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Originally Posted by Igni
Feel free to add whatever comments you'd like, but please answer the two following questions before you do so:
List the three characteristics of officers you were glad to have, in order of their value
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Good leaders. Pied pipers. People who people will follow just for the sake of following without any use of force or agression. They walk into a room and people generally like them and agree with them. ID 'em and keep them close- they're fantastic at helping keep the guild grounded and all marching along happily. We're lucky to have multiple pied pipers. Be careful though- when a piper leaves they tend to leave a mess behind them or take a lot of people with them. Keep an eye on them and try to solve problems quickly.
Strat Gurus. The people who love nothign more than to troll sites all day and look for something new to theorycraft. They know what's going on when and where. Very very good for speeding you through old content and helping you catch up to new content.
Number crunchers. They design dkp systems in thier sleep and like to puzzle over raid/guild compositions and min maxing the effectivness of X and Y vs Z.
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List the three characteristics of officers that you regretted choosing, in order of most reliable warning sign to less reliable warning signs
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Highly agressive. He was great for the immediate(lots of bosses killed early one- good raid leader)- but hard as hell on the long term(People were getting seriously discouraged at being talked down to and yelled at and having your raid leader quit the guild in the middle of a raid yelling about how everyone there were pussies... well it didn't help). The rest of the officership was much more laid back and generally mellow- but we promoted a great raid leader who was simply too out there from the rest of us.
Highly passive. He was great at rubber stamping proposals. He wanted officer chat and the nifty title but otherwise he didn't play much, didn't care at all, and while a great guy... just bleh as an officer. Beware of the extremely mellow... they sometimes lack the drive to get anything done =( Gone by the time we set up councils.
Wrong vision. We wanted progress, he wanted stability and farmed content. Great guy for setting up a working system, but he and the rest of us realized fairly quickly that he wasn't in it for the same tings we were and it was going to be a constant fight if he kept trying to change things against the majority. Very hard to track at the beginning- some people don't know what they want until they see it slipping away =(
The Dreary Stuff
1) People willing to analyze. DKP costs, guild bank, determining raid balance- all these things fall under the same category. An officer not helping analyze stuff probably isn't pulling his or her weight.
2) Someone with basic website/database management skills is pretty critical- all the better if they're willing to shoulder the costs of the site/trilo server and deal with the techs when there are problems. There's only so much copy and past you can get away with.
3) Someone with basic photo manipulation skills is a nice bonus. You can get away without it, but someone handy to process kill shots, make guild banners, and generally have a basic knowledge of lighting/color wheels (we're not talking art school here) and how it all goes together can give you a nice boost on things like the guild website and possibly videos. Presentation isn't everything- but it certainly helps. Make sure this person knows what you're aiming for heh... otherwise you might wind up with flamingos in inappropriate places. (We decided on a subdued look in muted colors to let the screeshots stand out- and we tried to get it as clean and sharp as possible in terms of layout)
4) A writer. Someone who's willing to spend an hour of thier day typing up the junk that needs to be said, and who can do it semi coherently.
People Skillz
1) People with good to decent people/leadership skills. You want your officership approachable from all angles. Don't recruit out of just one clique if you can avoid it. Make your officership represenative as much as possible even if you are running a dictatorship. Even absolute rule is tempered by a well liked leadership. That said, don't take people jsut to have a class balance if they're not suited to officership. I think I'd like another melee officer (3paladins,1druid,1priest,1mage,1warrior)- but we havn't had a name jsut stand out to us who seemed to be willing and/or have the interest in offer-type things.
2) Accessability. Ghost chairs populated by people who are never online or are permanantly afk are of no use. At the very least a willingess to be around an hour or two before and/or after raids to deal with the prime time population and to be acessable by the other officers for informaiton sharing.
3) The ability to police themselves. Lets face it, we're the parents of the guild in many ways. We hold authority and power and with that comes a very large dose of responsibility. I can't go totally batshit on a player because they've pissed me off. I shouldn't take out my bad day/week/year/life on the guild because I need a whipping boy. I have to be above rumor mongering or people won't come to me with thier problems. I need to be beyond lying about the little stuff or my guild mates won't come to me for important answers. You can rule by fear, trust, or adoration. Fear is very very shaky ground psychologically, adoration is difficult to achieve (muchless maintain) so a good helping of trust is key. Don't abuse your authority- eventually it won't be there anymore.
4) Preperation/Pulling weight. Officers should set a good example when it all comes down to the line. Minimal afk's. Putting out good to high numbers for thier specs. Showing up with the relevant consumables. People should be able to look at your buffs and judge what buffs THEY should be using. If you want everyone flasked- flask yourself. Don't ask anyone to farm more than you're willing to farm. (This goes back to accessability)
5) Outside connections. You want, if possible, for your officers to be cruising places like this (Hi guys!) spending time reading up on other guilds- getting out there and knowing where to go for information. A good officer can point you in a direction if they can't help you themselves. This goes back to analysis- people with the analytical curriosity will be naturally drawn to places with other people theorycrafting =P
There probably isn't a paragon of officership waiting for you to call thier name. In fact, historically, our best officers have been folks who didn't want the job but took it because they wanted it to be taken care of. (Not people who protest that they don't want it... but really do and don't want to be considered power hungry..... Sometimes that's a hard judgement call to make. And not people who didn't want it and took it because they felt forced into it) They're not going to be perfect. I'm pretty bad about mingling and while I'm approachable, my guildmates don't really get buddy buddy with me. One of our officers has a tendancy to blurt things out with less tact than others would use. We've all got little flaws, but they're generally made up for by someone else in the officership. My 2 abuse council mates are both very outgoing, but one has a tendancy to space out totally and miss tells, while I always catch them.
Some people will naturally fall into some roles. Let them! Anything they enjoy doing for the officership is one less thing you have to convince someone less willing to do. I love managing the bank, working on the "look" of the website (although anias does all the programming), and typing. They don't generally put me on heavy analysis jobs that I'm not so good at, and I take care of things that others would find tedious or inconsequential (By the same token I can't understand the obsession with analyzing raid balance when TBC is incoming- that's probably why I'm not doing it lol). I'm happy, they're happy. Happy officers are more productive. Happy officers don't quit or lead rebellions.
On that note, you have to be strong enough to back up whatever leadership role/style you take. If you are the benevolant dictator- you cannot allow mini dictators to form from within your officership just waiting for the coup. If you're a council head you have to be willing to be the glue between the different councils. One way of achieving this is to be a dominant leader and steamroll the opposition naturally. If you are NOT a strong leader naturally- you may not be able to lead a strong willed group of wildly different officers, so you'd want to pick people who could work with YOU even if they have other minor faults. There's a balance in finding the right people to follow your strengths and strengthen your weaknesses.