-be-ex bestfriend. Give people the benefit of the doubt, but if the doubt is sketchy at best(like they took 200k worth of mats on a character, then transfered it and only have alts left), deal with it - in this instance, dropping a gm petition is probably worth while.
#11 Not having two faces.
This is often thought to be bad, but as a GL you have to have two. One is the leader face - you aren't anybodies friend, don't have favourites, and the rules are everything you use to make decisions, regardless of personal feelings on the circumstance. If everybody feels like healerA should get the legendary, but the rules clearly say healerB should, healerB gets the legendary(for the love of all things sacred, have the legendaries under the god rule). The other face is the friend face, the player face - you aren't always playing gm, sometimes your raiding - unless there's some kind of drama, you're just a raider. Joke, laugh, flirt, whatever like any other player. This is the face that has friends, maybe favourites, and can see when the rules aren't doing what they should be and need changing. Two faces are important, mostly because they keep you sane; just don't make them "friend" and "using you because your useful".
#bonus round! - Have a god rule.
Stick to your rules, regardless of how much the situations sucks. Always. If the rules need to be changed, change them AFTER the drama has been dealt with, not during. This is also why it's important to have the god rule - that you never, ever, want to use. The god rule basically states that the GL can veto any rule temporarily, for any reason, as well as impose and rule temporarily, for any reason. It's generally used for when shit's hit the fan and you need a ruling, now. Stick to the rules as long as you can, but sometimes, you have to bust this one out. Try to reserve it for trouble makers who lawyer themselves into somewhere they should be. When the words say the can, but the spirit and intent of the rule, which everyone knows, should let them. God rule them out of there.
A good way to know when to it's a good time to use this rule is this: It's not. Never a good time. I can't stress this enough. It might be the *right* time to use the rule, but it is never without it's repercussions. Getting rid of the guy trying to lawyer the legendary out of everyone else's hands is a right time to use it; but everyone else will now wonder ".. am I next?". Also, if you have to use the god rule, that means your current rules need a review, because there's clearly a problem there - fix the problem asap. Not "next week". Not "before next raid". Start, now. If your officers are worth half a damn, they'll already be working on the issue while your cleaning up the mess.
On legendaries, since they cause so much drama:
Don't treat them as loot, treat them as very rare vanity items. The real value of these items is in the morale and relationship building they do, not statistical advantage for a handful of months. It will, eventually, be replaced as active gear; it will not be replaced as source of pride and memory. I would suggest that you have people submit a survey via mail, who they think should be considered to get it, and why, and that they're encouraged to mention anyone they think deserves it - not just one person, and not just because of the stats/upgrade. If you get one person mentioned constantly because of how nice, helpful and patient they are, and the person is a long time member, and, perhaps most importantly, know the person will refuse the item, they're a pretty good bet. If there's a roughly equal representation of, say, 3 people, consider having all three eligible, and having them roll off. Just don't use a voting system - then it becomes a popularity contest, when it should be merit based, and not a contest at all. The legendary should be used to bring the guild together, not drive it apart, so anything that makes factions within the guild should be avoided - like a public vote.
... I really should get a blog.
Sintraedrien Jun 20th 2011 10:35PM
Copy-pasted for reference. Exceedingly worthy comments here.
Thank you.
Sintra E'Drien of the Ebon Blade, né Sindorei (I'm tired of fighting, I'm going to pick flowers)
Automan2k Jun 21st 2011 1:23AM
I can't agree more on your comments about legendaries. I had a guild that had been going strong for more than 2 years that fell apart over a legendary.
The GL decided it should go to someone who had just joined the guild. I am fairly sure it had something to do with all the flirting on vent during raids.
Aggrajag Jun 21st 2011 6:00AM
Epic post, and I don't just mean the length.
Bynde Jun 21st 2011 9:40AM
"#5 Your, and your guilds, image matters.
Remember when you used to gank people for fun? It matters, and unless you want people to treat you like a bully, should probably turn over a new leaf. Same goes for trade chat trolls, ninjas, scammers, drama llamas, etc. People will turn down invites because of something you said months ago. People will leave because of how you respond when you are upset. People will avoid your guild, and all of it's members, because of the name, culture or attitude your players present when pugging. Image matters."
This, this this.
We've had plenty of threads about bad behavior, PUG dicks and the like and I , for one, beleive that there is little to be done about it. Effectively.
But *this* is something that can be done. Public shame. The chat troll, the PUG douche, the ganker of lowbies. Find out what Guild they belong to and contact the GM. And ask their GM if they appreciate their guild's name being sullied because one of their members called someone the N-word. making it clear the member is making their Guild look really, really bad. I can't stress this enough.
It's kinda like this in real life in a country that has free speech. You can't /shouldn't legislate against speech we don't like. We should, however, use shunning/shame to try and get the person to stop.