Player Associations Archive

Thread: How do you run your guild?

William_Evans
Fri Aug 27, 2004 1:53 pm
#1

Defenders of the Alliance: A Quadra-Dicatorship


Four Leaders - Each Equal in power can make uniladeral decisions if nessesarybut majorguild policy changes require at least 3 to decide in a pinch 2 can move ahead temporarily - any one leader can remove a member for bad conduct at least two to review appeals. Andall fourto approve new recruits


then below the High council... the rest of the members...


works quite well...



Jedi Master Will'iam E-vans - Rebel Colonel
Rebel Fighter Pilot

Retired Mayor of The Old City of Mos Alianza- Tatooine
High Council of DotA - Retired Ulumni
Blimigerite
Fri Aug 27, 2004 2:25 pm
#2


My guild is asmaller SWG guild compared to most of the guilds on the servers.

I've been part of a gaming clan for over 6 years playing various games together. Most of our guild members have been together for this amount of time so we've grown very close with little need for a hierarchy for leadership. New members are onamemberinvite only method although if a person expresses interest to join with us we will try to get to know them and welcome them into our community.


Huge guilds are nice to have the luxury of big numbers, but it is always nice to play with a close-knit group of players who you can trust 110%

Message Edited by Blimigerite on 08-27-2004 04:26 PM



Ladu Blimigerite / Izurak Blimigerite
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Darktracer
Fri Aug 27, 2004 3:59 pm
#3


My guild is run by our guild leader only. He takes advise and opinions from the members of the guild and makes his choice. But thats for major things. Smaller things such as hunts people such as I and other membersorganize those. For the most part we are freelancers. We allow people to do what they want when they want. As long as they follow some of the guilds basic rules such as being a rebel and no harassing of other players.



Traceral Savage
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Rothin
Fri Aug 27, 2004 4:52 pm
#4

My guild is set up on a Council type structure.We have both a High Council (Which consists of one mean leader, Chancellor. Two Vice Chancellor positions, one dealing with Domestic issues, one with Foreign Issues.), then below it we have a regular Council with currently consists of 4 people, but the number varies based on number of members.


It isn't really a dictatorship or democracy. It gives us the freedom to server as a Council in most functions and decide critical issues in a flash if need be. It's a nice structure, but obviously it only works if you have the right people in the right positions. In my guild, most of the issues get decided before they ever need to be addressed by me. I like the structure.



Rothin Skyshrine

Retired Galactic Senator
Former Player Association Correspondent
"A people that values its privileges above its principles soon loses both."

ArgonOrakio
Sat Aug 28, 2004 9:55 am
#5

The desert sun leads itself mostly. I am the guild leader, yet I act more as a manager. If it comes to a real hard decision however, I do get the final word. right next to me is my vice-guild leader, who takes up my role in my absense. Veteran members who have shown their interest and good effort towards the guild become 'senior' members. they (with the approval of three of them) have the right to recruit members, send out mails, and further organise... other than that we have our factional co-ordinators, since we are a free mxed guild.


Every month we have a 'great desun meeting' where this group of people is joined by one representative of each kind (hunter, pvp-er, roleplayer, merchant,...) to form a great council in which problems and ideas are discussed. usually we are all on the same wavelength but if we aren't the majority decides what to do.


Communication is everything in our guild. mails are sentdaily and members mandatorily have guildchat viewable in spatial.


It pretty much grew out this way over the last few months

Who knows, the system might change in the near future, if you get a different crew


but for now, it works perfectly and everyone's happy!



*****************************************
Tuorn Inganar
Former Leader of DeSun, the desert sun
*****************************************
Hakai
Sun Aug 29, 2004 11:45 pm
#6

guild argue....Hakai make dead......


UGH.........

if no more guild to make dead, hakai attack other guild.....make new guild...... and take the women..... if woman is man...hakai make dead........





Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
AtraJedi
Mon Aug 30, 2004 7:22 am
#7

Excellent thread andgarnering new ideas that are helpful. We manage our guild keeping in mind the factors that guilds are built around: 1) Group activities/ community and 2) its members.


Titles and Ranks:



  • Probati - New Member (> 4 weeks)

  • Patrician - Full Member (4 - 8 weeks)

  • Aedile - Senior Member (< 8 weeks)

    Leadership

  • Consul (x4) - organizes PvE events, both planned and spontaneous.

  • Imperator - Organizes PvP events, base raids/ defense and city runs.
    Anyone that participtes in PvP activities are "Rough Necks" and acquire Rough Neck Badges. Member must obtain 20 Rough Neck Badges before earning the title.

  • Praetorian (1x for every 10 members) - Keeper of teh membership. Helps new members (Probati) become acclimcated to teh guild, votes if Probati should proceed to Patrician and assists in recruiting to ensure a steady membership base of good quality players.

  • Quaestar - Promoted member not based on time but contributions to the guild. This special title is held for those that do not wish to have specific duties or responsabilities, such as Consul or Praetor.

  • Founder - honorary title for the members that started the guild, but do not wish to manage or lead the guild.

  • Archon - Vice leader

  • Eminent Archon - Guild leader

Basically the guild runs itself and the leader just manages and helps other significant players (Consul and Praetors) do their job.


Setting a membership cap was one of the best decisions we made. Rather than having 130 members with 40 active, we have quite an active base of 75. It also helps with member retention; since inception in Feb, we have not lost one member to another guild... only if they cancelled the game. One member that did leave came back less than a week later. What also helps is slow growth, it took us 7 months to hit the membership cap and also contributes to member retention as people have time to get to know another and build relationships.




-Atra
-New Sig coming soon
LordAvatar
Mon Aug 30, 2004 7:29 am
#8

AV runs itself, although I - as the administrator and original founder -have final say over every decision.



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PloMaster
Mon Aug 30, 2004 11:15 am
#9

we are a bunch of close knit friends in the guild we have a "leader" but we make sure we have a major say in the guild we do a majority rules.... Which i think is the right way to do it ....... My previous guild that i was in was alot more structures we had the High Council " 4 people" all where friends and always did best for the guild but there also was a Senate which was 10 ppl ( I was one of the Senators) which voted on mostly everything and always spoke about everything that needed to be done out side of the militia and pvp..... The PvP was left to The Security Department which was lead imo by people who didnt know what they where doing



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Rothin
Mon Aug 30, 2004 1:52 pm
#10

On the same lines as what was said a couple posts up, slow growth is always better than trying to grow quickly. Your members are able to get to know each other better and they become more loyal to the guild itself. My guild has been around since beta (starting with me and a couple other friends from other games and RL) and since the start of launch, we've slowly grown to around 60 members. We've never tried to actively recruit to push our numbers, but more of got to know people and then invite them. Because of that ideal, we're all better friends and a close net group.



Rothin Skyshrine

Retired Galactic Senator
Former Player Association Correspondent
"A people that values its privileges above its principles soon loses both."

AtraJedi
Mon Aug 30, 2004 7:13 pm
#11

Excellent thread andgarnering new ideas that are helpful. We manage our guild keeping in mind the factors that guilds are built around: 1) Group activities/ community and 2) its members.


Titles and Ranks:



  • Probati - New Member (> 4 weeks)

  • Patrician - Full Member (4 - 8 weeks)

  • Aedile - Senior Member (< 8 weeks)

    Leadership

  • Consul (x4) - organizes PvE events, both planned and spontaneous.

  • Imperator - Organizes PvP events, base raids/ defense and city runs.
    Anyone that participtes in PvP activities are "Rough Necks" and acquire Rough Neck Badges. Member must obtain 20 Rough Neck Badges before earning the title.

  • Praetorian (1x for every 10 members) - Keeper of teh membership. Helps new members (Probati) become acclimcated to teh guild, votes if Probati should proceed to Patrician and assists in recruiting to ensure a steady membership base of good quality players.

  • Quaestar - Promoted member not based on time but contributions to the guild. This special title is held for those that do not wish to have specific duties or responsabilities, such as Consul or Praetor.

  • Founder - honorary title for the members that started the guild, but do not wish to manage or lead the guild.

  • Archon - Vice leader

  • Eminent Archon - Guild leader

Basically the guild runs itself and the leader just manages and helps other significant players (Consul and Praetors) do their job.


Setting a membership cap was one of the best decisions we made. Rather than having 130 members with 40 active, we have quite an active base of 75. It also helps with member retention; since inception in Feb, we have not lost one member to another guild... only if they cancelled the game. One member that did leave came back less than a week later. What also helps is slow growth, it took us 7 months to hit the membership cap and also contributes to member retention as people have time to get to know another and build relationships.




-Atra
-New Sig coming soon
StarNick
Tue Aug 31, 2004 6:13 pm
#12

Guild Leader --> 4 Coordinators --> 8 Sub-coordinators --> Rest of the Troops


Guild leader is only one who can kick, change the name, disband guild...the coordinators can recruit. Guild leader is dictator! but follows advice of not only the coordinators, but EVERYONE....like one big happy family...


Coordinators are mainly there to organize events, hunts, PvP, content raids...sub-cordinators there to help out.


In my guild, mainly its nice and relaxed and we're just there to have fun, but we do have high standards...so its a mix of a strict guild and a laid back guild...



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Lowe911
Sat Sep 04, 2004 5:43 am
#13

I run my guild with a co-leader. We make all the major decisions jointly. Members have to receive both our approvals for promotions or entrance to the guild, and along with the highest ranking person in our guiild, we each are head of a squad of people.

At least in theory. He's not able to be on that much nowadays so the other leader has given me full powers to run the Hawkbats as I see fit, and then we'll discuss everything when he gets on and we'll reverse or continue with our decisions from there.

It's an imperfect system, since I'm pretty much dictator of my guild 75% of the time, but I try not to abuse the power too much,



Demib Lowe. Imperial Pilot, Wedge Antilles Wannabee
He who fights with monsters might take care lest he thereby become a monster.
And if you gaze for long into an abyss, the abyss gazes also into you.
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