Audience
Guild Masters and Officers of fledgling or reorganizing guilds. Players thinking about undertaking the creation of a new guild. The article is applicable to all guild creation however a focus is put on the considerations needed for progression raiding.
Guide
Time is Your Nemesis
As a GM of a new guild there are a ton of factors working against you. The most important one is time. Every factor gets worse over time so you need to make things go as quickly as possible once you get them rolling. Some factors that will crop up are that: your players will want to see results, they will want whatever events you’re running to actually go off, they’ll want quick progress or loot. The longer your guild is around the harder it is to recruit as a “new guild” for most guilds that’s a problem. Also, once you have a tabard and a guild bank you’re now into the day-to-day running of things so you have to constantly do damage control while also trying to set things up.
If those time sensitive things apply to your guild, you definitely want to offload as much of the “guild start up” work to you and your officers BEFORE your guild even gets an in-game charter. Now I know some of you are thinking "but I want to raid?!?!", believe me I know. The flip side is that when you're starting things up you likely wouldn’t even be able to run events that first week due to the size of your guild if you wanted to. Take that first week and don’t try to run anything at all. Put the time and your guild’s effort into creating your guild. You'll reap the rewards later.
After your guild is created you're going to spend a ton of time recruiting, monitoring the health of your guild, reassuring people, occasionally wiping noses and tying shoes, researching encounters, etc. A good way to burn out is to be doing all of that stuff AND trying to setup the structure of your guild. Unless you have the luxury of sitting at home 24/7 you'll run out of hours in the day. If you’re fortunate enough to have that luxury, it’s unlikely that your officers and players will also, therefore you’ll increase the chances of burning them out.
Officers are Your Saviors
The first part of creating a successful guild is to have a solid core of officers. I'm talking about people that want to succeed in whatever goals you set forth, and are willing to dump time at it. In terms of a raiding guild, these players don't necessarily need to be your super skilled players; they need to be good leaders who have enough time on their hands to help out, period. You NEED these players. If you try to go it alone as a GM you will almost definitely burn out in short order from the massive amount of work there is to do just in day-to-day work, let alone start-up work.
Distilling the Essence of your guild into a Mission Statement
The second part is your mission statement. These several sentences need to be the distilled essence of what you want to create. They should be used to create the rest of your charter and should govern everything about your guild. That being said, you *can* change this at some later date, but you probably don't want to change it very much or you're essentially creating a new guild. Some things to think about when you're creating a charter:
- Think about what types events you want to run: raids, pvp, role-playing, quests, leveling, achievements.
- How often do you run events?
- Are there time restrictions (number of nights, hours per night, hours per week) that you need to keep in mind?
- Are there levels of relations that you want to keep with your server or the WoW community? Ie. Some guilds may want to present a friendly/helpful front to the server, other guilds may not care, this choice will affect how you setup and run your guild.
- Think about any restrictions that you have and if you're willing to compromise them, if not, put them in your charter.
For raiding and PvP guilds:
- Do you want to be a competitive guild in the server, country, world? If so, you’re going to start at the bottom so set realistic goals and timelines.
- Do you want players who have really quality personalities or are you willing to tolerate some jerks so long as you achieve your goals?
- Do you want to complete some title or achievement before the next set of content is released or before the next expansion is released?
Creating a Charter
Where to start...
Once you've created a mission statement you need to think about how you're going to achieve those goals. Now you need to setup everything regarding how your guild will run day-to-day. You’ll need a loot system, a rank structure, a recruitment policy, and an event policy for a minimum. Some guilds may also find that a code of conduct is useful. Once you outline these things in the charter it's imperative that you follow them. It's really worth putting time into thinking through how all of these things will work. While creating these rules, remember the points from the "Enemies to Watch Out For" section, namely burn out and drama.
Loot Drama Ahoy
A loot system is the single touchiest part of your guild. Everyone has watched a 5-man, if not a 10/25/40-man dissolve because somehow loot went to a player and some other player didn’t think they needed or deserved the item, then the drama ensued and the group broke up. If you’re planning on running anything involving loot, you absolutely need a loot system. For raiding guilds this is going to be much more involved and I’ll get into that in a second. For guilds that don’t focus on raiding you’re likely going to need at least basic rules…need before greed, RL discretion, whatever you choose…but make sure it’s stated up front before you run anything, it has the potential to save you a lot of time. If you’re one of those smaller guilds you can probably skip the rest of this section, for raiding guilds please keep reading.
There are tons of systems out there. Some of the popular ones: EPGP, variations of DKP, loot council. As a raiding guild I’d advise looking into them. Each will likely have some book keeping involved, however long term the rewards of one of these systems makes up for the work you’ll put in maintaining them. If you’re still not sure about putting in all of the work to maintain one of these systems, consider a few things: How do you keep players interested when they no longer need loot from an instance, yet you need them to help gear up other guild mates? How do you deal with rewarding players for the amount of time they put in? If you don’t have a loot system how do you reward or punish players for unacceptable behavior?
While looking through all the possible systems, consider the weird cases that will happen. How do you handle:
- Ties in your system.
- Collusion (it will absolutely happen).
- New players joining your guild. Is the gear DE’d or given to the newbies? If you give the gear to newbies, do you charge them?
- Learning nights without boss kills?
- Crafting patterns and items?
- Mounts?
While creating your loot system, look around for mods and website scripts to help you automate your system. Again, remember what I was saying previously about burning out, you want minimal work to keep this system up. A simple search of the mod websites for “loot”, “DKP”, “EQDKP” will give you a good starting place. If you go with a DKP based system look into EQDKP-Plus for your website and CTRT (the EQDKP version) to keep EQDKP updated.
While setting up your loot system, consider that it takes our officers a good half an hour after every raid to update our loot tables, even with all the mods. If you're doing it by hand it can easily take an hour or two. Now consider that you probably raid several times a week, and you raid most weeks of the year. Any time you can clip off turns into [time saved per raid] * [number of raids per week] * [52] = [time saved per year]. In our case, figure our mods save us an hour a night...1 hour * 4 raids * 52 = 208 hours per year or 8.7 DAYS per year! You can definitely find a better use for those hours than maintaining your loot system. It's worth spending a few hours up front to setup an efficient system than to suck up all that time in an inefficient system.
Officers and Rank Structure
Setting up ranks is fairly easy. Let’s start with discussing your officer structure. Whether you’re a small social guild or a competitive raiding guild you’ll need officers. Small guilds can likely get away with only a few officers just to maintain your ranks, your guild bank, recruitment, and settling disputes and wiping noses. You may only need a couple helpers and your setup could just be GM, an Officer, and Guild Member ranks. Smaller guild GMs you can probably skip the rest of this section as it’s going to discuss the issues larger guilds and raiding guilds need to worry about.Setting up your officer structure can take a little time but if you do it right your officers will basically run the guild for you and you’ll only have to monitor your guild’s health and tweak things from time to time. First up, you’re going to need to choose between class leaders and role leaders. There are a ton of articles out there debating the two and it’s well beyond the scope of this article to give a full discussion. The main points are that role leaders will have a good idea of what’s expected of players in a particular role, but they probably won’t have a full grasp of every class that fits their role so evaluating players and giving them advice will be a bit harder. Class leaders should have a pretty good handle on all the specs in their class so evaluating players and helping their class mates should be easy for them. The down side is that you may not always have a good leader for every class as your guild will probably only have 2-5 players of a given class. The other problem with Class Leaders is that it will expand your /o to a size that you may not want to deal with.
There’s a bit more to consider when setting up your officer structure. Who does the recruiting and evaluating of new players? Typically that falls under Role/Class Leaders, but maybe you’ll want to have a set of “Recruitment” officers. What do you do when a Role/Class Leader is unavailable? You absolutely don’t want all of that work trickling to you as a GM or you get into the realm of risking burn out. Who does your loot maintenance? With loot you’ll likely want a few people who know the system, can run all of it, and rotate the work load around so that they don’t burn out. In our guild we have a “Council” rank that maintains our loot system and covers any work that doesn’t get done by our class leaders. I’d recommend having some sort of “back up” or “catch all” position like this to help out when things get rough.
When you’re creating your leadership structure you should consider how the players are selected for the leadership positions. This may seem simple, but there are some underlying issues here that can really help or hurt your guild, again revolving around burnout and drama.
Let’s start by considering how leaders are selected. When you’re creating your officer structure you’ll need to consider that sometimes you won’t have a player who wants a given position. How is that handled? Is it ok to leave the position empty in the short term? The other side to this, and the side that has the potential for drama, is what happens if multiple players want a position? There are two main ways to choose your officers, either appointment by leadership or the GM or voting. Appointment is typically the easiest method, but you need to be very careful to be as impartial as possible when doing this. Make the appointments for the best of the guild, not for your own personal gain. Really consider what your players will want, you don’t want a person in a leadership position that your players cannot deal with, it will create a daily headache for you. The other method, voting, lets you get rid of the responsibility of appointments. What that means is that, with fair voting, you put the responsibility back on the players. If someone isn’t voted in, it’s on all of the players who were able to vote for them, instead of it being on you. That minimizes conflict between your players and yourself. As I mentioned before, you want to make sure that your players can deal with their leadership. No matter how much you try to keep tabs on your guild, if it’s a larger one, you likely won’t be able to know everything to make a totally impartial appointment. Voting lets some of those underlying matters be taken into consideration as they’ll affect how players vote without causing any drama within the guild.
Now let’s go to officer burnout. No matter how much you spread out the work, some players will have their real life situation change to the point that they won’t have the time to put in doing guild leadership. Sometimes this means players will quit the game or guild. Other times this means they just won’t have time to do leadership, if that’s the case you don’t want to compound your problems of losing a leader by adding to it the loss of a player and probably friend. Leave your players an out. Strongly consider some sort of “terms” for your leadership that gives them a natural “out” if things change. I also recommend keeping the communication with your leadership very open and letting them know to talk to you if they’re feeling overwhelmed (if they do this is the first sign someone is on the road to burn out). If you know your leadership is overwhelmed you may be able to shuffle around responsibilities to ease up that leader’s work load, or you may want to offer them just a straight guild position without the leadership duties on top of it.
So that's your leadership, next let’s consider your members. The biggest issue is how much you want to stratify your members. Having lots of ranks allows you to apply different rules to different players based on whatever criteria you set forth (typically some combination of attendance, skill level, and time in the guild). This can be a blessing if your members’ skill or attendance commitments are vastly different. The down side is that it takes more time to maintain lots of ranks. Also, the more ranks you have the more players will complain if they’re not in either the correct rank according to your charter, or the rank they think they should be at. You’ll also want to consider a rank for family, RL friends of guild members, maybe in-game friends. Probably as a rank that only increases the social aspects of your guild but those players aren’t allowed to attend events. I really recommend keeping these ranks simple. Have a “social” rank. Have an “initiate” rank (I’ll get to recruitment and initiation in a minute). Have maybe 2 ranks for your “core” members.
Once you decide on a rank structure put it down on paper. Setup expectations for each rank, such as attendance, skill, dues, behavior related to the rest of the guild or server, or anything else you have. Specify how many events a player needs to attend in a given period to retain the rank. Specify if there’s a skill or participation level that’s required. Specify if players are expected to donate to the guild. Specify what players get at each rank, preference for invites, guild repairs, whatever. For each rank also specify how a player attains or loses the rank. Are they promoted at a class leader’s discretion? Are they promoted when they get their attendance to a specific level? Is the rank attained via elections? Are they removed for a single infraction or multiple infractions? Do they lose their rank if they miss one, several, or many events?
When you're setting up your ranks and officer structure very clearly outline the responsibilities of each rank. You'll likely want to hold your officers to the same standards as your member ranks, otherwise people will abuse power and the "lower" ranks will complain...ie. drama. Set it up at the beginning, follow it after that.
How do you recruit?
You need a recruitment policy. I strongly recommend an application, interview, and trial period. While WoW isn't a job, please consider that you're going to spend a substantial amount of time with these players. You want to enjoy your time, as so your guild’s members. You don’t want to bring in players that will rock the boat or not maintain the expectations of your guild and cause drama.
An application lets you evaluate some basic credentials...their experience, their computer's specs, their past guild history (although this has become harder with server/name/faction changes), the days they're available, their writing skills, how much effort they're willing to put into joining you, etc. Often times people will apply to your guild without reading whatever material you have out there about the requirements to join your guild (age, event days, experience/gear levels, whatever), so an application saves you a ton of time by being able to screen these out very quickly.
I'd strongly recommend also having an interview. Again, you're going to spend a ton of time with these players, spend 10-15m talking to them and see what they're like. After talking to them consider if you'd want to spend hours every week playing with them, do you think the rest of your guild would like playing with them? You don't want to bring in a player that doesn't click with your guild or you risk losing multiple players who have already proven themselves.
After an application and an interview, you need to decide who has the final say on ginviting the player. Typically this will be some combination of the GM, Raid Leader, and Class/Role Leader. This doesn't need to be terribly elaborate, but some sort of discussion back and forth is probably worth the few minutes it takes. Having multiple people involved in the process also increases your chances that you won’t let a bad apple in the guild.
Once a player is invited, what happens next? I'd recommend having a trial period. If you trial people it's very easy to get rid of them as there is no expectation for them to have a permanent spot in the guild. They know they're being evaluated, your officers/players know the player is being evaluated, there really isn’t an expectation that the player will make it long term in the guild during a trial period. Once you get someone into your guild and start giving them privileges it's harder/more drama to take those privileges away and/or get rid of them. Even with an application and interview you really don’t know how a player will do in your guild’s environment. You want your players that are pulling their weight, and you want them to get along with the other players in your guild. If those criteria aren't met, you probably don't want to keep them around, get rid of them as soon as you know they won't work out.
How Are Your Events Structured?
The last part is exceedingly straight forward. That's your event procedure. Just outline what a typical event should look like. Also add in some exception handling...what happens if you don't have enough people? How long do you wait to start? When do you call it? What causes you to call a night early? Again, set up the expectations for the event so your players and you know what will be going on and why. I can't stress enough that players will tolerate things a ton more if they're told up front. Springing rules on people tends to create drama.Recruitment is Your Lifeline
Getting Started
For most guilds, you will need to recruit and recruit and recruit some more. Setup threads on the recruitment forums. Setup pages for your guild on the progression websites, raid information sites, any WoW site that you come across that allows you to post a profile and recruitment needs. The more you get your name out there, the better. This will take some work; you need to keep all of these pages updated with your latest exploits and needs.
Advertising Your Guild
I recommend pulling up Google and reading some articles about writing a successful recruitment post. It’s not as simple as you might think. Include anything *you* would want to know if you were joining a guild. Typically this post will include your event times, guild contacts, your server, what you're recruiting, guild recruitment requirements, links to your website, progression, rankings, etc. There are also posts out there regarding how to write a successful recruitment title (you have a couple dozen characters to draw people in, also harder than it sounds).
Some basic tips: Usually your name can go, unless you're one of the top guilds in the World/US/maybe server, no one's going to have heard of you so it's a ton of wasted space in the title. Include your progression, ranks, most pressing recruitment needs, and anything that makes you special (we include hours/week as they're well below most similarly ranked guilds). While we're talking about the title, minimize negative factors, if you're a new guild that has no experience in the latest content, don't say 0/10...say "Quality New Raiding Guild" or something to that effect, you only want to point out things that will draw people in, not things that will scare them away.
You also need to take an active stance with recruitment. Bump the heck out of your recruitment threads, the more often they're on the front page of the recruitment forums, the more people are likely to see your thread. You need to be reading the recruitment forums a lot if you're actively recruiting. Lots of good players are seemingly lazy in their guild hunt approach. They won't actively look for a guild; instead they'll post "I'm an 80 some-class looking for whatever". It's usually worth going into those threads, reading over what the player is looking for, and if it's applicable posting on their thread. If you have extra time going to their server and pitching your guild can yield some impressive results.
Still can’t find enough players? Consider a Merge
Sometimes when you’re starting out you’ll find that posting threads, posting on websites, word-of-mouth just don’t meet your recruitment needs. This is a very common problem. Don’t get frustrated because you’re not out of options yet. Often times the players you want or need to recruit won’t want to take a chance with a new and unproven guild. While considering the options I’m about to post, please think over the rest of your charter and consider what parts of it you and your guild can compromise on and what parts need to be kept firm. Don’t compromise to the point that you and your players won’t enjoy the game or you’ll just end up unhappy and/or losing players.
If you’re looking for players, merging may be the option for you. You can usually find other guilds that are starting up, guilds that are struggling to stay together, or guilds that have recently or are in the process of breaking up. Looking at these as potential fixes to your situation. You can find a list of guilds on the armory, on progression websites if that’s applicable, usually there’s a list in your realm forums, word-of-mouth on server, using a /who on your server. You can contact those guilds’ leadership to see if they’d be interested in a merge or absorbing situation. Your server may not have the players interested in starting a new guild that meets your requirements. Check the WoW recruitment forums as there are often new guilds or guilds looking to merge that are posting there.
If you’re considering a merge there are of course some things to consider. The most important is setting up a solid foundation for the new guild. Make sure your current guild’s charter is compatible with whatever the new guild’s charter will look like. You don’t want to merge and lose a lot of your players in the process otherwise you lost players you knew and ended up back in the same situation of not having enough players. If you merge you also need to consider the new leadership. You likely don’t want to have one or the other guild have all of the leadership positions as the players from the guild without representation will likely fall through the cracks. What I mean by this is that those players won’t have a “go to” person to vent their complaints; this will inevitably lead to drama. You also want to “mix things up” in the guild as much as possible. Don’t let the original guilds turn into separate social groups, you want the players to interact with each other and form a cohesive unit as quickly as possible.
Drama and Burnout – The GM’s Lifelong Enemies
Burnout
Burning players out is likely inevitable. You can minimize this in a lot of ways though. Players burn out either because they’re overworked, or because they’re not getting out of the game what they would like. You want to minimize the amount of “not fun” things your players are required to do. Try to minimize book keeping, very few people tolerate doing it, even less enjoy it. Spread out the work as much as possible. That also means planning for when someone leaves, you don’t want to pile tons of work on a player, especially if it’s beyond what they can realistically maintain long term.Drama
Drama is the other huge enemy of the guild. In the guild you want to keep things as fair as possible. That’s why I recommend a charter, it outlines the expectations of your players and it outlines the consequences for what happens if players don’t maintain the expectations. Drama comes in all sorts of nasty forms. Most drama is very easy to minimize. Setup expectations of your players for skill, time commitment, whatever is applicable to your guild and absolutely hold them to what you outline. Setup rules for how your guild deals with loot, how ranks promotion/demotion are handled, how players are invited or removed from the guild, what sort of behavior is acceptable in terms of interacting with other players on the server.
At the same time, setup expectations for yourself and the guild as a whole. Will the guild deliver raids, guild events, pvp, questing, achievement runs? What happens if you don’t provide the services people want? Make sure it’s covered or people will get grumpy. If you’re going through a rough patch, be very open with your guild. If attendance is down and it’s interfering with you running events, let people know what’s going on and what’s being done to resolve it.
The last sort of drama you’ll have to deal with on your own. It’s the drama that comes from e-relationships (or even more dramatic RL relationships that spill into the internet). When relationships go south they’ll involve the guild and you need to be prepared to deal with it. You can try to resolve the issue, but you’ll need the patience of a saint and more luck than a leprechaun for that to work. Chances are someone is going to have to go. I tell the players to work it out themselves and that you won’t tolerate the drama spilling into the guild. If it does spill into the guild, I handle it swiftly or it tends to spread. You’ll have to find your own way on that issue.
Keys to Success
-Be fair. Setup rules that achieve your goals but remember there are real people on the other end of the rules. Don’t screw them over. That being said, be firm with your rules. Once they’re in place don’t bend them for your friends, significant other, or yourself. That is one of the biggest sources of drama in guilds, when a GM lets some people get away with things, but holds others to rigorous standards.
- Follow the rules you outline in the charter. I'm going to emphasize again the fact that people will accept exceedingly draconian rules and not complain about it so long as they're stated up front (not that I'm recommending doing this, just saying people will tolerate it). Don't spring things on your players; there will be so much drama your head will explode, even if you think the decision is totally fair, it will be drama. If your rules don't cover some weird case that comes up, don't be afraid to admit it. Stop whatever you're doing, grab your officers, discuss the matter, then discuss it with the guild and carry on. As soon as your raid is over, make up the policy on that case and add it to your charter.
- RECRUIT. People will always leave due to job changes, new babies, getting married, realizing they're failing school, their mother unplugged their computer, disinterest in the game, whatever. It's not a commentary on you when you lose players to these factors. It's the nature of the beast. You MUST replace them quickly or your ability to raid will be compromised and then things start falling apart.
- Spread the work out to as many officers as possible. If there are guild members who want to help out, sign them up too. If they're asking to help, they don't need a special title, let them help. You can always use them to bump recruitment threads, help screen apps, maybe gather up materials if your gbank is poor. If people are willing to help, find something for them to do, it's good for you, good for the guild, and it will keep them occupied with something productive.








