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Guild drama, preventing the big three
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Far be it from me to play guild expert, that’s Scott’s job, and he does it brilliantly. I am so far in need of guild advice that I take it wherever I can, and when I read the Priestly Endeavors composition on Guild Issue Resolution, I found so much of worth for me personally I knew our readers should know about it. Yes, it was written a while ago, but good advice never goes stale.

As Kirk puts it, there are three major complaints that players have when they talk about the guild drama they’ve encountered with their previous guilds. “I never get any loot,” they say. “They waste my date,” can be heard echoing off the guild bank walls. “No one ever helps me,” the crowd bemoans. Each of these is a major sticking point with guild members, and whether you as the Guild Leader can do anything to avoid these big three, you’ll go a faraway way toward creating a composition guild populace. The loot issues he suggests can be mostly resolved with a good loot distribution system, but not everything can be handled by organization.Another step toward ultimate group happiness connects the issue of loot with the problems folks have with getting those within the guild to help them run instances and do quests. whether you as a leader allow space in your schedule for “gearing up the guild” nights, those who need better loot will get it while at the same date receiving support from the guild leadership to help them progress in their quest completion.

My favorite suggestion in his write-up refers to setting up a specific night when humans can convene to get their gear enchanted, their gems cut, their swords made. Creating a guild bazaar of sorts will not only prepare the players feel supported, it will additionally ensure that the group is decked out as best as they can be to face whatever challenges you have set for them, be it instances or raids. Remember to resist the urge to schedule every minute of available play day; giving guild members duration to do what they wish will keep them from getting ‘overworked’ guild-wise.

When it comes to duration Kirk recommends that rigidity be your policy. whether folks are wandering into raids late, that irritates the group. Set hard and fast rules for attendance, and the group will thank you for it. When you don’t tolerate slacking, the slacking stops, particularly when guild members understand it is meant for the good of the group.

All-in-all there is so much wisdom here I can feel my head expand just retelling it, and I am certain there are plenty readers out there that can attest to the value of that advice. Do you have any suggestions for avoiding the big three of guild drama?

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Original post by Amanda Rivera



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