As I started writing this post, I didn’t realize how absolutely basic it sounds. It’s rather embarassing, but we have not done most of these things, at least consistently, in quite awhile. Before rattling off these items, I want to express something that I learned myself just recently:
Cult of personality type leadership is fun, often easy for those not in charge, and even preferable on occasion for decision making; however, the skills and charisma of one person will always fall short of the combined talent of dedicated individuals.
Let me explain. I sponsor a club at our school that only meets once a week. I have grown accustomed to knowing the officers and relying on them quite a bit. Without their help, our activities would grow fairly stale. But even in light of their help, I recently failed to realize just how much I was running the show. I impressed so much of my personality upon those students that we nearly lost all creativity. When my wife finally went over some potential changes to the club with me, I was dumbfounded. So many ideas! So many things I simply did not care about or want to do. So many things that were difficult to manage and accomplish! Yet, I had to be reminded, the club is not supposed to be about me, my narcissism, or my desire to over-analyze things. It’s about an organization that people can be proud to experience and enjoy. The creativity of one person will always lack the energy of officers with free will.
So, my wishlist for our guild:
Investment of Role Leaders/Class Leaders with authority: Leadership roles reassigned based on current participation and knowledge, not tradition. The Raid Leader should redirect players to these leaders when it falls into their purview. But (and this is a huge “but”) be oh-so-careful about who is chosen to fulfill said roles. Interview long-standing raiders. Ask them if they want to help. They may be more willing and knowledgeable of not just their class, but their role in general.
- Clearly spoken guidelines to leaders about how to frame their conversations to fit the nature of our guild: IE, not ripping someone a new one unless actually needed.
- Delegate to Role Leaders/Class Leaders for healing/tanking assignments, buffs, and other time-consuming actions. This requires said leaders to have a vested bit of authority.
- Reestablishment and enforcement of role channels with leaders: Healing, Tanking, Melee, and Ranged. Leaders should be charismatic enough to give advice without blowing their top.
- Short, post-raid discussion amongst leadership to analyze player climate and where we should go for the next scheduled raid.
Everything below is not just about being a stickler. It’s about the kind of atmosphere we create and want to maintain by example.
- Enforcement of Flasks: If someone can’t afford one, start a tab. The show will go on!
- Enforcement of Gems and Enchants: No Invite and mandatory redirection to Class/Role Leader for assistance
- Irrefutable Reputation for Subpar Performance: No Invite until taking advice from a Class/Role Leader (not just hearing it, but acting on it). Steady improvement is rewarded with more invites.
- An Alt Policy: When alts are invited, a clear reason needs to be stated in raid to avoid confusion, even if obvious amongst leadership.




