Legaleeze Warning: Please do not repost this guide anywhere else. Feel free to link to it if you like it, but I don't want to find copies of my little essay on other forums or guild websites.
As a sequel of sorts to my essay "The Importance of Role Playing Guilds" (found at http://us.battle.net/wow/en/forum/topic/2325094651 ) I thought I'd construct a guide to lead prospective guild masters through the intricacies of creating and maintaining a role playing guild in its early days. This is less of a "do what I did because I'm great" guide and more of a "avoid the errors I made" guide. Each idea or lesson I present here is likely grounded in something I did wrong at some point in time.
I should probably establish my credentials before this goes much further. I started my first MMO guild in early 1998 when I was sixteen years old. As of this writing I've just recently turned thirty. Most of the years between that day and this have been spent leading a guild in one MMO or the other. The first time I lead a guild, I was awful. The guild I'm currently leading is over seven years old now.
Now you are considering embarking on the same amazing journey that I started half a lifetime ago. You have my congratulations, and my condolences. Being a guild master is one of the most rewarding experiences available to an MMO player. It's also one of the most taxing, exhausting, frustrating and sleep depriving experiences available to most anyone.
It should be stated that as soon as you start a guild, your guild master character will become your main if it wasn't before. To properly run a guild, you must devote a lot of time to it, especially in the beginning. This will become very clear to you as you read through this guide.
As a note, any time I refer to "the guild" I will almost always mean your guild. The context should be obvious. Any time I refer to "a guild" or "guilds" or "other guilds" unless otherwise noted I mean role playing guilds. This essay has rather little bearing on PvP, raiding or other such guilds.
Now let's get right down to business.
The Start:
There are two three things you need to get a role playing guild started. They are A) a name, B) a workable concept or theme and C) other people. I know that these three things seem so obvious that it may look like it's a waste of space to even mention them. However, item C gets forgotten with almost painful regularity as beginning guild masters often find themselves having thought up a rough concept for a guild, chosen a name, bought a charter...and only then realized that they need other people to get their project off the ground.
The order I listed the three needed items is not actually the order you should go about when creating your guild. Items B and C are interchangeable really, but item A should only come after you have the other two. Let's look at them individually.
Other People
Other people are crucial to the creation and existence of a role playing guild. In a very few exceptional cases, a single person can use a guild name as a personal title of sorts and work that into role playing. However, that's a vanity title, not a real role playing guild. For the most part, a guild master is just someone with delusions of grandeur until he or she finds other people who share their vision and are willing to support it. Consider the intrinsic difference between two characters who both claim to be the general in charge of an army. Character A arrives at an RP event alone. Character B arrives with ten armored soldiers, each of whom refers to him as "general" instead of by his name. Character A is that annoying newbie you all know; or possibly a griefer. Character B might actually command some respect.
It is always ideal to find people to support your guild before you actually try to create your guild. Trying to recruit people for a guild of one takes frustrating to an entirely new level of wailing and gnashing of teeth. Already having a few people on the roster when you first step outside your comfort zone and put a recruitment add in the general channel gives you a much better chance of success.
How do you get these other people then? Ideally you have friends who want to create a guild with you. When creating my first guild, I had the guy who introduced me to MMOs and a few other people we'd met in game. When creating my current guild I had my brother, his room mate at college, the room mate's older brother (who was a friend of mine) and nearly a dozen other friends who all wanted to play the MMO that was coming out in six months called World of Warcraft. Chances are you don't have that many people to help or that much time to plan.
(Continued, multiple times)
As a sequel of sorts to my essay "The Importance of Role Playing Guilds" (found at http://us.battle.net/wow/en/forum/topic/2325094651 ) I thought I'd construct a guide to lead prospective guild masters through the intricacies of creating and maintaining a role playing guild in its early days. This is less of a "do what I did because I'm great" guide and more of a "avoid the errors I made" guide. Each idea or lesson I present here is likely grounded in something I did wrong at some point in time.
I should probably establish my credentials before this goes much further. I started my first MMO guild in early 1998 when I was sixteen years old. As of this writing I've just recently turned thirty. Most of the years between that day and this have been spent leading a guild in one MMO or the other. The first time I lead a guild, I was awful. The guild I'm currently leading is over seven years old now.
Now you are considering embarking on the same amazing journey that I started half a lifetime ago. You have my congratulations, and my condolences. Being a guild master is one of the most rewarding experiences available to an MMO player. It's also one of the most taxing, exhausting, frustrating and sleep depriving experiences available to most anyone.
It should be stated that as soon as you start a guild, your guild master character will become your main if it wasn't before. To properly run a guild, you must devote a lot of time to it, especially in the beginning. This will become very clear to you as you read through this guide.
As a note, any time I refer to "the guild" I will almost always mean your guild. The context should be obvious. Any time I refer to "a guild" or "guilds" or "other guilds" unless otherwise noted I mean role playing guilds. This essay has rather little bearing on PvP, raiding or other such guilds.
Now let's get right down to business.
The Start:
There are two three things you need to get a role playing guild started. They are A) a name, B) a workable concept or theme and C) other people. I know that these three things seem so obvious that it may look like it's a waste of space to even mention them. However, item C gets forgotten with almost painful regularity as beginning guild masters often find themselves having thought up a rough concept for a guild, chosen a name, bought a charter...and only then realized that they need other people to get their project off the ground.
The order I listed the three needed items is not actually the order you should go about when creating your guild. Items B and C are interchangeable really, but item A should only come after you have the other two. Let's look at them individually.
Other People
Other people are crucial to the creation and existence of a role playing guild. In a very few exceptional cases, a single person can use a guild name as a personal title of sorts and work that into role playing. However, that's a vanity title, not a real role playing guild. For the most part, a guild master is just someone with delusions of grandeur until he or she finds other people who share their vision and are willing to support it. Consider the intrinsic difference between two characters who both claim to be the general in charge of an army. Character A arrives at an RP event alone. Character B arrives with ten armored soldiers, each of whom refers to him as "general" instead of by his name. Character A is that annoying newbie you all know; or possibly a griefer. Character B might actually command some respect.
It is always ideal to find people to support your guild before you actually try to create your guild. Trying to recruit people for a guild of one takes frustrating to an entirely new level of wailing and gnashing of teeth. Already having a few people on the roster when you first step outside your comfort zone and put a recruitment add in the general channel gives you a much better chance of success.
How do you get these other people then? Ideally you have friends who want to create a guild with you. When creating my first guild, I had the guy who introduced me to MMOs and a few other people we'd met in game. When creating my current guild I had my brother, his room mate at college, the room mate's older brother (who was a friend of mine) and nearly a dozen other friends who all wanted to play the MMO that was coming out in six months called World of Warcraft. Chances are you don't have that many people to help or that much time to plan.
(Continued, multiple times)
Edited by Imperon on 7/7/2012 3:50 AM PDT