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 3 of 3)
mmaxers Jun 21st 2011 3:19AM
My guild has been running for a year and a half now and I started it with a few friends who transferred across with me when our last guild disbanded. I funded the guild's initial set-up and the site, recruited members for our raid team, guild bank mats etc and we got it up and running quite fast.
One of the main decisions I made was because I knew that, even though I was the guild founder, I wasn't necessarily the best person to lead the guild. I don't have too much patience when it comes to minor issues and I wanted to concentrate on raid leading and organising progress runs etc; so I asked one of the friends who transferred across with me to take on the mantle. She was an excellent guild leader who was understanding and friendly and the decision ultimately ensured that our guild had a better start. There were of course officers such as myself who she could rely on for the more hard nose approach to problems when needed.
My point is, if you are sure that you want to start a guild, then be honest with yourself and your social skills. Some people are better at it than others and nobody likes a dictator :)
Vitasia Jun 21st 2011 9:22AM
To go along with the rule of "make sure each officer has a role":
Make sure each officer PERFORMS their role. When I was a GM, I too often had officers who were on-again/off-again in their duties. Raid leaders who wouldn't show up for raids, bank managers who wouldn't organize collection drives, role officers who wouldn't always supervise their teams.
To ensure the job got done - and to prevent a constant rotation of officers - I ended up doing it all. As a new GM who was relying on a few key people to take some of the burden off me, I was disappointed that when called to task, they simply didn't do their jobs. I burned out within two content patches, and didn't come back until some real life friends convinced me by saying we could join a different guild instead of restarting the old one.
Leading a raiding guild was one of the most enjoyable times of my WoW career. It quickly became frustrating without officers willing to support you. As many others have stated, officer positions shouldn't be a reward for your friends or top raiders; it's a responsibility that will make your life 1000x easier.
Galestrom Jun 21st 2011 11:05AM
Awesome advice. I'll agree that starting a guild is a challenge. Ours will be a year old at the end of July, and it's been one hell of a roller-coaster ride. I think we did a lot of things right though, and I'd highly encourage anyone to copy them.
First, we defined a very simple code (available over at epicism.com). This code is the foundation for the entire works, and we only seek people who appreciate it. Once we had a core of great folks like this, we opened up our recruitment process. New applications are posted to the guild public, allowing everyone to weigh in on the pro's and con's of a given applicant. The result is an iterative recruiting process that assures the like-minded nature of the guild continues.
Beyond the code, the guild has no rules. Raiders must adhere to the raid requirements if they wish to run, but member participation is optional. These requirements are only designed to keep the raid efficient and fun. These requirements include things like being gemmed, enchanted, & reasonably geared; or using Mumble and Boss Mods. Do not ninja AFK, follow loot rules, etc.
Beyond this, every officer in the guild has a specific role, and if it seems they aren't filling it, we seek out others to take their place. We've had officers come and go, but the vast majority remain active members of the guild, passing the torch as necessary to keep the works going. It's truly awesome to see. We also have very low turnover. Folks who leave the guild are also leaving the game; very few actually /gquit.
I'm very proud of our potently awesome guild, mostly because our members have truly made it universally renowned as the best guild we've ever been part of. Creating a guild is surely a lot of work, but done right it is the epitome of awesome. =)
dms614 Jun 21st 2011 11:32AM
It's been stated in past posts but I think it's worth a reminder. PUT EFFORT INTO YOUR RECRUITMENT MESSAGE (the in-game one). While looking through the endless list yesterday I saw guilds with no message, guilds with messages that went beyond the amount of text that shows up, terrible spelling and grammar, and boring messages with little to no detail ("LFM our guild needs you").
I literally spent half an hour reading through the crazy long list and after really reading the first 15 or so I began to skim them looking for one that jumped out at me. I assume that others will do this too so in order to get a better response, keep the following in mind:
1) Be specific about what type of guild you are but leave out details that already show up such as guild level, guild size, realm, guild name (unless it fits in to a crafty message), and perks. If people want to know what perks they will gain from your level guild they can look that up themselves. Use the limited space for better things (see number 2!!)
2) Be creative with your message. There are tons of "Guild X is recruiting, pst playerzzz for details" messages out there. Make yours different, catchy, entertaining, interesting, and worth reading.
3) Proof Read!!! Grammar and spelling mistakes make you look bad. Period.
4) Proof Read MORE. Use a level 1 unguilded alt to look up your recruitment message. You will see exactly how it will look to potential recruits. Check to make sure it is formatted the way you like and that your entire message is shown. You're only allowed a certain amount of characters in that text box and there is no way to see the rest. Use them wisely!
Most important in my opinion:
A creative message. You have a chance to show your guild's personality whether it be a wild pvp guild, heavy roleplaying guild, serious raiding guild, tight knit family friendly guild, or just a fun loving casual guild. Most people are looking for certain things in a guild and if they can clearly see it in your message they will be more likely to apply to yours than take a gamble with a general, (everyone uses it) message like "Guild X is recruiting for raiding, questing, and pvp".
Meh Jun 21st 2011 1:25PM
I'd hate to say it, but even if there are rules clearly stated, there is still guild drama.