Officers' Quarters: 6 tips for new guilds in the era of perks

Two types of guilds in WoW are having the most difficulty right now: 25-man raiding guilds and new guilds of every sort. For officers, competing against established, max-level guilds can be incredibly daunting. Success in this game is never a sure thing. However, you can take steps to help your guild to survive and grow.
1. Establish your credentials.
You are the face of this new enterprise. Asking players to give up all their shiny perks is a big deal these days -- bigger, honestly, than I ever thought it would be. Luring people away from that into your brand new organization all hinges on their confidence in you and the other officers. They can't just assume you have a plan and the background to pull it off. They have to know.
You wouldn't buy a car designed by a guy who never learned how to drive. Likewise, players aren't going to join your guild if it's clear to them that you don't have the appropriate level of experience.
That level is different depending on what sort of guild you're creating. If it's a raiding guild or a PvP guild, you should know how to do those things at a competent or above-average level. Confidence in you will inspire confidence in the guild, but the reverse is also true. If players see you as a weak or uninformed player, they may bail on the guild at the first sign of trouble.
Social guilds don't require the same set of skills. Your best credentials are your experience with MMOs. That way, players know that you have experience dealing with different personalities in an online world, where it's often very different than real life.
Leadership in any setting can inspire confidence in you as a guild leader or officer. This experience can come from sources you might not immediately think of, such as teaching a class or raising children. My first leadership experiences came from serving as a senior patrol leader in the Boy Scouts.
2. Don't focus only on recruitment.
It doesn't do any good to add new players if you can't keep the ones you have. A revolving door roster doesn't get you anywhere. Recruiting is important in the early going, of course, but so is retention.
Don't spend all of your time recruiting. Make sure that there are enough guild events and activities that the players you already have are satisfied.
The first time someone gquits because there isn't enough going on, everyone else is going to start thinking about it, too.
3. Don't lower your standards for guild experience or achievements.
In the beginning, it can be incredibly frustrating to see the slow pace of your guild's leveling. You'll be tempted to bring in anyone with a pulse just to increase the rate. This is a mistake.
Recruiting carelessly by inviting anyone who's interested can backfire on you badly. When you bring one person into the guild who causes problems or annoys people, you could lose 10 as a result.
Of course, you can't always know ahead of time when a recruit is going to stir up trouble. That brings me to the next point.
4. Settle drama quickly and decisively.
New guilds, particularly in this era of perks, are incredibly fragile. Any negative situation that arises in the early stages of a guild can destroy it.
You may question when it's appropriate for you to get involved. Down the road, after the guild has grown larger and more confident, you will have the luxury of letting people settle their own differences when possible. At this point, however, you can't afford that.
Don't be afraid to ask someone to leave the guild or even gkick them if you feel like it's best for the organization as a whole. Yes, that will mean slower leveling, but you'll risk a lot more than that if you keep them around.
5. Empower your entire guild to help you recruit.
By this, I don't mean give every guild rank the power to invite. Rather, encourage members to talk to players on the server and elsewhere about joining. In WoW today, you need all hands on deck.
Too often, the average guild member sees recruiting as a job for the officers. They feel like it's not their place to do so, that they're stepping on the officers' toes. Make sure they know that it's not just OK to help with recruiting -- it is, in fact, essential.
I would actually argue that it can be more effective for nonofficers to talk to players about the guild. Players will think, "Hey, this player is just a regular guild member, but she's willing to spend time talking to me about it. She must really like this guild."
6. Use the Raid Finder to your advantage.
If your goal is to become a raiding guild, you may not have the critical mass you need to raid as a guild right away. The Raid Finder is perfect for your situation.
However, don't let your guild members settle for a typical Raid Finder experience. Get a Vent server to allow ease of communication among your members. Don't share it with the rest of the raid if you don't want to. The point of it in this case isn't to coordinate the raid but to let your members get to know each other better.
This way, you can turn what is often viewed as an anti-social experience into just the opposite. Voice communication helps people to grow closer and feel more like a community. Sure, you're depending on other players to progress through the instance. As long as your guildmates are all there with you, however, the experience will feel more like a guild activity.
If there's someone in the raid that you're targeting as a recruit, privately invite them into your Vent server. You'll get a great sense of whether they'll fit into your guild.
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 2)
Pyromelter Feb 13th 2012 1:26PM
I'm willing to bet almost anything that in MoP, blizzard will offer a paid guild name change, similar to character name change. Why start from scratch when you can often buy a level 25 guild that was full of people, who then bounced to swtor or tera or gw2?
First thing I would do when starting a guild would be to call out in trade and see if anyone has a guild for sale. I see guilds for sale all the time on my mature server, and with the loss of subscriptions as well as the general churn rate for a game the size of wow, I have to imagine that buying a guild and then renaming it is going to be infinitely easier than starting from scratch.
Phredreeke Feb 13th 2012 1:36PM
They already have that AFAIK.
Magma Feb 13th 2012 1:44PM
You can already do that. 20$ to change its name.
Pyromelter Feb 13th 2012 3:11PM
Looks like you guys are right! I've never used any of those change name or server or faction or race services, so I don't pay much attention. But according to this:
http://us.battle.net/wow/en/blog/3710215/_New_Guild_Services_Now_Available-10_25_2011
"Three guild services are available: Guild Master Realm Transfer, Guild Master Faction Change, and Guild Name Change. These services can only be initiated by a character who is a Guild Master... Guild Name Change costs $20 US"
Looks like this started last October.
So yeah, if I were to start a new guild, there is no way I'd start from scratch. I'd buy the highest level guild I could find, and pay 20 bucks to name change. That sounds like a helluva lot less work than going through all those other steps, plus you have the recruiting advantage of starting with a high-level guild.
Narissa Feb 13th 2012 1:28PM
If I may be so bold to add.
7. Don't get discouraged, growth doesn't happen overnight: Good guilds generally do not grow overnight and it can seem daunting to get your numbers to match your goals. Be patient, and they will come.
Taino Feb 13th 2012 1:49PM
Might I suggest also NOT using an addon to search for and spam people with ginvites. I find it so annoying when I am on alts that I have taken to just reporting those that send the invite. I have a few low lvl toons that I like to play around on that are unguilded and I am not interested in guilding them. I have logged in, and immediately gotten 3 or 4 invite spams and then switch toons only to get them again from the same people. It is extremely annoying. I have sent a tell back asking to have my toon put on the blacklist for the addon only to be spammed the next day by the same person.
Jaq Feb 13th 2012 2:01PM
So much this. I rolled a DK on a server just to hang out with a friend who I've known forever but only just put on Real ID this weekend, and I started getting bombed with automated guild invites. Thankfully my friend pointed me at her husband's little tiny guild, which was formed, hilariously enough, so they could avoid the auto invite beasts on alts. That kind of bombing of invites is annoying.
Camo Feb 13th 2012 2:45PM
There is an option under interface/controls to block guild invites. The only thing left are the generic tells.
Taino Feb 13th 2012 2:54PM
@Camo
I am aware of the ability to block guild invites. I have it turned on. I should not have to deal with this mess. Blizz isn't banning the addon atm however if enough people report the tell as spam, the sender and user of the addon gets a temporary ban. Also I should not have to install an addon from this author to block his invite addon. I wish Blizz would just break the addon. I am seeing them take a more passive approach and telling the users who get the temp ban to use the ingame methods. Trade Chat, guild recruitment option in game etc.
I put people on ignore and mark a guild name next to them to know who to avoid. Zerg invites and tells are not cool. The fact that Blizzard even implemented the block is a sign to me that this is a problem.
Key Feb 13th 2012 3:00PM
There is a way to block all guild invites.
I believe it's: Interface - Controls - Block Guild Invites
VioletArrows Feb 13th 2012 3:10PM
@Key, that only blocks the join/decline window from popping up. There's nothing that stops an addon that goes through a /who list in a zone and whispers every unguilded person in it. That's the annoying part; when there's 5 or 6 people all using that same addon whispering you.
Me Feb 13th 2012 1:53PM
Turn it into an advantage.
A guild-5 man is guild exp. Doing dailies benefits the guild. Levelling benefits the guild.
Fishing pools benefits the guild.
It's more fun to run a 5 man when you know that if you join, the guild will get exp - even if you personally don't need any loot from the instance.
Noyou Feb 13th 2012 4:27PM
To piggyback that, remember all you need is 3/5 for a dungeon run. Make sure you make a good attempt to use those dungeon challenges up each week.
Rédßèárd Feb 13th 2012 2:09PM
I am curious about the addon that you use that allows you to see the percentage of guild xp as seen in the picture at the top of this article.
(cutaia) Feb 13th 2012 2:23PM
Isn't that the default UI?
Rédßèárd Feb 13th 2012 3:07PM
I couldn't find it in the default UI, so I am not sure.
raingod Feb 13th 2012 4:14PM
It's a mouse scroll over not something you open per se.
Anne Stickney Feb 13th 2012 6:07PM
It's a popup when you mouse over your guild experience on the guild tab in game.
Rédßèárd Feb 13th 2012 7:49PM
I see the info pop up, its just that I do not see a stat for my contribution on any of my toons and one is the guildmaster. This is the case on my pc which uses addons and my laptop which is strictly default.
matthias2479 Feb 13th 2012 4:11PM
I really wish they would change the guild leveling system to be more like a talent system where you get points you can place into perks that are the most relevant for your guild, make guild masters able to respec guilds for a nominal fee (maybe like 1k-2k-3k for respecs depending on frequency of use). If they really want to they can put some minimum level requirements on abilities such as mass resurrection or bountiful bags(name?) but this would get low level guilds back into the game because even by level 8 they could have repair 3, mount 2, justice+ 2, group summon.