by Karen Hertzberg on Jul 25, 2006
"Gettin' good players is easy. Gettin' 'em to play together is the hard
part."
href="http://reverenced-ire.com">Reverenced Ire began with one
man, the inimitable Xaices Wrathborne, and his vision of what it will
take to become a prominent figure pre-release, and a immutable force
post-release in our favorite yet-to-go-gold game, Vanguard: Saga of
Heroes. Below you will find a commentary about what Reverenced Ire
believes it will take to be one of the best in the game.
It Begins with the Right People
When choosing people to become members of a successful guild, its
important to look for people who are like minded. Thats not to say
theyve all got to like the same things, just that these potential
members need to have a focus on the same objectives, the objectives of
the guild. For a raiding guild, people with experience raiding in
multiple games are a natural choice, but dedication, loyalty and
fidelity also come in to play. Have the potential members had high or
maximum level avatars in other games? Have they stayed with one guild
or do they seem to be hopping from organization to organization?
A well thought out application will flesh out these issues and help to
make a choice clear. Some may say that an application process is
unnecessary or even a hindrance to
href="http://vanguard.tentonhammer.com/modules.php?set_albumName=album04&id=Thestran_human_diversity&op=modload&name=Gallery&file=index&include=view_photo.php">
alt="Thestran humans"
src="http://vanguard.tentonhammer.com/files/gallery/albums/album04/Thestran_human_diversity.thumb.jpg"
style="border: 2px solid ; width: 150px; height: 113px;" align="left"
hspace="4" vspace="2">recruitment in a pre-release guild, but in
the case of Reverenced Ire it has helped us weed out a lot of people
who just wouldn't fit, whether due to their expectations or their
attitudes. And while raid and adventuring experience is important, its
not the only factor that goes into determining who will be an asset to
the guild. A game like Vanguard will have many different things that
need time and attention. Consider shipbuilding, carpentry,
armorsmithing, and diplomacy: these aspects of the game will need
attention; perhaps a person who either cannot or will not raid will
need to contribute in these areas to ensure success. Everyone must pull
his or her own weight, no matter what their favored activity is.
Creating a Structured Community
Vanguard hasn't been released yet, of course, so it's difficult to
determine how well a guild will perform together; some say the only way
to be sure is to play together. However, many things that can be
determined pre-release, and many issues that a post-release guild might
have can be eliminated before hand. Generally, with an active guild
website and forums, the leadership can see the types of personalities
members have.
A guild charter and rules are essential to ensuring that members are
clear about how issues such as loot whoring and personal drama will be
handled, how gear and harvested items will be distributed, and how
members will be expected to handle themselves, both during guild events
and in the community in general. Members should have a clear set of
rules in place for them before points of contention arise, so that
there are no surprises and people can make decisions about whether or
not the guild will be a good fit for them. Reverenced Ire has a
target="_blank"
href="http://reverenced-ire.com/forums/showthread.php?t=5">charter
and set of
href="http://reverenced-ire.com/forums/showthread.php?t=7">guidelines
that are among the best Ive seen. Structure is crucial. As I'm sure
many of you have experienced in the past, a guild with no structure is
a guild that will fail.
A Guild is Only as Strong as its
Leadership
A successful guild also has dedicated leadership, not just on the part
of the guild leader, but also of the officers or council members.
Officers of a successful guild have to be dedicated and loyal, but also
often times must be discreet and diplomatic. A good officer can (and
often does) put his or her personal feelings and expectations aside and
will act in the best interests of the guild. It's also important that
the guild not be run like an abusive garrison.
Reverenced Ire tends to run itself more like a benevolent dictatorship,
everyone will have
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alt="Teamwork"
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hspace="4" vspace="2"> their say, but the leader and council
members determine the outcome of any situation, and their word is THE
word. Micromanagement isn't our style; our members have to be mature
enough to deal with each other without being a disruption to the entire
guild. In the event that there is an issue that the members cannot work
out themselves, they will bring the issue to the attention of the
council members and ask that they intervene. This will usually be done
in a private session of the council, and they will work out the matter
to the benefit of the guild, and not necessarily to the benefit of the
individuals who engaged in the controversy initially.
From a personal standpoint, I'd suggest that any issues that arise
should be handled by the people involved, because if the council has to
get involved the outcome might not be one that is expected. The needs
of the guild come first and foremost, then the individual members. Not
everyone will be friends, but a stable and fair affiliation is the
backbone of any organization.
Remaining Flexible
Flexibility is also key to making a pre-release guild a success. Some
decisions and rules that have been made pre-release might not fit into
the structure of Vanguard. If we find out that something we have in
place is unworkable or impractical it will be changed, and happily.
We're structuring the guild around the game, and that's the only way it
can be done. While many of our policies and procedures will work with
any game, others will not. Take loot distribution, for instance. We're
not entirely sure how the game will enable us to manage the
distribution of dropped items. Will there be a system that allows the
guild to keep ownership of the gear once it has been passed to a
member? Will items be 'soulbound'? What about passing 'used' loot to
alts or lower level members? Reverenced Ire will be front-loading its
key players, but what happens to the gear the key players get awarded
once new gear is dropped? What stats will be most beneficial to which
classes? We'll probably have to change our processes and procedures a
few times before we find out what works best for us. Game mechanics are
not entirely clear at the moment, and adaptability will be a very
important factor in our success.
It's not all easy to put together a guild at any time, but doing so
before a game's release is an even more daunting endeavor. We at
Reverenced Ire are working very hard to ensure attainment of our goals,
not only for ourselves, but for the game and the community at large. In
order for us to be a success, the game and the community must remain
healthy. Only time will tell if we've got what it takes, but with all
the preparation and dedication that has gone in to the guild thus far,
I cannot imagine us being anything other than a raging success.