Showing posts with label guild relations. Show all posts
Showing posts with label guild relations. Show all posts

Saturday, 18 July 2009

Relationships

No man is an island. Well, some are. These... 'special' individuals are indeed islands like the one from Lost; they're insanely complex and a bitch to understand. Many leaders follow a Jack Sheppard mindset – they're happy to walk amongst the members of their guild, but are quick to establish that they're better. Leaders naturally believe they're more competent and successful at what they do, whatever they do, wherever they do it. This is great because people like that generate a lot of self-belief by themselves that allows them to easily overcome criticism.


This trait can also have a negative impact on the way you run your joint. Failure to take the right precautions will cause you to stroll around like you've got a stick up your arse within a few weeks. Having an ego defence mechanism or two in place isn't a bad thing, but it's very easy to get carried away. Without careful discipline of your personality, you'll potentially develop a God complex and will begin to view your members as vastly inferior to yourself. In many ways, you'll become Lost's island – unpredictable to the extent of being batshit insane. Being aloof is good, but not when you find yourself distanced from everyone else. The majority of this blog has been about creating connections and relations with your members. You never want them to stop relating to you. Forget about how quickly you can kill a certain boss, how many honour points you can accumulate or what events you hold. Satisfying your members and getting them to relate to you is what matters. This is the foundation of any good guild. It explains why, as the article on attachment states, people stick with you even during a downturn. It doesn't matter if you're raiding five nights a week; you'll still have bad days where members will be inclined to rage quit if there's not enough emotional investment there.


Have you got a partner? I don't care if it's a man, woman or even your cat. Chances are that they play WoW (or whatever MMO you're on) already. Drafting them into your guild works well in a lot of ways. Not only do you get to show your lover what great leadership skills you have, but you're also actively conveying alpha status to your other members. However, beware of your sweetheart demanding special privileges just because you're in a romantic relationship. It's all very well to prove your humanity by having your love join up, but if you give them unwarranted attention you're just showing how inferior you believe everyone else to be.

The first guild I ever joined got it right. It was led by a Norwegian bloke and a set of ambitious officers. His woman was one of the deputies, but she certainly deserved the position. The two of them worked off each other superbly, while taking ideas from their subordinates too. The whole establishment ran like a well-oiled machine for the best part of 7 months. Don't forget that just because those guys were able to work the dynamics of their relationship into the guild, it doesn't mean you'll be able to emulate such success. It doesn't matter if your girl (or boy) is good in the bedroom; that doesn't mean they'll make a good leader. The same applies to the mates you've brought in from outside the game. I don't give a rat's arse if they're superb at Halo - they may be utterly shit with people.


Don't give people you know positions of power just for the sake of it. Make it very clear that you trust them, but that doesn't mean that 99 other people in the guild will automatically too. So long as these lines are drawn, there should be no love lost for anyone.

In summary:
  • No man is an island. You and your members do well to remember this.

  • Don't go ego trippin'.

  • Some guilds led by lovers can work really successfully. Others fail miserably. Decide what works best for you, and don't turn out like the couple from China MiĆ©ville's The Scar.

Thursday, 14 May 2009

The Beauty Of Tradition

A while back, Vaneras started this thread, asking people about their guild traditions. This chapter is an extension of the thoughts and ideas the thread connotes. Take a deek.

A tradition is different to a novel, one-off occurrence. Holding a guild meeting once is different to having one on a weekly basis. The dynamics are different. If you just hold a single event, then it's likely that it will be remembered fondly by everyone who attends. This is because they have nothing to compare it to, so even if the first thing you do with your guild is sit around and get drunk, they'll still approve. Furthermore, promising another event but not actually setting a date for one is a good way to keep people in the guild. When the going gets tough, a small percentage of your members will hang around just to see if you have another event. I only suggest this tactic if you're highly manipulative or facing desperate times. Remember that no one will stick around forever if you keep making empty promises, but the occasional white lie can retain members and help you make progress in key areas. You may have absolutely no intention on holding another in-character piss up, but if you advance with raiding in the meantime, people are likely to be far more forgiving if you reveal you lied to them. Conversely, if your raiding progress goes down the drain, then holding a fun event to raise morale will help considerably. This is what's known as 'plate spinning'; if one area seems to be doing OK, then go fix the other parts of your guild. Just remember to come back to the 'OK area' before it begins to falter.



Skillz that killz.

For good raiding guilds, plate spinning is optional, as most of your members will be simply satisfied with having a basic attachment to their fellows – so long as you're making progress in dungeons. Social guilds who recruit en masse have it harder. There's a good chance your average layman off the street will want to PVP and PVP (and RP depending on your server). This means you'll have to cater for everybody's main interests, and thus 'spin more plates'. Namely, this leads to you having to hold more events to cater for different player archetypes and dedicate more time to the game. Are these events going to be 'traditions'? Perhaps, but if you're forcing yourself to hold them every week, then consider a rethink of what exactly you want from your guild.

So we've established how the odd get-together can be used as a tool to keep people interested in a dwindling guild. Traditions are different from these sorts of events, though. They are more abstract in nature and sometimes can be simply be created spontaneously. Every guild I've ever known of has possessed different traditions, but why is there so much variation? Any muppet can buy some beers from Darkmoon Faire, give them out and have a 'guild party', right? There's little room for difference when it comes to the basics, so why do each guild's traditions tend to be unique from the last?

Come! Dance! Be merry! Engage in casual cybersex!

Unlike most other elements of a guild, leaders only have a small say as to which memes become embedded in a guild's lore. Yes, you can decide on the exact nature of any events and the general direction they take, but it's the masses who decide everything else. Unless you're an RP guild, i'ts very unlikely that social events will take place frequently. Thus, traditions assume other forms. I'm talking about when guilds play certain songs over Ventrillo after each successful boss fight. Or how people 'roll' for the blame after a wipe. When these things are repeated enough without getting annoying, they attain 'tradition' status. As guild leader, you can certainly instigate and encourage such behaviour, but most of the time you'll find that this sort of thing occurs naturally, provided the guild has the right collection of like-minded members.


'AHAHA YO BEARD IS SO FUNNEH'

Does this mean you should allow silliness in hope some funny private joke will be spawned from it? Personally, I don't believe idiocy is ever justified. When a member says or does something genuinely funny that catches on, then give them praise. However, remember that such instances should only occur naturally during the social evolution of your guild. You can give people the tools that subtly aid the creation of good, memorable times. This could even go as far as creating a karaoke channel on your voice chat server. On the other hand, it's a universal fact that the more forced a joke is, the less funny it gets. When people start causing wipes on purpose, or making jokes when you're explaining tactics, then it's time to stop laughing and start kicking.

Traditions will always be used to give guilds a unique sense of identity. What traditions you have are a true reflection of the sort of people who are in your guild. If you have blood rituals every Thursday and Friday nights then your guild's name will become synonymous with 'dark' roleplay. Likewise, singing the Mercenaries 2 theme 'Oh No You Didn't' after every time you kill Kel'Thuzad will demonstrate how you're a collection of fun personalities who are competent at raiding.

Actions speak louder than words. It's all very well claiming you're a bunch of nice chaps who have a smashing good time and kill a good few nasties, but actually going out and doing those things on a regular basis proves just how competent your guild is. Quantifiable progress in PVE/PVP/RP is what will bring guildies together initially, but emotional attachment and giving them a sense of belonging will cause them to stay. Raiding is the heart of most guilds, but the people and the quirky little traditions they create are the soul. Whether its running through old instances for a laugh, or singing along to the Back To The Future soundtrack on TeamSpeak, traditions keep people together in a magical and charming way.

Quite an interesting story behind this one. I searched Google for 'Actions Speak Louder Than Words' and found this epic picture.

You should keep the origins and reasons behind adhering to such behaviour transparent to anyone who asks, so these 'traditions' don't turn into a glorified private joke between a small clique of members. The stranger the activity, the more open you must be about justifying it and its relevance in the guild's history. Even if it's unintentional, elitism will have the opposite effect to what traditions were originally created for and drive the guild apart. There's a difference between the whole guild having a laugh together, and a bunch of cocks giggling at how funny they think they are.

Don't alienate people from any tradition. It doesn't matter if you or one of your subordinates created it. As long as you carry it out on a regular basis (from every day to every year) and i'ts compatible with the general theme of your guild, then traditions can be the deciding factor in whether people stay or go.

To summarise:

  • Occasional events are used as tools to keep people interested when other aspects of the guild are in decline. Such things are not traditions, but simple methods to raise morale. They are often led by the leader's will alone, not instigated or loved by the collective.

  • Managing and balancing the frequency of such infrequent events is known as 'plate spinning'. The more casual and social your guild is, the more plates you have to spin in order to keep everybody happy. When you're recruiting people off the street, there's a good chance they'll want to RP, PVP and PVE, so catering for all aspects is about reaching an equilibrium between the three.

  • When you find yourself being forced to hold events on a weekly basis, then don't consider them 'traditions'; they're chores.

  • Traditions can vary. They range from actually getting together in-game, to shouting 'YATTA!' whenever Yogg-Saron goes down. As long as you do it frequently and everyone enjoys it, then they're a-OK!

  • Know when people are taking it too far. A forced joke is never truly funny. Don't be afraid to kick someone if they're simply a cocky git. In fact, anything forced is never really fun. Remember this if you're consciously trying to craft elaborate traditions yourself.

  • Don't alienate people.

  • Do remember that traditions are the last step in giving your guild a sense of identity. Provided your guild is big enough and full of nice people, they will occur naturally.


[Image credit, oh, and here too. And here. Yep, and here.]