Posts with tag alliances
Officers' Quarters: My pre-Wrath rant

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
Bleak is the word I would use to describe the current situation for raiding guilds. For many guilds, activity and recruitment are at all-time lows. It's becoming harder and harder to cobble together enough people to run anything these days. Must we simply endure? Is there no hope for us until Wrath launches? Will we officers respond to this crisis with moral fortitude -- or weakness? Will I actually use boldface to call out our officer community on their behavior? Find out after the break! But first, the author of this week's e-mail relates his own guild's experiences.
My name is Dmitry. [My guild is] a casual raiding guild made up mostly of people over 20, who either go to school, or work, or both, many of whom have kids. This is all taken into account and we have a very strong RL-before-WoW stance.
Unfortunately the past month or two has been really hard for us. Our MT was gone for 3 weeks because of a new job, lots of people went on vacation because of the summer, others stopped playing as much to spend more time with their kids, etc. After having guild firsts on Mag, Hydross, and Lurker in 3 weeks in June our guild has started to go backwards, having trouble taking down Gruul some nights.
Officers' Quarters: Broken alliances

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
No, this column isn't about one of the most annoying Horde-side quests ever. Seriously, who actually goes back to Badlands -- the farthest possible point in Azeroth away from any Horde zeppelin or portal -- at level 50 to do this one stupid quest with subpar rewards? Does any quest in the game out-level its zone more than this one? OK, so maybe the beginning of this column was about that quest. The rest of it, however, is going to be about ending your alliance with another guild, because that's what this week's e-mail is asking about.
Hello Scott:
Your Officers' Quarters: Dark pacts [columns] helped our guild a lot. I am an officer of an progressing casual guild. We currently have enough signups that we no longer need an alliance. The alliance guild helped us somewhat in progressing so it's hard to tell them to simply go away since we have enough guild members to fill the raid.
My question is how should we approach the alliance guild to peacefully break the alliance and make most if not all the people happy?
Thanks,
Findra
Officers' Quarters: Dark pacts, Part 2
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
Two weeks ago, Officers' Quarters presented Part 1 of an in-depth look at guild alliances -- how to avoid all the negativity and actually make them work. I talked about assessing compatibility, communicating, and keeping your finger on the pulse of your own members' feeling about the other guild. This week, we'll talk about leadership roles, loot rules, and more!
Officers' Quarters: Dark pacts, Part 1

Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
You've tried to run 10- or 25-player dungeons, but you just can't manage to find a night where enough guild members are available. Your recruiting efforts have fallen short. You've got a bunch of unhappy members burned out on Heroics and daily quests, itching to move on to new content. What do you do? You do what any corporation does when its own employees aren't quite up to the task ahead of them: You outsource. You find someone else to do half the work. You cooperate with another business. It doesn't have to be a deal with the devil. You both get something out of the arrangement, and everybody keeps their job. That's the essence of a guild alliance, and such agreements can turn into a lucrative opportunity -- or a total nightmare.
Guild size matters not, judge us by our size do you?

Our guild isn't large by any means. In fact, we're a tiny guild, although that's not for want of effort. The Rogue Knights has been around on Elune since beta, and has had a constant stream of very good players throughout our time on the realm. However, a while back a group of players decided to leave the guild, and since then we haven't quite recovered. How can a few simple people make the difference? Well, these players have gone on to form the core players in some of the largest guilds on the server, so you can see how that might affect our guild.
































