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)
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Reader Comments (Page 2 of 2)
Noyou Feb 13th 2012 4:28PM
I agree with that- to an extent. I think that there should be tiers and you can reorder them in each tier. I certainly don't think you should be able to touch mass res or guild summoning before level 20. Those are definitely top perks. I also don't think it will be fair for new guilds to have to hit 25 before using any new perks we get in MoP, so hopefully they will feel the same and allow some flexibility.
Noyou Feb 13th 2012 4:34PM
I would add- Make sure to schedule events when the bulk of your members are on. 1. So more people can join. 2. So they can see people grouping and having fun.
Make sure you have a criteria for recruiting. If you are fine with grabbing people from trade chat or having people go out and ask non guilded players to join, then let your people know this is ok. If not, let them know why. The people coming in will only stick if their personality matches the guilds. It might sound silly, but it's true.
Boot early and often. I usually only offer one warning. I'm not here to baby sit and neither is anyone else. I will usually offer up a warning in guild chat- depending on severity. If it is minor- I will pst the person.
Post some guild rules on the info UI or the bank tabs. Keep them simple and short. You don't have to outline every little detail you want members to adhere to. Just a quick reminder that there is some structure and that there are a few expectations to keep in mind.
Aaron Feb 13th 2012 8:54PM
One of my former guilds had a problem with event scheduling. Peak activity was 8:00pm to midnight realm time, but the GM kept scheduling events at 6:00pm because that was most convenient for him. Between the timing and the GM's mild case of Gearscorephilia, events frequently got cancelled.
On a similar note, leveling guilds should try to include activities for characters who aren't at max level. It'll be hard to find a decent-sized group for battlegrounds, but dungeon runs are good group-building activities. I don't mean the kind where an 85 drags somebody through Scarlet Monastery five times in a row because he doesn't want to do the work; I mean hopping on an alt and running the Graveyard together at level 30, the way Blizzard intended. If you and your officers don't have lowbie alts, create some. Tank- or heal-capable classes are good for filling those hard to find roles, but don't forget to read up on your abilities and class changes. An heirloomed level 40 alt takes a /day or two to set up, and has access to seven distinct old-world dungeons through the Dungeon Finder (more if you count the multiple wings of Dire Maul, Scarlet, and Maraudon).
bubblesofmischief Feb 13th 2012 7:54PM
I couldn't agree more with point 3. I have been told several times by a couple of people that inviting people willy nilly just to try them out should be something we should start doing as we've had such a tough time getting people over the last few months. We only started recruiting and rebuilding our Guild from a previous server in August last year but as unknowns to the server, all people had to go by was our armory profiles or established people that we knew from a previous Guild.
I have refused to do this for the very fact that you can't get a sense of a person applying without an app. and we did have a rather annoying member that caused more troubles in the Guild than anything positive. So we eventually gave him the boot when it was becoming more apparent that this was a common feeling throughout the Guild.
I also don't like those addons that randomly invite unguilded toons. Sure it's a way to get people but for a small Guild like ours but I feel it's important that you care somewhat for the guild and it's people otherwise what will you have to show for it other than a Guild tag?
Perks are slow going but it means a lot more when so much work had to go into getting just one rank.
Lilliah Feb 14th 2012 1:50AM
Scott, Kudos to you on a well-written article. Thank you. I enjoyed it.
D Feb 16th 2012 11:36AM
I know this is an old thread, but wanted to add some of my thoughts. I left a level 21 guild for a level 5 guild a little over a year ago. It was a tough decision, but one I have been very happy with. My new guild is much smaller, however, it is a more tight knit group. We made level 25 a week or so after my old guild did.
I really think the system in place hurts new guilds and small guilds. I think the guild xp should be scaled to the number of accounts in the guild. The larger you are the more your members have to contribute. Set the minimum at ten, since you need at least that many for the charter.