Archive for category Guild Management

Reforged Loot Distribution

reforge Reforged Loot Distribution

The recent developer chat on Twitter didn’t give us much information specifically related to guilds, but it did raise further questions about the changes originally announced at Blizzcon related to reforging.

My concern when the changes were first announced was related to the cost and/or priority of reforged items.

For all but completely random or open-bid loot systems, reforging may require you to re-think how you distribute loot.  Before we look at how, let’s go into some background on items levels.

The Math Behind Item Levels

The item level is something that Blizzard assigns to an item based upon the stats present.  Various attempts have been made to reverse engineer the formula.  If you’re so inclined, you can read about the gory details at Elitist Jerks.

Though the formula is stats to item level, it tends to be used in reverse by item designers.  A given dungeon at a given difficulty drops items of a given item level.  Blizzard throws stats on an item, runs it through the formula, then tweaks the stats until the item level matches the target.

Item level is a fixed attribute on that item, not calculated on the fly.  For items with only the standard stats, the formula is pretty simple.  Adding sockets or proc effects is where things get a bit more difficult to calculate.  Just how much of an item budget is used up by an on-proc effect is based upon some estimation of the value of the proc.  Obviously the opinion of Blizzard vs the opinion of the community may differ in this respect.

When people claim on the forums that “item x is under budget”, it’s because the reverse engineered formula says the item level should be lower than the item level in game, suggesting that some of the stats are lower than they should be.  When the math behind this is sound, Blizzard often adjusts an item.

(more) Stat Changes and Reforging...

The B Team

vlcsnap 2010 02 21 15h59m03s213 The B Team

What do you do when you become aware (or find yourself a part) of “The B Team”?

The B Team in a guild is a separate raid team (usually for 10 man raids) that just doesn’t seem to progress as quickly or as cleanly as the first or primary raid team.

Having two raid teams in a guild isn’t a problem unto itself.  I suggested as much in a recent article on bridging the 10 to 25 gap.  My advice in that context was to organize two 10 person teams if you found yourself short of the 20 regular raiders to comfortably back fill a 25 person raid with pickups.  It was a means to an end, not a long-term solution.

I didn’t recommend running two 10 person teams long-term because of the balance and swapping issues it brings.  You may find your second team short by two people, but the only extra raiders online are locked to first team’s instance id.  If you can get around this, or if your guild runs two distinct schedules (e.g. a day and night raid), then you may find that one of the teams progresses faster than the other.  When that happens, players can find themselves discouraged if they’re not progressing as quickly, or in some cases turn into jerks if they’re on the “winning” team.

How then do you try to avoid these problems, or address them once they’ve cropped up?

Foreward

Just to be clear, I’m not referring here to the multiple 10 person raids that a functioning 25 person guild may run on the side.  Those are typically populated by alts or pickups, and often use a different loot system.  I don’t think that anyone judges a player by the progression made in an unofficial raid.  I’m referring to a guild whose multiple 10 person raids are the main path to progression.

Downplay Comparisons

While a bit of good-natured competition within a guild can spur people on, I’ve not found it to be a useful tool long-term.  Perhaps one night you race each other for a speed clear of a farm instance, but to compare progression speed when the teams may not be equally matched isn’t fair.  When learning fights, certain combinations of buffs and debuffs can make a major difference – just having heroism or bloodlust available can make or break an encounter.

Though I’ve used the term for this article’s title, never use the terms “Team A” and “Team B”.  No matter how you try, these names (or any names from a set which has a defined sorting order like numbers) is a bad idea.  The connotations of superiority are just too hard to overcome.  Instead, use completely unrelated terms, or even made up words.  I wouldn’t recommend going with pop culture references, in case they are polarizing (e.g. Team Spock vs Team Kirk).  Quick: which is better: “Team Mittens” or “Team Flügelhorn”?

Answer: Neither.  Team Pfaffendorf beats them both.  Bonus points if you know why.

You should also be on the watch for teams judging each other, especially if one team ends up being joked about in guild chat.  Once people start to think of themselves as part of an elite group within the guild (or outside of a perceived group of elites), you’re only a few steps from a clique.  The best way to avoid that (if you can) is to mix up the teams periodically.

Mix it up

If you have 20+ raiders who all raid at the same time, try to mix the teams up a bit.  For progression you probably don’t want to do this on a week-by-week basis, but at least once a month you should re-shuffle the teams.  Have both raid leaders pick people much as you would in school sports – back and forth until only one person remains.  Just don’t do this publicly – nobody liked being the last person chosen in school and it’s not going to boost morale in WoW either.

When mixing teams, try to keep the quality of the leadership experience the same for all members.  Don’t put two amazing raid leaders on one team and leave the other team to learn everything from wowwiki.  Also try to keep the strategies for each boss fight as close as possible.  If both raid leaders have different approaches, sit down and discuss which is best.  This will help members stay focused and effective when they move from one team to the other, and will continue to serve you if you merge into a 25 person team.

If you choose not to keep the strategies the same, then make sure that whoever “owns” the strategy (typically the raid leader) remains with one team long-term.  The people they bring to the raid may chance, but members should know that if they’re on Foo’s team, they are executing a particular boss fight in a given way.  It also helps to have the strategies documented on your guild forums, preferably with a descriptive mnemonic.  On Lady Deathwhisper you might refer to the “normal” tactic and the “AoE kill zone” tactic for example.

You will need to set an expectation among members that when teams are shuffled, performance and progression might not be perfect from the get-go.  It takes a few raids for everyone to get used to everyone else’s play style.  Over time, this period of readjustment will get shorter.  Be quick to shut down cries of “the other team is so much better at this” or “I don’t want to be on the sucky team”.

If you’ve let the raid leaders pick back and forth and they’ve paid some attention to balance, individual performance shouldn’t be a concern.  You are more likely to wipe because someone decides not to give it their all or refuses to alter their playstyle to match the members they’re paired with.

Examining and Fixing

If both teams are progressing at exactly the same pace, you won’t have most of the problems I describe above.  But that’s not likely to happen.  Class balance, buff and debuff synergy, and the unavoidable differences in player skill mean that one team is probably going to move ahead quicker than the other.

If you’re switching things up once a month, you may not need to jump on this right away.  If it continues even when people are changed around, then you might need to look more closely at how the raid is being lead.  Are the raid leader’s instructions clear?  When people fail to follow them, is action taken to make sure that it doesn’t happen again?  Are subtle but important details about the fights overlooked, or does the leader assume that everyone knows them?  Any of these things can be a thorn in the side of progression.

You may wish to have the leader (or just an experienced leader) from the other team “audit” the team that is behind on progression.  Have them join on an alt.  Don’t have them take over the raid – just observe how things are run, make note of things that are different, and see if anything jumps out as a causal factor.  After the raid is over, take the time to sit with the raid leader and discuss what you observed.

Leading a raid effectively is an art unto itself, and just like playing a given class a little mentoring may be very helpful.  You may find that the issue is one of occlusion – the raid leader doesn’t realize that something is going wrong because they don’t have a given addon or perhaps just don’t know where to look among the information they do have to determine the root cause of problems.

Recruiting

Make sure your recruiting efforts are tailored to the needs of each team.  If you know that the reason one team isn’t progressing as fast is that they only have two strong healers, make it a priority to find a strong dps/healing hybrid so that you can move between 2 and 3 healers based on the fight without rearranging the group.  If the end goal is to be a single 25 person team and you only have two teams as an interim measure, then make sure you’re out there looking for the bodies to bring you up to full strength.

When trying to merge two 10 person groups into a 25 person team, you have a little more flexibility in terms of who you bring in.  20 decently geared raiders can help carry 5 lesser geared people far easier than a 10 person team can balance even two undergeared members.

Different Schedules and Alts

If your guild runs two separate raid schedules, you may have some members who can make both times, and want to raid on two characters.  Unless all of your main raiders are getting spots in a raid regularly, I would recommend against this.  It can be quite a morale hit to be seated for a raid while your spot goes to someone whose main has already seen gear upgrades this week.

Unless you have a strong need for a particular members’ alt, I prefer a policy where the guild “owns” a given raid size lockout on your main, and all other lockouts are yours to do with as you please.  Some members may choose to join PUG raids, some may not raid on alts and be available to swap into guild runs as required.  But make sure that every individual gets a chance to raid before any one person gets to raid twice.  Not doing so only slows down progression in the long term.

How do you deal with multiple raid teams?  Have any of you maintained two or more long-running teams for more than a few months?  If so, how did you work to achieve balance and keep everyone focused despite different progression rates?
Image from Robot Chicken Season 4, Episode 5

When Do You Throw in the Towel with Guildies?

giveup When Do You Throw in the Towel with Guildies?

A reader posed this question to me recently:

How long do you keep trying an encounter with guild members (in a non-raid environment) before you throw in the towel?  I recently spent two hours and eight wipes with an all-guild group trying to complete Heroic Halls of Reflection.  The group should have been able to complete the instance easily, but they refused to listen to any of my suggestions.  They fought the spirit waves in the middle of Frostmourne’s room, ignoring my requests to use the alcoves.  When we finally completed that, someone attempted to use the ledge to escape the Lich King (this was the day of patch 3.3.2), wiping the group.  We then tried the escape four more times, always dying on the third or fourth wall.

After that wipe I couldn’t take it any more, and I left the group, as did another member.  I hate abandoning guild members, but when they’re performing far below the standards of even the worst dungeon finder group, what do you do?

I like this question because it touches on a few different aspects of being a guild member and a guild leader.

I think it’s safe to assume that nobody’s going to ditch on a guild raid due to wipes.  That’s part and parcel of being in a raiding guild, and if you can’t take the pain of wiping, you should find another route to progress along.  The raid leader decides what encounters to tackle, when to move on to a different fight if things don’t gel.

I Shouldn’t Be Stressing Over This!

Running non-raid content with guild members is supposed to be a fun, rewarding and relatively stress-free experience.  The gear disparity be smaller than you might see in a dungeon finder group.  You probably know the people you’re playing with, and know how to work together as a group better.  You may have some kind of voice comms set up, so you can react to changing conditions faster.  And when things do go pear-shaped you should be able to laugh it off as dumb luck and move on to a clean kill next time.

So what do you do when your guild mates perform worse than a group of random people?  With a PUG, you’re probably not going to survive three wipes, and many groups will fall apart after two (or even one, but I think those people are overreacting).  You don’t want to leave your guildmates in the lurch, but at some point you just have to accept that things aren’t clicking.

There’s a few reasons why things might not gel for a heroic group:

  • someone’s having an off night.  It happens to everyone from time to time
  • unintentional complacency.  It’s easy to get into the “this will be easy with all guildies, I don’t have to pay as close attention” mindset.
  • underperformers.  Every guild has them, and in a 25 person setting, it’s easy for your shortcomings to blend into the background.  Get too many such players together, and failure can be the result.
  • too many undergeared alts in the group.  A raid-geared tank and healer can’t carry three DPS in iLevel 200 blues through Heroic HoR – mobs just won’t die fast enough.

Regardless of how you find yourself in the situation, you’re now in a state where your guildmates aren’t living up to your expectations.  You have two choices: convince the group to give up, or figure out what’s going wrong and suggest ways to correct it.

Figuring Out What’s Wrong

Let’s talk about analysis first.  Think of it as a form of mini-mentoring.  If you don’t have experience doing this in a raid settings, this may be unfamiliar territory.  Perhaps it’s an officer or class lead who does this for the guild normally.  Don’t worry – it’s not that hard to do, and knowing how will pay dividends when you are raiding.  You’ll be able to look in detail at the specific problems that you can address, answering questions like “Why did the tank you were healing die?” and “Why did my partner DPS on that add take so much damage?”.

Meters and Death Tracker

Two addons that make analysis much easier are a damage meter that tracks more than damage done.  You want to be able to look at things like damage taken (including a breakdown of which attack), enemy damage done, dispels, interrupts and debuff uptime.  I use Skada for this, but any decent meter including Recount will do the same.

You also want a death tracker addon.  I believe Recount has one built in.  If your meter doesn’t, I recommend Acheron.

Reasons for Failure

Wipes tend to start one of several ways: a DPS dies, the tank loses agro, the healer runs out of mana, or the group falls behind the instance spawn rate (portals or waves forming before the previous one has been dealt with).

If people are dying, you need to know why.  Find out how quickly someone went down, and to what boss abilities (the damage taken breakdown of your meter will help with this).  If someone is taking a large proportion of magic damage, find out if anyone in the group can dispel that type of debuff.  I’ve seen groups fail in Trial of the Champion because we only had a Shaman healer and the Ret paladin didn’t realize how much damage he could prevent by cleansing Holy Fire and Shadows of the Past.

If the tank is losing agro, then DPS just have to learn to reign things in.  I’ve talked about this before: your uber dps doesn’t matter one bit if you are exceeding the tank’s threat.  No matter what the tank’s threat level is, the DPS have to get as close as possible without going over.  If that means you need to hold off on all DPS for 10 or 15 seconds, so be it.

If the healer is running out of mana, you need to look at whether some of the damage they are healing could be avoided through dispels, or simple things like not standing in fire.  As with death analysis, look for things that can be dispelled by the DPS or tank but aren’t being removed.

If there’s no obvious avoidable damage, then look at healer rotation and synergy.  The spec, glyphs and spell choices that you make in a raid may not be as effective in a smaller group, especially with lesser geared players.

Finally, if things just aren’t dying fast enough you need to delve into damage meters.  Are there mobs that heal?  Are they being interrupted?  What about kill order?  Despite what you may have heard, marking mobs for a kill order isn’t dead.  Taking out the melee mobs when casters are pelting the group make the fights go longer, the healer use more mana, and the tank have to pop more cooldowns.

Suggesting Alternatives

Once you’ve figured out what’s going wrong, choose the way you suggest changes carefully.  Announcing to people what they’re doing wrong is likely to get them on the defensive, guild relationships notwithstanding.

Try to begin suggestions with “perhaps we can try this” or “do you think that _blank_ might have an effect”.  These may just be other ways of saying “hey you, do your job!”, but the difference in how each is received is massive.

If you get the feeling that people are hesistant to admit where they screwed up, try going first.  Saying something like “sorry, I should have interrupted that heal” or “sorry, I need to be faster on my dispels” may encourage people to look at their own shortcomings.

Setting Goals and Limits

Even in small group content, you need goals.  When everything is going swimmingly, these are completely unspoken.  Your goal is to complete the instance quickly and without anyone dying.  Once that fails to come true, it doesn’t hurt to give people specific things to focus on.  ”This time we’re going to get wave seven down before wave eight spawns” is more effective than the plain “ok, let’s do this again”.

Ideally, the group leader does this, but as I’m sure we all know the person assigned the party leader role is often not qualified to lead.  In non-dungeon finder groups, the leader may just be the person who started the group, or leadership may get passed to the tank.  Still, someone needs to step up and guide the group through something they’re having trouble with.

If nobody steps up, then it falls to you to do so.

Setting limits is also the role of a leader.  Everyone may want to quit, but nobody wants to be called a quitter.  The leader can let everyone save face by stating what the group is willing to do.  ”Ok, we’re going to give this one more shot, but if we lose someone before wave seven, then we’re going to call it”.

If the group seems hell-bent on finishing the instance but things just aren’t clicking, don’t be afraid to suggest going to another instance that you know you can complete easily.  The change of setting and quick success may turn things around.

Walking Away

Even with all of the above in your toolbox, you may not be able to get the group to come together.  If you’ve truly given it your all, don’t be afraid to say so and excuse yourself.  While this may be your go-to technique for dealing with dungeon finder groups, so long as it is the last ditch technique for guild groups, I don’t think you’re selling anyone short.

I would suggest not faking a reason to leave.  You shouldn’t need to make things up to justify legitimate actions to your guild mates.  If you really have reached your personal limit on small group content, then say so and hope to do better next time.

Applying this Elsewhere

The techniques I’ve described here scale to raid groups and to non-guild runs as well.  The next time your raid group wipes, rather than wondering “what the hell did we do wrong?”, you can start going over meters and get some insight into what went wrong.  If you notice something that nobody else has, you can share it with the group.

In Dungeon Finder groups, your response to people failing may be to get angry or frustrated.  But if you can do some quick analysis, you may be able to help the group succeed and the person become a better player.  Even if you do eventually choose to walk away, you can do so knowing that you did your best to make things better.

Thanks for the question.

Until Next Time

The Trouble With the World…

… is that the stupid are cocksure and the intelligent are full of doubt

- Bertrand Russel

I normally don’t do “go look at this other blog post” articles, but I couldn’t resist with this:

The Dunning Kruger Effect (Critical QQ via Pwnwear)

This does explain a great deal of what we see in dungeon finder groups, and covers succinctly my feelings from the post on Selfishness.

Turning Over the Reins, Pt 3

747637749 4bda0d7df1 Turning Over the Reins, Pt 3

The image theme lost steam somewhere around article 2...

This is part 3 of an article series: Jump to Part 1 or Part 2

Ok, so now we have some idea of how to transfer leadership and have gone into depth on the things that guild leaders do.  Now let’s talk about ways to make leadership transitions easier.

Even if you’re not going through a leadership move right now, adopting some of these ideas will make it much easier when and if that day comes.  And if it never does, you still end up with some neat benefits.

In the course of this article, I’m going to make reference to a few specific companies and/or products.  These are simply ones that I use or are familiar with.  If there’s a link to them, it’s not an affiliate or referer link.  If you know of alternative providers or products, feel free to mention them in a comment, but keep the links generic.  Thanks.

Making Contacts Generic

Much of the things that you need to transfer can be made easier by using generic contacts rather than specific people.  Create an email account for the guildmaster, one for the webmaster, one for recruiting, and so on.  Even if one person does all of these jobs, create separate email addresses so that you can split responsibilities up.  Then forward the mail from those accounts to the actual person doing the job right now.

In all of your web apps and online contacts, use the pseudo-aliases rather than personal email addresses.  This way, when the person doing the job changes (even just temporarily) you can just go and change where the forwarding points to rather than re-configuring the thing that sends the mail.

If you intend for people to be able to reply from the pseudo-address, you may need to be more selective in the manner you get your email.  Most desktop email clients let you change the “From” address in your emails.  Some let you swap between several on the fly.  Not as many web email systems support sending with alternate From addresses, but Google mail does.  If you’ve never set it up, it’s easy.  Go into your gmail settings and select the Accounts tab.  Then click on “add a mail account you own”.  This will send an email with a link to that address.  Log into the other account, click on the link, and you’ll be able to use that as your From address when replying to emails.

You can also set gmail to make the From address sticky: if someone sends mail to guildmaster@guild.com which forwards to your personal account, you will by default reply as that account.  This will save you from accidentally exposing your personal email address.

There is one caveat: once this “send as” functionality is configured, you can’t revoke it.  If someone leaves the guild, they can continue to send as lootmaster@guild.com.  But if they were using a desktop mail client like Thunderbird, they could do the same thing.  Remember, you can never trust the “From” address on email.  You can’t really trust any part of email, to be honest.  The underlying tech was developed in a simpler time before spam and malware.  Backwards compatibility preclues massive changes to email to make it more secure, so you just have to live with the way it is.

Billing Accounts

When it comes to services that require exchange of real money, you can probably get away with using a generic email address, but you can’t make up a generic name for payment details (nor would you want to).  You will have to go in and change these details, and ideally the person leaving the role will remove their billing details from the account before the next person takes on the position.  At least by using a generic email notices about the account (like “your Ventrilo service is due to expire in two weeks”) won’t be sent to someone who is no longer associated with the guild.

(more) Your Own Domain

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Turning Over the Reins, Pt 2

Matrix Turning Over the Reins, Pt 2

This is part 2 of an article series: Jump to Part 1 or Part 3

This article might be a bit dry compared to part 1.  It’s meant to be an expansion of the things that a GM does, and will (I hope) be useful for a GM planning their retirement or a new GM starting up a guild.

In some ways, this is also a list of tasks that a GM might choose to delegate to officers, regardless of whether a leadership change is in the works.  If you use it for this purpose, you may also want to read the article “To Officer or Not To Officer?”.

So, please ignore the blindingly obvious stuff and perhaps you’ll learn a bit about some of the subtle things that guild leaders take care of.

The Figurehead

The most obvious role of the guild leader is as a figurehead.  Even if you none of the other items below, it’s your name at the top of the roster, and it’s you that people will look to to set the direction of the guild.

The only important point to make here is that the guild leader should make a regular appearance within the guild.  This seems obvious, but have you ever had a guild leader switch mains and stop logging on on the high-rank character except for brief maintenance tasks?  If you ever make such a switch, be sure to make your primary character the titular guild leader so that members (especially those who are new) can more easily find you.

Loot System Guru and Maintainer

Loot systems can be very complex beasts.  The good ones keep things complexity from the members, but all stateful systems have a certain amount of upkeep that tends to fall to the guild leadership.

This upkeep comes in two forms: the operation of the loot system during raids, and the maintenance of the loot system on a regular basis.  It’s quite common for the officers to know the former, but the latter is often locked away in the guild leader’s head for no other reason than that nobody else is interested in learning it.

For the day-to-day operation of the loot system, make sure that all the officers can be the loot master on a raid.  If an addon is required, all the officers need to run it on all raids.  If you keep track of loot for upload into a web DKP system, or for posting on a website, more than one person should be logging in case someone gets disconnected or experiences a crash.

The guts of the loot system is knowledge that should be distributed among the officers at all times.  I recall a guild I was in where we had to switch to EP/GP because the guild leader went AWOL and none of the officers had the ability to add new members to the web-based DKP system.

To ensure that this knowledge is properly distributed, assign loot management to a different officer each week (or each raid at your preference).  The guild leader should do nothing with the loot system other than answer questions.  Every time you find something that an officer can’t do, permissions should be modified rather than having the guild leader step in and do it themselves.

At some level, most web-based loot management systems will have a administrative password which can only be held by one person.  We’ll talk a bit more about how to manage such passwords in part 3.

Also make sure that the periodic tasks related to the loot system are known.  This may be as simple as clicking the “Decay” button if you’re using EP/GP or as complex as looking through the entire member list on a web-based system looking for people who haven’t raided in a certain amount of time.  Whatever has to be done regularly should be accessible by officers, as well as the corrective actions that may come out of it.

One word of advice that applies equally to any job where you rely on “the officers” to do it: if you assign a task to a group of people, you only guarantee that everyone will think that someone else will do it.  Rotate the job around the officer corps if you like, but make sure that an individual is tasked with it for each week / month as you see fit.

One element of the loot system that tends to remain with the guild leader (because it’s policy) is revising the loot policy when new content comes out.  If Blizzard maintains their form, every major content patch will have an “orb” of some sort and possibly a new way of upgrading your gear with a token.  It’s the guild leader’s job to go through the loot policy once these details are known and make sure that the policy is clear on how these will be distributed before you first see them drop.  Don’t wait until the first piece of a legendary item drops to figure out how you’re going to assign it to someone.

Recruiter

While you may have an officer or senior member do the palm rubbing and face-to-face recruiting, the guild leader may have a lot to do behind the scenes once someone joins the guild as a trial member.  They may need to create (or approve the creation) of a new user account on the forum, loot, and scheduling websites.

If your guild uses a rigid trial period, or member voting for acceptable of a trial, there may be a special forum post to be made, or polls to set up.  Once someone becomes a full member, many of these sites will need to be visited again to change the member’s status.

All of these are candidates for delegation to an officer, so long as the full process is documented.

A guild leader may also hold certain personal accounts that factor into the guild’s recruiting strategy.  For example, the guild recruitment forums on Elitist Jerks and TankSpot are only accessible to donors, or in some cases a one-off fee.  If you rely on such threads to bring you applicants, make sure that the access to this account (if allowed by the site) is transferred, or a new paid account is set up.  You don’t want to be locked out of your quality recruiting thread because of a leadership change.

Banker

The guild leader often takes charge of keeping the guild bank free of junk which may accumulate.  They may also ensure that the consumables tab is properly stocked by passing mats to a crafter.

Depending on the trust level in your officers, you may be able to delegate this.  Even if you allow unfettered officer access to the guild bank, you need to have some guidance as to what should be sold and when.  Perhaps you keep BoE items and patterns that drop in your raids to give members a chance to purchase them before they go onto the AH.  Are these announced to members, and if they don’t sell internally how long do you keep them before selling them to outsiders?

Raid Manager

Who decides when you raid?  Who sets up the invites, and decides who raids and who sits if there are more raiders than spots?

If you do have to sit people on a regular basis, do you keep track of who was asked to sit and try to get them a starting position on a future raid (balance concerns allowing)?  If so, where is this tracked?

As I mentioned in part 1, if you have a functioning raid schedule when you change guild leaders, keep it – at least for a month.  Once guild I was in decided to drop the “Sunday raids start half an hour early” after a guild leader swap.  Not only that, the change wasn’t made consistently.  As a result, we never started our Sunday raids on time and had less time in the instance.

Rank Maintenance

How do people move from trial to member to raider rank?  Do your members have to maintain a certain percentage of attendance to remain at a raider rank?  What about people who don’t log in for several months – do you purge them to keep the roster under control?

Most of these should be delegated to officers, but the periodic cleanup may be something that the guild leader took care of from time to time.  Document it and assign it to a specific person to manage once a month.

Policy Manager and Goal Setter

Beyond your loot policy, you should review all your policies from time to time, checking whether they still reflect the way the guild is mananged.  Ideally, as the operation of the guild changes the policies are updated alongside, but this is quite time intensive and anyone can fall behind.

If a policy needs to change to reflect the way the guild operates, you probably don’t need to make any announcement – just post the changes and indicate that it’s to reflect reality.  If on the other hand you feel that the policy needs revision to serve the guild better, go with a transparent approach and provide both justification and advance warning.  But as I advised in part 1 of this series, don’t start doing that right away.

Don’t forget to keep your goals up to date either.  These will require updating more frequently than policies, but at the very least, they should be updated every time a major content patch comes out.  Updating them during seasonal slowdowns during the summer and end of the year is also a good idea.

Webmaster

I’ve saved the obvious intersections with real life until the end.

When it comes to guild websites, there’s many different choices.  The simplest is a free sub-domain of one of the popular guild hosting sites like Guildportal, Guildomatic, Guildlaunch and the like.  You get a bunch of pre-made widgets to throw together, and various levels of customization.  The domain name won’t be very memorable, but you can get up and running quickly.  You won’t have the flexibility to put different third party packages like eqDKP or WebDKP.

Transferring sites like this is fairly simple because everything is hosted by one site.  There’s just one password list.

A guild that puts a lot of effort into their website might have multiple packages – a front page portal, a forum, a DKP or loot site, a scheduling system, etc.  Depending on where each comes from, they may be able to share passwords or they may be separate.  If the person managing your website is particularly crafty, they might set up some kind of password synchronization of their own design.

The guild leader may not be the person who sets up and runs all of these pieces, but they should have administrative access to all of them.  If you leave the website management to an officer or trusted member, you are just as much at risk if they leave, and and officer leaving may not be something that you think to plan for in as much depth.

However your guild website is set up, make sure that the person responsible makes a short list of everything that goes into it.  A list of software packages and where to download them.  A brief description of how the bits plug together, and whether any patches or other changes were made to the software.  You want to know where to start re-building if that ever becomes necessary.  A regular backup should also be part of the websmaster’s job – but don’t forget to test them.  Nothing’s worse than finding out that your “Backup and Restore” system was just a “Backup” system when you need it most.

If you go with paid website hosting, make sure the guild leader has access to the billing account.  If the account is in the name of the former guild leader, you may need to contact the hosting provider to get both the account and the billing moved over.  Though it may be tempting to just keep paying the bills and leave the account details untouched, don’t do it – when you need to talk to support or customer service, you’ll run into roadblocks if you can’t prove that you’re the account holder.

If you have a custom domain name, bear in mind that both the registration and DNS may be completely separate from your web hosting.  Many providers offer all three, but sometimes you’ll find setups where each is handled by a different company.  Make sure that you transfer ownership of the domain if it’s still in the old guild leader’s name.  If the domain provider isn’t changing, you may be able to do this via a portal.  If you’re moving hosting companies, you’ll need to get a transfer authorization code to give to your new provider, as well as unlocking the old domain for transfer at the old provider.

Voicemaster

I highly recommend that guilds have their own hosted Ventrilo server rather than piggybacking on a free service.  Professional services aren’t that expensive – $85 a year for a 30 user server, which is less than $0.50 per month if even half of those users contribute.  A 10 person guild could get away with half that.  Many providers make it easy for you guild members to contribute individually.

Like a website, the Ventrilo service will have both a billing account and an admin account.  On top of that, each server has a configuration file and set of custom channels, each of which may have channels.  The guild leader should have all of these passwords.  Most voice providers give you some way to back up these settings, which makes it a bit easier to re-create the server on another provider, or even on another account with the same provider if you can’t change the name of the registered account holder.

Have I missed anything?

In the final article of this series, we’ll examine some ways in which you can set up your guild to make the migration from one guild leader to another easier.

This is part 2 of an article series: Jump to Part 1 or Part 3

Turning Over the Reins

matrixcoconut Turning Over the Reins

This article was suggested by Veliaf of Imperial Guardsmen.

I currently run a small guild in WoW, and have done for several years, but in the near future I’m going to be leaving WoW for a few months (probably until Cataclysm is released). Obviously this means I’ll be stepping down as GM, and this leads to questions such as who is going to take over, in what capacity, and so on.

We (that is, myself and my three officers) of course want to make the transition as smooth as possible to avoid disruption to the guild.

Managing the transition from one guild leader to another can be quite stressful.  As much as you may try to make the guild about the members, the purpose and the policies, some of your members will always put you on a pedestal and think that you stepping down means the end of the guild as they know it.

The good news: you’re thinking about it ahead of time.  The more preparation you put into this, the smoother things will go.  Many times a GM disappears without notice, catching the officers by surprise and leaving them without some of the critical privileges they need to keep the guild moving forward.

Veliaf posed some specific questions, which in and of themselves could fill an article.  But this is a huge topic to cover properly, because in order to manage the transition from one guild leader to another, you have to have an appreciation for everything that a guild leader does.  While anyone can can give a general description of what a guild leader does, it would probably be limited to the visible in-game and figurehead aspects of the position.  Guild leaders tend to do much more behinds the scenes.

To give this it’s proper due, I’m going to split this into three medium-sized articles rather than two very large ones.  First, we’ll talk about how to manage the transition itself – choosing a new guild leader, communicating the change to your members and keeping the guild on an even keel throughout the process.  Next, we’ll go a bit more in depth as to all the things that a guild leader does.  This will also serve as a laundry list of tasks that may be suitable for delegation rather than transferring them all onto one person.  Finally, I’ll talk about the practical steps you can take to prepare for your temporary or permanent departure from a guild so that you can quickly transfer leadership and deal with real life.

Crunch Time or No?

Your immediate goals for handling a leadership transfer are going to be very different depending on whether the change is planned or not.  If the current GM has decided that they need to move on and you have even a couple of weeks to make that happen, your job is going to be much much easier.

If your current GM just logged on to transfer leadership and gquit, you need to keep the guild operating smoothly while you plan out the transition.  The worst possible situation is that your GM has disappeared or announced their departure but hasn’t transferred leadership.

If you find yourself with an AWOL guild leader, you can petition a GM to transfer leadership to an officer after the account has been inactive for 30 days.  I believe that the account needs to have no login activity, so in the rare case that the GM has moved to a new realm but is actively playing, there may not be much you can do.  Until you can get control of the guild leader rank, what you can do will be limited.

I’ll go over the various things to deal with in the sections below.  If you’re dealing with an unexpected GM change, you will probably be most interested in:

  • Steady As She Goes
  • Selecting a New Leader
  • Replacing What’s Been Lost
  • Changing Things Up

If the move is planned, then you’ll find more relevant advice in:

  • Selecting a New Leader
  • Guidance Before Retirement
  • Handing Over the Keys
  • Steady As She Goes
  • Preparing For a Return
  • Changing Things Up
  • The Golden Parachute

I can only give each of these a short treatment, so if there is a topic that you’d think would be a good standalone article, please leave a comment.

(more) Steady as She Goes...

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