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If you know both yourself and the enemy, victory is never in doubt.


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Once in battle, experienced members are never confused, and are never at a loss for proper actions.


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If the leaders know the enemy is open to attack, the members are ready to attack, but unaware that the situation makes fighting impracticable, then only half-victory is obtained.


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If the guild is not ready to attack, but is unaware the enemy is open to attack only a half-victory is obtained.


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If the guild is ready to attack, but unaware that the enemy is not open to attack, only a half-victory is obtained.


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If you (guild leaders) use the guild for your own personal desires, but are lacking in authority; kind, but unable to issue commands; and incapable of instilling discipline: then your guild members are like spoiled children, and useless.


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Treating guild members as family, they will follow you through to the end; look at them as your brothers and sisters and they will remain loyal.


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Guild leaders who lead without thought of gaining reward and without fearing failure, with thoughts only for the advancement of the guild and the guild’s members, are the pinnacle of leaders.


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If fighting is sure to bring victory, then fight, even if the leader forbids it; if fighting will result in defeat, do not fight even if under the leader’s direction to do so.

Players: Fighting when able to win, players will be recognized by a good leader as taking the initiative, and will be rewarded for doing so. When not fighting even though at the leader’s bidding to do so, which results in sustaining the force instead of destruction, will be rewarded for being wise in defeating failure before it occurs.


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Guild leaders who reflect, plan, and put sound plans into action, create guilds which blossom into successful ventures. Those who fail in these respects, create guilds which are doomed to failure.


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The game world itself is the best ally of the player; but the ability to estimate enemies, control the guild’s members, calculate and plan against difficulty, are the true tests of a guild leader.


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All guild leaders must think upon these six faults and take action up front to avoid being hindered by them, as well as determine a plan to prevent them.


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When the guild leader is unable to determine the best size for a guild based on the game being played, when he or she allows an inferior force to engage a larger one, forces a weak group to engage a strong one, and fails to properly place those with strengths within groups to allow victory, the result is defeat.


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When the guild leader is perceived by members to be weak and without authority; when his orders are not clear, when officers do not have fixed responsibilities, and when ranks have no meaning to the guild members, the guild is disorganized.

Players: It is of utmost importance when developing and planning a guild, clan, or group for any video game that requires a use of teamwork, a document that defines the roles and responsibilities of each rank in the group is written with the clearest of language. Ranks should fit a system that is easily recognizable by members, such as recruit for the newest of members and leader held by the guild leader. If there are multiple leaders, they should all have the same rank. It is often easiest to pair the rank with the role in the group such as recruitment officer or logistics officer. The document (e.g., charter) should use the same terminology as is used within the guild, and be accessible to those both in and outside of the group.


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When the highest officers of the guild are insubordinate to the leader, and when leading the guild in battle resenting the leader and the members below them, before the guild leader can tell the state of the guild, the result is ruin.