Nelson_Rebel wrote: »all magicka sorcs
(1) Interviewing people before they join during a probationary period to ensure that they're not annoying. One single person that causes no one else to join in chat or, even more vitally, voice coms like Teamspeak or Discord, can ruin a guild. This is the single most important rule for all guilds and one that basically none understand.
You needn't have some terrible reason to exclude people from your group or guild. Think of a dinner party. Would you let just anyone sit down to eat and socialize with you? Of course not. Now consider if that person could literally pop in, anytime. Will your other guests keep coming back if the person that doesn't fit keep coming. Of course not. If a GM and/or officers don't have a good feel for other people then they shouldn't be leading a guild - unless it's something like a trade guild where people aren't going to be trying to corner someone for chitchat.
(2) Active and engaged GM and officers. I do NOT mean they send out mails and big, allcaps announcements about guild events. I mean actually doing content with the people they have invited to the guild. Members should not be padding to get numbers except, of course, in the case of trade guilds or the like. I've been in guilds where I literally had no idea that the officers even still played, GMs who basically never logged on and then certainly never engaged with members. "Welcome!" and "Hi, guildies" and then going about your day does not count. If you want to play alone and not engage then don't run a guild. Inexperienced or conflict-averse players may not realize that they could simply leave and find one of the other bajillion do-nothing guilds.
(3) Offer content that members require other members in a group to perform. Not on a schedule only, either. Every day, paying attention to what your actual guild members need group help to perform as opposed to, say, "IC Patrolling Bosses 2nd Wednesday of the Month." Pledges should be offered basically every day, with officers filling needed roles, at the barest minimum as those without a giant friends list need this more than anything as it's unavoidable, even for PvPers.
(4) Teach and offer advice, education, and correct information. Even some of the people who've played the longest and post here all the times on the forum are seemingly immune to knowing anything aside form their preferred playstyle and feel the need to offer incorrect information to every question posited. People will be afraid to contradict your guild officers and blowhards. Keep them in line. Find who does know everything and support them in helping out without overwhelming them by having to repeat everything a million times.
If the guild pretends to welcome everyone, to do all kind of content, to be cool and relaxed and friendly and that there are no further requirements than to be polite, helpful and respectful to other members : RUN ! That guild has no identity.
With so many guilds out there, how do you decide where to call home? What makes a good guild for you?
I do my research. I have specific needs, and I assume guild members also have them. Find like-minded members is a huge bonus for me, because we'll know what the other is looking for.With so many guilds out there, how do you decide where to call home?
The officers, no question. Good officers will take the time to maintain the guild's inventory, make announcements to keep members up-to-date, and will monitor new members to ensure they're not taking advantage of the guild's generous and open inventory.What makes a good guild for you?
If the guild pretends to welcome everyone, to do all kind of content, to be cool and relaxed and friendly and that there are no further requirements than to be polite, helpful and respectful to other members : RUN ! That guild has no identity.
I have to disagree with that, it all depends on the members, the guild that i ran for nearly 6 years in DAoC was a very successful and well known guild, part of one of the largest alliances on the server, yet for nearly 6 years our ethos was very much as you have said, casual and friendly, every rarely arranged anything in advance, but almost always did do something, even if it was just hanging out en-mass in Camelot city. I've either run or been in guilds in multiple mmo's since then, all were relaxed guilds, in fact most of them were populated by people who were in or knew of the original guild in DAoC, and none of them failed because of being relaxed, most of them ended up closing down because people moved on to other games, but we always chose another game and stuck together. Over the years though there are less and less of the original players, but that's not because of the guild style, it's simply because sometimes people just don't like certain games and you end up going your different ways.
jackiemeeking wrote: »Some are very casual, they accept people for the sake of opening a guild bank.