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Posts with tag guild-rules

Officers' Quarters: Merry Kickmas!

the rockettes perform a kick line
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.

Now that we've gotten all this peace on Earth, goodwill toward men nonsense out of the way, we can get back to business. Today, that business is kicking players out of your guild. It's a drastic step and never one that should be carried out lightly. In this week's email, a new guild leader wants to know what actions are worthy of a gkick.

Hi Scott:

When Starwars: The Old Republic launches I will be jumping in with both feet, and plan on forming a guild within a week.

I currently have a couple friends on board, a good name that is not taken, and most of a guild charter written up. Officers' Quarters has been an invaluable assent over the past weeks in pulling everything together, but a sticking point is hammering out the fine details of the Unacceptable Behavior section. What actions do you think warrant a guild kick, supposing the full story is known?

Thank you,

Prepared for Everything

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: The three biggest mistakes new guild leaders make

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.

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.

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Filed under: Guilds, Officers' Quarters (Guild Leadership)

The Queue: Locke

Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

Do you ever get the feeling that WoW is like some sort of purgatory? That you're trapped in an endless loop of hellish deviations intent on consuming the very soul from which all things good and pure spring forth from? That this game is indeed nothing but the true game which ends all games, and like Sisyphus or John Locke you'll be stuck pushing the boulder up the hill towards a higher level for the rest of your life?

And with, let's throw a little social philosophy in your faces.

Adoisin commented...

"I hate people telling me how to change my spec and how to play. I'm a mage who puts out between 2-3k dps, depending on how bad my lag may be at the time. Sure, I may not have the cookie cutter spec. But it's my game, I am paying for it, and I will play how I want. Want me to change? Fine. Start paying my fee and you can tell me how to play."

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Filed under: The Queue

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