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[Discussion] How Do You Build A Good Guild?

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Sup

 

Well as you a lot of you know I am Lao. Also known as LeoWarrior14. For a long time I led the Arcane Delvers, one of LOTC's biggest guilds until fairly recently.

 

Since then I've spent time working on various projects and groups, and I've been wondering: what sort of patterns and techniques to people employ to ensure their guild succeeds?

 

i.e: what did the White Rose, Teutons, Dark Brotherhood, Delvers, etc do to rise to fame and success? How do future aspiring guildmasters help make successful guilds?

 

This is just a discussion thread.

Make proceed of discussion.

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I think it is a mix of activity, dedication, luck, popularity, guild concept, and general interest.

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Activity and making sure people have stuff to do.

Not always true. WR normally were doing next to nothing.

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You must provide a firm, likeable image and it's not often the case that good guilds show this. I got a lot of good feedback for the Eventide when I released it, and it was often based on how they look and because of the inquisitorial mage-hating mindset and goals they held. The same can be considered for the Teutonic Order, which has also existed as long as even the Druidic Order has, way back in Aegis.

The bland, all-around normal guilds don't get much attention, as I witnessed, because of how they go about showing themselves - which is bland and normal.

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I think these are the big ones.

  • Multiple leaders and/or connections when starting up (starting a guild with no peers and 0 connections is incredibly difficult)
  • Clear diversity/niche which your guild fills .You can't be the eighteenth anti-Undead guild for those who remember them in Aegis, this is the biggest one in my opinion. Unique and innovative ideas go a long way.
  • In-game activity coupled with a consistent, professional forum presence.
  • Land/regions to convene and produce goods to barter with.
  • Identity to distinguish yourself and create brand loyalty among guild members.
  • Management of alliances. Pick your enemies carefully to avoid getting wiped
  • Incentive to join. Guilds are largely judged for their manpower, so numbers are critical.
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I think these are the big ones.

  • Multiple leaders and/or connections when starting up (starting a guild with no peers and 0 connections is incredibly difficult)
  • Clear diversity/niche which your guild fills (you can't be the eighteenth anti-Undead guild for those who remember them in Aegis, this is the biggest one in my opinion. Unique and innovative ideas go a long way.)
  • In-game activity coupled with a consistent, professional forum presence.
  • Land/regions to convene and produce goods to barter with.
  • Identity to distinguish yourself and create brand loyalty among guild members.
  • Management of alliances (pick your enemies carefully to avoid getting wiped)

 

Agreed. As the founder of the Teutonic Order, I would also like to say that being kind [shocking over the internet where people can hide behind computer screens being closet racists, bigots, jackarses, etc.] with your players is a really big plus. There are some people that play LotC to reign over the Minecraft Kingdom and there are those who just want to have fun and be treated decently so they can enjoy the game as it is - a video game. Being a d*ck will run off the latter and most likely scare off the former, or worse: make them into even greater jackarses over a video game.

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Very active leadership that does more things IC than OOC, and that has to roleplay about guild things a lot.

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A large contributor to The White Roses success was that OOCly we were all friends.
I had most of The White Roses added on Skype,
our Guild chat was ridiculously active,
and we constantly encouraged each other to get on TS.

Our OOC connection is what held us together for so long.
That, and everyone on the server hating us, giving us nowhere else to go.

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flays stayed alive because we kept feeding new members iron and more iron then they'd ever imagine 

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Not always true. WR normally were doing next to nothing.

No, dun speak 4 WR traitor. We did a lot. There were some times when we had not much to do, but even then we practiced on our role-playing skills and combat rp/pvp. The reason was because we were such good guys  10/10, and we had a common mindset most of the time. Unlike the Arcane Delvers(who had explosions of emotions and arguments in skype chats), the WR, hell man, we talked about cool stuff. Also, we were cool. uuuuh. We had an actual objective. Arcane delvers DID have an objective, but they strayed from it when everyone wanted to be an edgy that just collected and abused magical/alchemical items. WR had the objective of protecting Oren and purging heretics and dark elves, a very honorable goal imo. Lastly, the WR were successful because of our OOC connection and oh damn it was fun. Arcane Delvers failed because...ugh...so much drama and QQing. so ye

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I think there are certain ways to maintain a successful guild...

 

Most of these reasons were likely discussed above, but:

 

- An ambitious and charismatic leader. When your leader is passionate, it might transfer over to the rest of the guild.

 

- An organized structure

 

- Your members should be tight OOCly, and you want to make sure that if you are recruiting "new" members to the server you educate them in proper RP.

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No, dun speak 4 WR traitor. We did a lot. There were some times when we had not much to do, but even then we practiced on our role-playing skills and combat rp/pvp. The reason was because we were such good guys  10/10, and we had a common mindset most of the time. Unlike the Arcane Delvers(who had explosions of emotions and arguments in skype chats), the WR, hell man, we talked about cool stuff. Also, we were cool. uuuuh. We had an actual objective. Arcane delvers DID have an objective, but they strayed from it when everyone wanted to be an edgy that just collected and abused magical/alchemical items. WR had the objective of protecting Oren and purging heretics and dark elves, a very honorable goal imo. Lastly, the WR were successful because of our OOC connection and oh damn it was fun. Arcane Delvers failed because...ugh...so much drama and QQing. so ye

I'm not here to debate this. Some of those points I agree with, and others disagree. My point stands, a lot of the time the WR was just at base RPing with each other, which by my personal standards, isn't always doing something. As for the explosions of emotions and what not in Skype chats, I leave you with a simple question.

We're human. What do you expect from groups of humans?

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I'm not here to debate this. Some of those points I agree with, and others disagree. My point stands, a lot of the time the WR was just at base RPing with each other, which by my personal standards, isn't always doing something. As for the explosions of emotions and what not in Skype chats, I leave you with a simple question.

We're human. What do you expect from groups of humans?

Self-restraint ;)

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