Officers' Quarters: 6 qualities of a successful raiding guild

Recently a reader asked me, "What do raiders typically look for in a guild?" My initial reaction was to balk at the question. All raiders have their own preferences and pet peeves. What possible common factors could there be?
However, I realized I was approaching the question from the wrong angle. Players might not agree on the details, but there are essential qualities that every raiding guild should strive toward in order to attract and retain members. Below, I have outlined six.
1. Stability A stable roster led by stable leadership is the ideal situation for a raiding guild. It's also incredibly difficult to maintain. Life, drama, and boredom can poke holes in your roster and your officer corps at any time -- and there's often little you can do to anticipate or prevent it. The best way to establish stability is by gathering like-minded players who find value in accomplishing goals as a team. Commitment is much easier to earn when your members are on the same page and enjoy raiding together.
2. Consistency This principle applies to many aspects of a raiding guild: loot rules, policies about raid slots, the manner in which members are treated, and so on. The details of these administrative choices aren't important. What matters is that they are applied the same way each time.
The officers are the key here. Every officer must know the guild's policies and enforce them accurately. It's all right to change a policy or a rule if the officers decide that it's bad for the guild, but such changes shouldn't happen very frequently.
Consistency in your schedule and your ability to raid week in and week out are also vital.
3. Achievement This concept all depends on a player's raiding goals. Some players just want to beat the normal mode of a raid; others want to be the first to kill a heroic boss on their realm. Regardless of their goals, they have to believe that your guild gives them a chance to achieve those goals.
That is why setbacks or stalls in progression can rip apart your roster. Members lose faith. It's also why you should celebrate your guild-first victories rather than treating them as a matter of course. Nothing about raiding is a given!
4. Accountability When someone makes a critical mistake, they own up to it. They explain and apologize so everyone can learn from it and the raid can move on. Fewer things are more awkward than when a raid leader has to ask who wiped the raid, except maybe when he or she is answered only by a tense silence.
Any team effort calls for personal accountability. The lack of it leads to resentment, whispered conversations, and drama. As officers, it's our job to foster accountability. We should also seek to create an environment where players feel comfortable admitting errors and asking for help to avoid them.
Accountability also applies to the basics: showing up to the raid on time and prepared or communicating an absence in advance when you are expected.
5. Efficiency Time is a precious commodity to players, and they hate when guilds waste it. If your raids are supposed to begin at eight o'clock, then you shouldn't make the first pull at 8:45. Likewise, guilds who let players take extended AFKs will quickly exasperate their membership. Raid time is a resource -- don't squander it without a good reason.
6. Leadership Leadership isn't just making sure the raid has feasts and cauldrons every week. A properly functioning raid requires true leadership, which means motivating your players to excel, mediating arguments, understanding the strengths and weaknesses of your team members, setting a good example for raid behavior and performance, and communicating effectively with the team.
An adequate leader handles the logistics of coordination. A great leader inspires loyalty and confidence. Of course, beyond these general concepts, a raiding guild has many aspects to it that can never please everyone. And you shouldn't try to please everyone -- no guild can. Instead, officers and raid leaders should lead the type of guild that's ideal for them. If you're having fun, and you recruit like-minded players, then they'll have fun, too.
The most important factors aren't the details about loot, schedule, and applications. If you can provide the six qualities above, then your raiding guild will succeed.
/salute
Filed under: Officers' Quarters (Guild Leadership)






Reader Comments (Page 1 of 1)
reddshome Mar 26th 2012 2:16PM
Stability has always been the main problem with our 10 man raid. We usually always have to find at least two people to fill in each week. We acomplish more and are able to down boses if we have the same 10 people show up every week. They know the fights and we dont waste time having to explain everything to the new people.
Firestyle Mar 26th 2012 2:27PM
About a year ago, shortly after we went 10 man - we realized 10 players wasn't going to cut it. In part due to class/spec needs and appropriate tank/healer backups, but also do to wanting to be somewhat flexible for real life and still get thinds done.
We made the decision to run a roster of 11, and actually have recently expanded that to 12. It comes with a lot of sharing, and tiers with few bosses are painful on sharing. Nonetheless, we do it.
In the end it means more consistently raiding 4 days a week, getting bossed down earlier, and more loot for everyone. I can see this being a challenge for some guilds, but since we do clear hardmode content - we have some flexibility that people understand there's a lot of benefits in this model and raiding 5 bosses a week isn't the end of the world.
MysticalOS Mar 26th 2012 2:45PM
Exactly fire. For 25 man we have a roster of liek 31 people. Sometimes all of them are on, sometime we're just getting 25th online at invite time. AFKs happen, the key is to planning ahead for them, not waiting until laste minute with a roster that only works if EVERYONE shows.
Stilhelm Mar 26th 2012 3:10PM
In my 10-man guild, we actually run closer to 15 raiders on our roster. Not everyone can make it every raid, though, so we usually have 11-13 available on any given raid night. It is nice to be able to take a break occasionally, and to know that if I can't make it for some reason, the rest of the raid group doesn't have to sit around and do nothing. Most are in their 30s/40s, so everyone is mature and willing to step out for certain fights others need, and really enjoy the flexibility that allows them to step out of the raid for a boss or two if they need to do other things.
LynMars Mar 26th 2012 3:28PM
Our group's roster is just big enough that if everyone's signing up, we have a standby credit system. We sign up on the website, and if for whatever reason the raid lead can't get you in (guild composition, timing of signups, etc), and the player still shows up on raid night, on time and ready to go just in case, they get a credit for the next time we run that raid.
For example: if we have 3 tanks sign up, only 2 of us go, the 3rd one gets a guaranteed slot next time, and another tank sits out on standby. It's way more common for DPS, though.
People can also choose standby, in a "I kinda want to go, but may have other stuff going on/running late/others can go first/only if you need me to fill a space" way, but they don't get the credit for next week if they chose to standby.
We have about 11-14 raiders at any given time, depending on real life and other games, so this system works well to help make sure people can get in to participate each week.
Jaq Mar 26th 2012 2:38PM
I need to have my guild's raiders, especially my raid leader (I'm GM) read this article. Because we have NEVER had any of this, despite my efforts for years. One, two, and four in particular are problems with us.
The chief problem is that the raid leader doesn't think he has to listen to whoever is the GM. I inherited the guild, but he refused to listen to the previous GM. One of my goals for MoP is to fix all the problems in my guild, and if that means getting a new raid leader, so be it.
Pyromelter Mar 26th 2012 2:45PM
#3 I believe is a culmination of the rest of the things coming together, and probably the hardest to maintain. I've seen guilds tend to fluctuate in their progression, and that can definitely put a strain on 1, 2, 4, and 5.
Which leaves #6, as that is ultimately going to determine how well you do at accomplishing your goals for #3.
A definite challenge, as Scott has described in his own personal stories in the recent past.
/salute and good luck to all those GM's and raid leaders out there.
Jason Mar 26th 2012 2:54PM
Great article as usual, thank you!
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LynMars Mar 26th 2012 3:38PM
I think 5 is an issue for ours. Lateness, eh, that happens given real life, and usually it's not so bad and we deal with it (or use our standbys). But people have a consistent issue with forgetting to gem/enchant/reforge their stuff in advance, or even not realize it until halfway through raid. It puts a heavy--and I think unfair--burden on our raid lead to expect him to Armory/Robot check everyone ahead of time and be ready to fix things at the start.
One older raider he knows personally, sure, there are circumstances there. Every other member of the raid who is perfectly savvy and capable of using the necessary tools to handle their own stuff? Annoying. Once in awhile? Yeah, it'll happen (I normally tank, so once forgot my new DPS bracers weren't gemmed and enchanted). Every time someone gets an upgrade and comes to raid? Frustrating. And our guild is very willing and able to give people gems and enchants for *free* so cost isn't an excuse!
We're casual and fun-friendly, so it's honestly not as huge a deal as it could be, but as it seems to happen every week, and there are progression fights we have issues with, it just adds to frustration, especially when it's often the same people. However, the guild leadership does listen to feedback, too, so they do try to deal with issues like this.
coreyniegle Mar 26th 2012 3:47PM
all of which is why I choose my 25 harmode top 100 guild over ten anything.
We have the bodys to replace, and by doing 25 we show we actually give a shit. (top guilds across realms and in numbers were and are 25)
Trying to compensate for a weak link his girlfriend and nephew on 10?
silly. on 25 it's a done deal. a 30-35 person roster fixes that rather fast, without the drama.
It's harder, it takes more work, more work in regards to coordination and leadership for 25s.,. but the people you draw and keep outshine the ten man welfare heros every raid.
Lipstick Mar 26th 2012 4:25PM
There is a lot wrong with your sentiment, but myself nor anyone else will likely convince you otherwise.
Not all 25's are HM and not all 10M HM guilds are full of drama, of the nature you describe.
Many if not all of the 25 man guilds I was in, even those working on hardmodes throughout the years had just as much drama as a 10m guild only MORE so as there were MORE cliques, MORE favoritism, and MORE chances for abuse in the officer core, because there were simply MORE people.
Face it, people are people, and when you get any two people or more together there is going to at times be conflict.
spamfest Mar 26th 2012 4:31PM
Welfare... heroes...
-_-
Right. Because doing 10mans means you can't have standards. Obv.
Scorfula Mar 26th 2012 7:13PM
It's not patch 2.4 anymore sunshine, and you're sorely mistaken if you think your 25 man elitism makes you a special snowflake.
coreyniegle Mar 26th 2012 7:39PM
say what you want, but 25 HM guilds put more time in, get the kills and have the cream of the crop regarding raiders.
Enjoy being second class citizens 10 mans.
Sunaseni Mar 26th 2012 8:58PM
Logic dictates that successful guilds get more applicants. Therefore, successful guilds naturally have a larger roster, and therefore are able to easily run 25-man guilds. Saying that 25 man guilds are successful because they are 25-man guilds is logically wrong, because I've seen plenty of 25-man guilds fall because of server or population issues, drama, etc.
Eccentrica Mar 27th 2012 8:44AM
Ten man is harder because every person counts. No one can be carried. Every member of the raid team has to be on the ball and know their stuff, and a single mistake can wipe the raid, whereas in 25-man there is more flexibility.
Time for you to take your head out of your nether-regions.
Spellotape Mar 26th 2012 8:02PM
I would have thought more of a stress on communication might have been made - my HM guild has most of the qualities listed but the inability for some members to communicate without going off the deep end (i.e. giving an idea and receiving constructive non-flamey critique, or even just someone disagreeing with their raid idea) is a huge flaw for my guild.