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| Davy Jones's Crew Guilds and Crews Archive |
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#1
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Quote:
The quality of the member (basic or unlimited) is always better than the quantity. |
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#2
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Here's something I learned as just a member. For a guild to really work well all members should ideally be at least semi harmonious, if even if not always agreeing about things. Let's face it, we are all different, we won't always agree on everything. It's ok to disagree at times. But out and out unintentional or worse, deliberate dissension can break any guild, no matter the size. Members have to be able to get along. If they don't, your guild is just not gonna make it.
From an officer standpoint, while I haven't been an officer in a large guild very long at all, I have picked up a few important things. Being an officer isn't about the title, or the supposed power. It's about helping your guild work as a cohesive whole. It's about helping your fellow guildmates, and supporting your GM. It's not a power role. It's a supporting role. It's not being Batman. It's not even being Robin. It's being Alfred, back at home, making sure Batman and Robin have everything they need. On your officers. They should be people you trust to run things while you are not there. People who will do the right thing. People who will tell you when something isn't right, and work to make it better. Don't constantly undermind or overrule them. They are your right hand men and women. Respect them, or you could end up with a very big problem. Know that sometimes they will come to you with things that you need to handle as GM, and you need to be willing to make the lousy call. Being a GM isn't really about power. It's not about getting to be the boss. If you take the I'm your GM I'm the boss track, you will drive people away after a while. A good GM listens not only to their officers, but to their members in general. They are willing to take suggestions, and to make changes if someone comes up with a really good one. I've seen this in action. You know you've got a good GM when he pays attention to what all of his guild members say. Just making arbitrary rules to suit you isn't a great way to build a guild. A solid guild isn't built on a million rules. I think We Are The Night has like 4. You have to be an adult, you have to ask to tp, you have to be willing to help and be helped, and you have to follow D rules. See, I'm just a GM, that's all. I tell my new guildmates, I am not your mother. I will not tell you what you can and can't do. I will not tell you what you can and cannot say in chat (hence being adults only). I am not here to hold your hand. I'm here have fun, and to help others have fun as well. One last thing. Being a GM is, as some have said, a massive time commitment. Sure, there are times RL takes over all of us. That's the way it should be. Pirates is just a game. RL should come first. If you aren't in RL complications, you need to put in the time to be on. And not just hop on go AFK, or go off on your own little projects. An absentee GM is no GM at all. If you make a guild you need to be willing to see it through. And that's my 2 (ok maybe 8 or 10) pieces of 8 for the day.
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#3
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I'd like to hear opinions on Teleporting
I'm guild master of Skully's Xbones. When we started the guild, we said you did not have to ask to teleport to someone, but did so at your own risk.
Well recently as soon as some of the officers logged on, we were bombarded with people teleporting to us. Even in the middle of officer's meetings they would teleport after being told we would be in a meeting. The officers and I finally implemented the asking for permission to teleport rule. Some of the younger players tell us we are being mean. We are finding we are spending all our time reviving people because they have teleported to us and are much lower level. I would love to hear what other guild masters have in place and how they deal with this. Skully
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#4
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Next is, if they do tp, I usually just ask them nicely to leave. That usually works and if not, I usually let them stay. If we are fighting enemies too high for them, most likely we have a bunch of lower levels with us too, so with teamwork, they don't get knocked out too often. When they do get knocked out, I revive them, and hint that they shouldn't be there. The next time they KO, i do the same, but the third time I will just tell them that this place may be too high level for them, and I can't revive them anymore. It usually doesn't resort to that in my guild, because when one lower level is fighting with us, usually we have quite a few, so they revive eqchother before I get a chance. Now about problem teleporters. I have two people in the guild that have some sort of problem with the teleport rule. The first one is obvious, a person who just won't ask before he teleports. I ask him time and time again using the methods I listed in the first paragraph, but he never ever stops not asking before he teleports. I have considered kicking him from the guild, but i don't want to have to do that for such a wee little crime. Whic brings me to my next problem teleporter. This one, just questions the ask before you teleport rule in general. He thinks it is stupid, why would you have to ask before you teleport? He has obviously never been a guildmaster of a larger guild before. Anybody ha e suggestions as o what to tel him, why it is important to ask before you teleport? Those there are my experiences and suggestions for the ask before you teleport rule. I can wait to hear from other guildmasters about this. |
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#5
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As for the person who questions the tp rule, that one is a little iffier. I would say that as GM you need to have a serious (private) discussion with this person. Explain your stance on the tp rule. Let them know that it is just plain polite to ask before suddenly appearing. If it is someone who was there before the ask to tp rule was implemented, ask them how they would have felt having someone random tp into an important meeting. Gently remind them that you are in fact GM, and you and your officers all agreed to this rule. I doubt you can change the person's feelings on this. But they need to know that they cannot be allowed to constantly debate guild rules. This can lead to problems with other members. If this person of yours has such a huge problem with a rule instituted with good reason, ask them if they think they are in the right guild for them. With this person as well, were they in my guild I would have pretty much exactly that chat with them, warning them gently that I will not put up with open protest of guild rules. I would tell them that the next time they start going on against a guild rule they are gone. It's just not good for any guild to have members who believe they know better than the officers and the GM making broad statements that could create an argument. If this person of yours insists on being a consistent disruption then you have to ask yourself if they are really a worthwhile guild member. Both of those instances are what I meant earlier about having to make the hard choices. Sometimes you have to let an otherwise decent player go because they can't follow guild rules. It doesn't matter how nice the person is otherwise, it's just not a good idea to allow anyone to circumvent your guilds rules. Sometimes you have to remove one guild member for the sake of the guild as a whole. It's not easy, but sometimes it just has to be done. |
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#6
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Teleporting Rules
I really appreciate all the input on this subject. This is exactly what the officers and I had discussed and are doing. However, since the implementation of the rule, many lower level members that had normally just teleported to higher levels had started using the whisper to ask permission. It gotten so bad with two of my officers that they couldn't revive the person they were helping for answering whispers.
So as a result the officers and I had to add to the teleporting rule that whispering for permission would be ignored. We had to do that for asking for help as well. Everyone needs help at one time or another so there is no shame in asking for it. This guild's basic purpose is to be a helping guild for all members and other pirates. I would really like more input on problems other guilds have had and how they dealt with them. Skully
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#7
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Quote:
William |
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