Planning - 3

Guild members must be confident in not only the leaders of the guild, but in the structure of the guild as well. A weak structure will cause ruin for a guild as much as a poor guild leader will.

Players: A guild requires three elements to be successful in today’s MMOs; a website with a forum, a charter that defines the guild, defines the guild's goals, and defines it's structure, and a program that allows voice communication. These three elements are essential to a successful guild.

The leadership of a guild must strive to not only recruit players who want to succeed in the game but want to help further the overall goals of the guild. These overall goals should be specifically addressed in the guild's charter. This charter should be displayed publically for all potential recruits, so there is no question about the validity of the guild's structure. This also gives insight to the rest of the gaming community on the values the guild is based on.

While factions in a game may be describes as “good” or “bad”, if the guild’s charter upholds a set of values, the game’s meanings are not as important as to what values the guild upholds. If a guild doesn’t uphold any values, players who have no values will be attracted to the guild, just as much as a guild that has a defining set of values will attract players who also uphold those values. This law of attraction is apparent when applied to the most successful guilds in the most popular MMOs.


  1. dndhatcher9/30/2011

    My experience leading a large GW1 alliance leads me to believe your "requirements" are not actually as required you indicate.

    Somehow I managed to lead an alliance with no guild that had faction farming requirements to occasioanlly owning one of the low end towns in GW1 without meeting your "requirements." Less than 10% of the members ever visited the forums. The rules were simply to have fun without ruining other people's fun. There was no real structure or organization other than some of the officers and myself sponsoring our own rewards for faction turn-in programs.

    Any member that took the initiative to lead groups on missions was promoted to officer if they wanted it. Some people felt that there were too many officers, but I feel that it is because I promoted proven leaders that we were able to recruit and keep 95 active members and voluntarily maintain a high amount of faction.

    I remember in some management seminar it was stated that people dont follow causes, they follow leaders. A solid group of leaders does not need much structure to build a good guild. Strong structure rapidly collapses when weak leaders are put in charge (as always happens when a strong guild leader leaves and is replaced by a weak leader or worse, a weak council).

    From my experience, a simple mission statement with very few rules and good leaders is how you build a strong PvE guild, not with structure, organization and forums. In my opinion, leadership and mission statement are the true requirements. Everything else is just for the convenience of the leaders and does not really benefit the members.

    I was never able to get PvP going using this method, so perhaps the more tightly structured world of PvP requires a more organized structure.

  2. While it is possible to obtain many things, how much more could you have obtained through organization? We will never know because you have failed to see the point being made.

    You also never tried to accomplish the one thing in GW1 that would have benefitted most, but rather the part that can be accomplished almost exclusively solo in what could be argued as the solo part of the game.

    I would also argue that most people follow a leader's cause. Both are related to each other. A cause without a leader is followed as poorly as a leader with no cause.


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