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#1 Jun 08 2004 at 11:26 PM Rating: Decent
Ok, my guild has had some recent problems with organization and leaders having too much responsibility placed upon their shoulders. Does anyone have some good tips on how to organize a guild (officers, positions, and duties to be given out) that they could offer me. Please respond to this post with any ideas or experiences you have. Any help is very much so appreciated.
#2 Jun 09 2004 at 6:29 AM Rating: Good
Organize it like you would any enterprise that you want to succeed. Examine your needs and who you have available to fill them. Then delegate accordingly. And hold people accountable without dwelling on who did or didn't do what. Deal with it and move on to the next problem.

You've already started by realizing that certain people have had too much responsibility heaped upon them.

There are a number of ways you can handle the situation, but it all boils down to organization and following the regimen. I suggest studying military command and logistics structure. You'll find that you can dispense with a lot of it. A guild is much more casual and has far fewer real needs. Just apply the elements you need and make changes that your guild.
#3 Jun 09 2004 at 7:48 AM Rating: Decent
Thanks that will definately put me on the right track to organizing this guild better.
#4 Jun 09 2004 at 8:23 AM Rating: Decent
As said previously using other words, lol, delegate the responibilities. For instance define who the leads are for each class. The ones who show the most growth, attendence and unselfishness. Out of them see who would be the best for example a raid leader. Yes you have the GM, but the GM should not need to worry about assigning members to specific groups. Just break it down. List what the officers seem to be expected to do now and focus specific ones onto specific officers. Sometimes you will be adding something another did to someone else, but will be taking something away from them that does not fit in with the role they are being asked to do. You hit the nail, on the head, organization. Reassign, remold, rinse, go play. May take a little while to get a grasp of who is best for what. The ones who want it will shine.
#5 Jun 09 2004 at 9:20 AM Rating: Excellent
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Depends on what sort of thing you're talking about, really. What's not getting done that's becoming a problem?

Delegation aside, there are some things a guild leader just should not be expected to do. Members have to take some responsibility for things like gearing themselves up (to a degree), finding experience groups, making a reasonable effort to find or research their own spells, working out personal conflicts.

If you find that certain tasks can be taken on by non-officers, don't be afraid to delegate that stuff as well. Muling off trade skill items, recruiting, researching spells for guild mates (and muling those components as well) are examples of things we have non-officers do - although our main recruiter has a quasi-officer status, but no other duties to distract her.

Officers handle finding and calling raid targets, dealing with other guilds and with complaints about guild members, developing and explaining strategies, loot calls (or tracking DPS in that system), organizing groups within the raid, etc.

I'll deal with interpersonal conflicts in the guild if I have to but (and I swear I hear my mother's voice when I say this) if it ends up on my plate I can pretty much guarantee no one is going to like the result, so people are motivated to work things out for themselves. We try very hard to recruit good, low-drama people, which helps with that.

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#6 Jun 09 2004 at 10:10 AM Rating: Decent
This is all really great info, if anyone else has more that would be awesome...Especially people who have really strong, well-organized guilds. Examples of positions and amounts of certain types of officers would be great.
#7 Jun 09 2004 at 11:47 AM Rating: Good
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First things first, being an officer of a guild is not so much a privilege but damn hard work. Select people to do roles who are willing to put the work in, rather than people who are self-important and want to see an "O" next to their name in the guild manager. In my opinion there are 3 major jobs, that need to be done right:

Raid Officer

Responsible for choosing what to raid to balance the conflicting goals of progression, variety, back-flagging, and gear farming. Responsible for researching strategies where they exist, and formulating strategies where they do not. Raid success hinges on this officer above any other member - a very challenging and stressful job (one small mistake can = wipe and loss of 3 hours raiding), but very rewarding when we get the big win. Our raid officer is outstanding.

Recuitment Officer

Very important role. Primarily responsible for administering the recruitment process - making sure recruits meet requirements, that sponsors do their jobs properly, and that committee members vote in a timely manner. This person should not (in my opinion) be held responsible for the number of people in the guild manager. Recruiting too quickly is just as bad as recruiting too slowly. The policy itself, and the guilds reputation are the key factors in getting the right quality of recruits at the right pace. The worst example of a recruitment officer doing their job incorrectly is spamming PoK / sending tells to unflagged people.

Loot Officer / Guild Bank

Time consuming and very important to get right. Loot going missing, or being distributed unfairly can be a major cause of drama in a guild. Work involves managing the loot policy (such as dkp tracking), distribution after raids (however it is done), keeping an up to date and historic record of all loot transactions, and detailing the contents of the guild bank. In our guild we have two officers for this, as it is a big job, one who manages dkp, and one who manages the loot and the bank. Real life accountants are perfect for this job.

This post assumes a raiding guild of course.

There are other possible positions, that can also be useful:

Public Relations Officer

Deals with conflicts with other guilds, or drama on the server boards - ideally someone very friendly, wise and even tempered.

Morale Officer

Responsible for resolving internal conflict within the guild amicably. Needs to be someone diplomatic and who doesn't take sides, but can also be firm, should be well respected by all. Even tempered.
#8 Jun 09 2004 at 1:04 PM Rating: Decent
Patrician, thank you, this was exactly what i was looking for.
#9 Jun 09 2004 at 1:31 PM Rating: Decent
If your current system isn't working give people a get out of jail free card. They can step down as an officer with no hard feelings. EQ is a game but running a guild can be a job sometimes. Tell them there will be changes that will need active people carrying their own weight. That is not why some people play but it is needed to run a guild so give them a no hard feelings way out. You may need to tell people as a friend they should take this option.

You should really have strong second in command that is pretty much a second guild leader in everything but rank and title. The key here is they need to know they aren't the leader. As this person in my guild it allows me to focus my officer time on guild operations at a leadership capacity. The leader does the other stuff and knowing somebody else has gear/flags/loot/raids etc covered is a huge help because this is the bulk of running a guild.

The other posts were good. I'll close by saying don't be afraid to make the hard choices. You want your guild to survive. Good luck with everything. I hope it will just take a little cold water to wake people up.
#10 Jun 09 2004 at 10:13 PM Rating: Good
Using a very broad generalisation, there are two types of guild stucture that people adopt;

Democratic structure... usually call themselves a "family" guild.

Military command structure... mostly dedicated raiding guilds.

Both require people with extraordinary qualities to manage them well. The "democratic" style in my opinion, requires someone approaching "sainthood" to act as leader for any extended period of time.

I've seen a couple of very nice people literally torn apart trying to run this type of guild.

The "military" style has more chance of getting things done, but again, to stand the test of time, needs an extraordinary type of person to lead.

And "lead" is the correct word, the one thing that lasts for about ten seconds flat, is the attempt to run a guild by coercion or bullying.

My preference is very much for the miltaristic design of structure. Every officer needs to be a good leader, or have the potential to become a good leader and has clearly defined responsibilities. But overall there needs to be clearly defined objectives, at the end of the day, it is the commonly held objectives that bring and hold the general mass of members together.

#11 Jun 10 2004 at 7:11 AM Rating: Decent
23 posts
Quote:
Responsible for researching strategies where they exist, and formulating strategies


As a newly appointed Raid Officer that has limited game time under my belt, I was wondering if there are any specific boards that help in this area?

#12 Jun 10 2004 at 7:50 AM Rating: Decent
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Depends what you are raiding. It is possible to find strategies for most stuff up until the Elemental Planes - Google is a good way to find strategies, or you can look up the mob on this site, and people sometimes post links to strategies. Some class boards such as the Safehouse have strategies, Monkly Business have pulling strategies.

It is frowned upon by bleeding edge guilds to post strategies for stuff that hasn't been killed a lot - so don't expect to find spoilers for the most recent uber mobs.

We have just got to the stage where we are coming up with our own strategies.

Calimyr posted a thread some time ago with strategies for all PoP mobs up to Rallos Zek irrc.

Also remember, strategies are just a guide, you will have to improvise depending on your numbers and class make up. There is more than one way to skin a cat. Also be prepared to be flexible. For example we fought Fennin Ro at the weekend, and the first attempt used a standard CH Rotation healing strategy, and got *** raped due to Clerics being in range of AE and rampage when the mob shifted position. We switched to a long range fast heal strategy (plus some other tweaks) and won the encounter.
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