Player Associations Archive

Thread: how does this look for a layout and idea behind a guild (not a recruitment add, just fine tuning

DesolateFate
Wed Mar 30, 2005 9:00 pm
#1

Headbangers Incorporated
HBI

Guild Outlook: The guild is designed mainly around melee combat and commando. All professions and templates are welcome though (And needed for base takedowns)

Requirements:
Faction: Rebel & Neutral (mainly the non-combatant professions)
Race/Gender/Profession: Any, but members should have at least some Brawler skills if possible.
Expansions: Jump to light speed is recommended, but not a requirement (yet).
Sense of humor: required, odd preferred.

================== Guidelines ==================

Group dues: There are dues, they are based on membership by person not characters (so people with alts, will not have to pay more). It will be total monthly maintenance divided by the number of members + two (I will be paying the extra from my pocket). Donations of resources will be counted towards the dues, with me eating the credit costs. (Value depends on the quality of resources, minimum 2cpu up to 20cpu for high quality resources)

Uniforms/Colors: Thinking more on personal choice, may decide later to do one. As for colors, tend to lean towards darker colors. (Will work with a tailor and others on one if there is interest, making adjustments for race as needed)

In-Guild Fights: Not on guild territory within a city (got to respect the neighbors… especially the neighbors, land lord will up the rent) or during guild functions, and expect you to be fair and honorable if fighting as special forces as well.

Guild Halls & Structures: First guild hall will serve as my main character’s home, as well as the guild base of operations. As for other guild structures: a crafting annex is planned (outside the bottom floor of the main guild hall), several guild storage buildings (limited admin rights to all but the guild drop box location – a small house to drop off items for fellow guild members), and maybe a couple factories. Guild harvesters will not be set up, but donated resources will be accepted for guild crafters.

Multiple Accounts – Membership for all accounts will be offered, and all can be any profession (would prefer at least once combat character). As mentioned in dues, you will only have to pay once regardless of the number of accounts. But if you choose to pay more, it would be appreciated.

Guild equipment: The guild will be supplying some gear as available to members, provided there is no abuse. These will mainly be in the form of expendables (power ups, spices, smuggler tools, medicines) dependant on the skills of the guild members. All such items will be made with guild resources for the guild. If we do go with a guild uniform, one will be included in the membership (you will have to get your own bio-engineered version if one is desired).

Jedi / Force Sensitive: We will help unlock the force sensitive, and assist as we would any other guild member with their professions. No special treatment or perks. You choose to go your path; some of us choose different ones.

Space: We will assist other guild members with missions and such. We will not be providing any deeds or components for guild members, but if we do have a shipwright they may offer a discount to guild members.

Guild Discounts: We will not force any guild member to discount or give away their services. If you craft items for the guild, that is up to you. The guild will provide resources for that if possible for items intended for just the guild.

Guild Loot: Guild hunts that result in loot drops will have the loot put up for internal auction to the guild treasury first, then if not purchased we will open auctions on the trade forums for the guild treasury.

Guild invites: this is going to be tricky, looking for the more honorable people. All members will be on a trial period for about two weeks before receiving any guild equipment other than a uniform (if we decide upon one).

Behavior – Any harassment or other dishonorable activities will result in a pair of swift kick… one from the guild and one to the head.

Guild officers: I am looking at something along the lines of officers for crafters, space, support (all non crafters), and combat. Basic idea is they handle that division of the guild, and report back to me with recommendations and problems. May also assign as needed other positions within the guild, some may be titles given for stepping up to help (or really boneheaded things that we will never let you live down…). Will also likely handle most of the operations personally (invites, removals, etc) till I can pick a couple others to handle them.

Base Takedowns: When possible (even if we have to go outside the guild for skill sets) I want to hit as many PvE bases as possible. PvP bases when we know the vulnerability time are also fair game. (There are too many imperial bases, ruins the landscape don't you know)



http://koskit.journalspace.com Bothan Spy character Journal
Adrir
Fri Apr 01, 2005 5:26 pm
#2

From an earlier thread, some advice to start with, getting things into perspective;


Adrir wrote:
From my experience in player associations, I can tell you that the more compact, regulated and active your guild is, the more successful it will become.

Before you commit to anything, I would reccomend asking yourself:

Why do you want to run a guild?
What do you intend to get out of it?
Why should you be the leader?

Once you've got this in perspective, you can create the foundation of the guild with a degree of clarity, and with this, plan a strategy as to how your guild is going to operate. Write everything down and make sure it makes sense and is easily understandable.

It is critical that all members know exactly what the guild is about!



Often the purpose of a guild can be forgotten or neglected. Often, an explaination of your intent to members and possible recruits is beneficial.

You have some good concepts, plus I bet you've everything figured in your head, and I like the presentation, but from a 'guildology' POV, your method of communication lacks structure. The areas you address seem disconnected; philosophy, regulation, ideas/activitie have been all jumbled up in there. I cant envisage how you intent the guild to operate.

(Although I understand that you may have only included stuff that you were unsure about. Didn't feel the need to include everthing and I know why. So much to think about ^^)

Your guild outlook seemed a little brief and didn't communicate well:


DesolateFate wrote:
Guild Outlook: The guild is designed mainly around melee combat and commando. All professions and templates are welcome though (And needed for base takedowns)



You only address your target audience here. Things you should also concider include your guild's purpose, your objectives, what you hope to achieve and how your going to get there. What you want to do for the community as well as how you intend to be precieved etc.


DesolateFate wrote:
Group dues: There are dues, they are based on membership by person not characters (so people with alts, will not have to pay more). It will be total monthly maintenance divided by the number of members + two (I will be paying the extra from my pocket). Donations of resources will be counted towards the dues, with me eating the credit costs. (Value depends on the quality of resources, minimum 2cpu up to 20cpu for high quality resources)



The concept of 'dues' imo is quite unnessiscary. I have found that most 'guildies' contribute to the guild without it needing to be enforced. It also introduces the complication of keeping your members happy, and alot of wasteful 'administration' (collecting, working out and dealing with who hasn't paid etc).

I get the impression you want to generate alot of positive PR (public relations);


DesolateFate wrote:
Uniforms/Colors: Thinking more on personal choice, may decide later to do one. As for colors, tend to lean towards darker colors. (Will work with a tailor and others on one if there is interest, making adjustments for race as needed)




DesolateFate wrote:
In-Guild Fights: Not on guild territory within a city (got to respect the neighbors… especially the neighbors, land lord will up the rent) or during guild functions, and expect you to be fair and honorable if fighting as special forces as well.




DesolateFate wrote:
Behavior – Any harassment or other dishonorable activities will result in a pair of swift kick… one from the guild and one to the head.



I reccomend tight regulations and detailed explanation of the rules on a website and in an email to new recruits. If you find yourself unable to define what is concidered a crime, you cause yourself alot of grief. Keep in mind that many people have different views about these things, including SOE. (I recently found out that following newbies, kill stealing, then mocking them, isn't concidered griefing because SOE doesn't recognise spawn ownership or something )


DesolateFate wrote:
Guild officers: I am looking at something along the lines of officers for crafters, space, support (all non crafters), and combat. Basic idea is they handle that division of the guild, and report back to me with recommendations and problems. May also assign as needed other positions within the guild, some may be titles given for stepping up to help (or really boneheaded things that we will never let you live down…). Will also likely handle most of the operations personally (invites, removals, etc) till I can pick a couple others to handle them.



An officer/role bases structure, I really emplore you only to have players you know and trust to place in these positions! Don't leave gaps! Don't allow holes to generate!

Anyway, dont want to give you too much of a novel, my advice to you. Think about your guilds:

- Purpose/Objectives (also. Mission Statement, MS/ Mission Objectives, MO)
- Philosophy
- Regulation
- Structure
- Recruitment Policy
- Events
- Public Relations/ Community
- REMEMBER THE 'FUN FACTOR'!!!

Write it into a dossier and implement it game-side. That way you can always refer to it, and hopefully not lose sight down the road. Hope my post has helped, good luck and have fun with your guild



SHAS'LA ADRIR


DesolateFate
Fri Apr 01, 2005 9:42 pm
#3

Well a lot of it will need to be ironed out with the core group that forms the guild.

I know there are a few gaps, and working on getting a site up and going.

Dues are iffy right now anyway. The couple mill I got stashed away will cover the necesities for awhile.

Think about your guilds:

- Purpose/Objectives (also. Mission Statement, MS/ Mission Objectives, MO)
- Philosophy

Basicly the same, to have fun as rebels and enjoy the professions we choose(at least on our mains). Want a group that is willing to support each other in all things. (hence me grinding crafting skills which I loathe on one of my alts to make sure we have an armorsmith and weaponsmith in the guild)


- Regulation

This is going to be the tricky part, most decisions are going to be on my shoulders. Will talk to my advisiors both in and outside the guild. Greviances with memebers of my guild will come to me, and I'll look into them.

- Structure

Leader (me)
* Division officers (Crafters, Support, Space, Fighters)
* Assistant Leaders (limited options, access to guild facilities)
** Combat Squad Leaders (lead combined skill teams -if we get the membership - that work together to take down bases that ruin the landscape)


- Recruitment Policy

Combat templates (slight preference to partial melee or commando emplates) have to be rebel, all others can be rebel or neutral (may make a rare exception for imperial crafters). New players and old welcome.

- Events

Attack of the mimes! (random servers, and test servers...preferably with the blue frogs)

- Public Relations/ Community

Want to be the good guys. No kill stealing, deliberate triple incap kills (want clean kills), helping the new players out, no exploits. ... tactics (even the questionable ones) are not exploits.

- REMEMBER THE 'FUN FACTOR'!!!

If it isn't fun anymore, I'll hand the reigns over to someone else and start a ranger for the solutide explorations again.



http://koskit.journalspace.com Bothan Spy character Journal
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