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Posts with tag officer-quarters

We have a Tabard: New kid in town

Looking for a guild? Well, you can join ours! We have a tabard and everything! Check back for Amanda Dean talking about guilds and guild leadership in We Have a Tabard.

So you've got goals for your guild, and you've been working very hard toward recruiting new members. One of your next big challenges is keeping them around. Turn over is a plague among beginning and middle-tier guilds. Sure, guild dynamics like raid rules and bank privileges play into who stays and who goes from your guild, but it is more important to help make someone feel a part of the team.

Think about your own experiences in joining guilds. Have you ever been in one where nobody seemed to talk to you, except to ask if you could make them a flask? What about the guild that shifts their raid times, and doesn't make it clear to all members. WoW is a social world and new guildies are subject to the same anomic forces that someone might feel during their first few weeks at a new job.

First things first. Let your new guildies in on your expectations. It's helpful to have guild policies posted permanently on a website so that they can quickly learn what to do and what not to do. Be firm, fair and consistent with enforcing these rules for new guildies as well as established guild members. For example, loot systems can be daunting at first. Have a clear explanation and be prepared to answer questions. You may consider appointing an established member to helping your rookies learn the ropes.

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Filed under: Analysis / Opinion, Virtual selves, Guilds, Features, (Guild Leadership) We Have a Tabard

Officers' Quarters: An exclusive party


Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.


I get a lot of e-mails, many more than I could ever cover in this column. I hear about a lot of drama, drama of all different kinds, for all different reasons. So it always piques my interest when I read an e-mail like the one below, with an entirely new kind of guild drama. This one sounds more suited to a middle school class than a guild, but here it is: secret party drama. Read on for the details!

I am a member of a fairly progressed raiding guild. I am a member of the main raid. I am not an officer, but almost all the regular raiders are officers. In many ways the guild is good. Raiding rules and loot are fair.

However, it has become clear that the guild is dominated by a clique and that promotions to officer and most raid invites are largely based upon becoming part of the in group. Recently it was announced during raid that we would be taking a week off as many would be out of town. After the week off, during Vent chat, it became clear that the many out of town were all out of town together. That is, the guild officers were invited to an in person party (some traveled to go to it, others didn't but all were invited). I also learned that the officers intentionally tried to keep the party a secret beforehand.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: Hot-headed healers

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.

A little healthy competition among your raiders can be a good thing. It encourages people to push to play their best, to show up completely prepared, and to gem and enchant their gear with the most effective possible options. A bit of banter can enliven your raids and ease the tension when your run is struggling. But what if your players take it too far? What if their drive for personal accomplishment becomes detrimental to your raid? This week's e-mail asks how to handle two healers -- and officers -- who are turning their personal competition into public drama.

Scott --

I'm the raid leader in a growing progression guild with some pretty hot-headed healers. While our raid healing shaman is competent and professional, I've started to suspect that the other healers (the paladins in particular) are engaging in behavior that hurts the raid and creates drama. As an example, one paladin healer in particular will overwrite the other paladin's Judgement of Light at every chance to inflate his numbers on the meters. Both of them vie for having "the biggest", whether it's mana pool, meter numbers, or SP; it's something new every week. This has also encouraged similar behavior in some of our other healers.

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Filed under: Officers' Quarters (Guild Leadership)

Officers' Quarters: Normal raiders are people, too


Every Monday Scott Andrews contributes
Officers' Quarters, a column about the ins and outs of guild leadership.

"Normal" mode sounds so dull, doesn't it? Who would want to be "Normal" when you can be "Heroic" -- particularly when being Heroic garners better loot and, for healers specifically, a chance at the ultimate healing mace, Val'anyr. Most guilds on my server prefer the larger raids, and who can blame them? Normal mode is often seen as a fun distraction. Something for raiders to pass the time with, or gear up their alts in, when their guild isn't tackling the "real" version of the instance.

Sometimes Normal mode is easier. There's no question that fights like Vezax are much less complicated when you're only dealing with 10 players. It's certainly nice not having to worry about switching tanks on Kologarn or interrupting Auriaya's Sentinel Blast. But sometimes Normal is not easier. The margin of error is a lot thinner when one death means you've lost half your tanks, a half or a third of your healers, or 15-20% of your DPS. And it could be that your raid doesn't have a single battle rez, let alone three or four. Maybe that's why players prefer Heroic raids: Unless you're going after the more difficult hard-mode encounters, it's not the end of the world when you screw up and die.

This week, one guild leader asks, when most serious raiders only want to run Heroic raids, how can someone recruit for a Normal raiding guild?

Hi Scott,

I'm the GM of a reasonably-successful 10-man raiding guild (we're ranked in the top 90 US guilds according to GuildOx's "Strict 10-man" filter). Like many other guilds, we're seeing a decline in attendance lately (as per your most recent column, "Surviving summer"), and it's become obvious that we need to recruit 4-5 more people of various classes/specs so we can reliably run our scheduled raids without depending on 100% perfect attendance from anyone.

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Filed under: Officers' Quarters (Guild Leadership)

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