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Posts with tag alt-runs

Officers' Quarters: Alt run aggression

Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press.

Alt runs can be tricky things in this age of shared lockouts among raid sizes. No longer can we bring an alt who's saved to a 10-man raid to our main character's 25-man run. Scheduling alt runs can also be difficult. There's only so much time in the week where players' schedules mesh. This week, a guild leader tells the tale of the alt run that caused a firestorm and asks what he can do to resolve the situation.
Hey Scott!

I wanted some of your lights on a recent issue I'm being faced with. Basically, the point is twofold: misunderstandings and the limits of our powers as officers and GMs.

Here's the rundown: I'm GM of a casual raiding team (Friday/Saturday night, 6 hours of so, two 10 man raids at most) who was originally built to offer those that could not afford to raid during the week an opportunity to raid decently without most of the pressure of attendance. That was a couple of years ago and we've been doing pretty well for ourselves.

Just last week, one of our members (let's call him Hoots) offered an alt raid on Monday night, which was decently successful. The day after, there was an argument with an officer that basically amounted to "we should focus our activities on the weekends, since we're a weekend guild." The argument kinda escalated when another member jumped on the officer, accusing her to forbid weekday raiding, to which the officer freaked out and the argument went off tracks. It went to the officer council the day after, and we actually punished the trespasser (take a memo).

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Filed under: Officers' Quarters (Guild Leadership)

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