How to GL

A place to find maps, walkthroughs, and other assistance on how to play TI Legacy. Contributers will earn Quest Points in game!

Moderators: Maeve, Maeve

Post Reply
User avatar
Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Mon Sep 12, 2016 7:26 am

Does anyone have any points they would like to suggest on "How to be a good GL" that we can put together into some help files or an OOC Handbook to give to GLs?

Dice
Posts: 479
Joined: Wed Sep 21, 2011 6:15 pm

Mon Sep 12, 2016 9:04 am

* Activity. You may be tempted to just get sucked into the trap of answering mail and sitting in your office, but while answering mail IS super important, you can see a guild flourish or die off based on how present in RP their GL is. Be out there, RPing with your guild mates! This is what ultimately attracts new people to the guild and gives the guild a sense of identity, camaraderie, etc.

* Be aware of the bigger picture. Take some time to understand the specific role your guild fits in the game, both ICly and OOCly. For example, the Troubadours ICly exist to meet people's need for entertainment, but OOCly exist to inspire fun, entertaining RP across the game - to make events and socializing happen. Every guild has these kind of OOC purposes, and it's good to identify them. For another example, the Order's OOC purpose isn't to "kill mages" - that it's IC purpose. The Order's OOC purpose is to encourage the mage-Order conflict as a linchpin of the game. So those of us in the Order need to focus on both of those goals, IMO.

* Delegation. Your job is primarily as a facilitator: figure out what your guild needs to be doing (as in the last step) and assign your guild members tasks in that vein. Supporting their tasks/interests/preferences is of course good too, but think about yourself as the person who takes responsibility for your guild fulfilling its mission. Empower your guildmates.

* Decisiveness. Don't be so afraid of making a wrong choice that you never make a choice. People WILL criticize you either way, especially in nasty rumors - that's just inevitable, and though it may not feel fun, try to view it as a sign that you've really "made it". It's important to pick a path and go forward decisively, rather than dithering or always seeking advice. (Not to say you shouldn't seek advice on tough decisions - but do so ICly, and don't do so every time, or it slows down the works!)

User avatar
Pixie
Posts: 255
Joined: Tue Sep 30, 2014 1:55 pm
Location: Sol System

Mon Sep 12, 2016 11:01 am

- Activity! Handle whatever you can in person to keep your activity up, mail only when you can't field it in person.

- Delegation! Delegate anything and everything you reasonably can to your guildmembers, especially those you've given some authority. It's great to have a special title within your guild, but it's hollow and meaningless if it doesn't come with something to do. Help guildmembers get into their role by providing them opportunities to do something with it. It's more important for guildmembers to have the opportunity to act than it is for you to have your fingers in everything.

- Events! I would argue that there is not a single guild that wouldn't benefit from having its leaders organize events that bring members together and establish the guild's presence. For the Merchants this is markets, for the Court charity events or exclusive parties, for the Reeves a policeman's ball or large-scale training exercise, for the Order Mass, for the Thieves heists that rope in multiple members. It doesn't matter what it is as long as you're doing -something-.

- Community! Fostering a sense of camaraderie is important. Guild members should have every opportunity in the world to meet and get to know one another; they should be given reasons to interact and work together. Involve everyone in everything you can.

User avatar
Andruid
Posts: 144
Joined: Thu Jul 21, 2016 11:09 am

Sat Oct 01, 2016 12:00 pm

Some additional suggestions following from the above, since this is going to be an OOC handbook:

- Reward guildmates' accomplishments with honors, monetary bonuses, public acknowledgements, or additional responsibilities. Promotion need not be the only reward for a job well done. Consider making alterations to the game world (e.g. lore, monuments, no_take trophies, or naming rooms or features after people) to honor guild members who go above and beyond.

- Allow guildmates some flexibility in their roles or the ability to background RP aspects of their jobs that aren't OOCly fun to play. For example, you might expect a page to spend a significant portion of their time polishing armor or cleaning out the stables, but if there's no regular RP in that, then don't hold it against them if that's not where they spend all their available time. Allow certain things to be done in the background, without penalty.

- If you're a new player, avoid playing a GL who is already an expert at everything. Consider taking on senior advisors and secretaries to help shoulder the burdens of office, acclimate your character to his/her new responsibilities, and familiarize your character with the way things work specifically in Lithmore. Doing so will not only save you from embarrassment and frustration but will provide you with a reason to regularly check in with guildmates.

- In my experience, people tend to appreciate things more if they've had to earn them. Avoid promoting characters just to fill gaps in the roster. Rather, give them ways to prove their worthiness, so that they can earn their promotions over time. Various tasks or goals you can provide depend on the guild, but a general list of ideas might include: recruitment, event promotion/advertisement, giving new folks tours, training assignments, assigned reading, exploratory missions, investigative or research tasks, liaison assignments, etc.

- Consider pursuing thematic linkages between guilds or planning jointly-hosted events with other guildleaders or public figures. This can also help provide more in the way of "fun things to do."

- The new city metrics system seems like it might be a great opportunity to pull guilds together behind certain projects or in the advance of particular goals. Pick a goal for your guild (or come together to decide on one), then set your underlings to the task, based on their strengths or interests.

User avatar
Lei
Posts: 174
Joined: Sun Jan 09, 2011 1:32 pm
Discord Handle: Lei#3876

Sat Oct 08, 2016 10:05 pm

I'll pitch in my take on delegation, because it's one of my favorite things!

If you don't have actual guild tasks to give your underlings, make stuff up! Create open-ended tasks that allow your co-roleplayers flexibility with the outcome. Pull plot hooks out of thin air! Make take-or-leave-it opportunities for folks to nab up and run with if they want direction, or be equally able to 'virtually' fulfill behind the scenes and still feel end up feeling useful. You don't have time this week to see all your guildees? That's fine! Jot them a quick note and a job to let them know you're thinking about them! You have a WEALTH and depth of virtual power to pad and influence RP for the players in your jurisdiction. Don't under-utilize it!

Ask a guildee to brighten up the guild hall because it's been dark and mopey lately or whatever. Ask another guildee to find a way to strengthen ties between your guild another one. Cite politics. Whatever. Designate some charitable works! Someone has to feed the beggars and teach the orphans how to read. Some people won't do it until their boss is breathing down their neck.

And get even -more- personal! "You've been cranky lately, Cadet Bob. Why aren't you married yet?" is a good leg into the conversation where you order Bob to go ask the clergy to find him a nice single lady to court. Cross boundaries! Stretch your limits! Have fun!
Old As Dirt

User avatar
Kinaed
Posts: 1984
Joined: Wed Jan 05, 2011 8:54 pm
Discord Handle: ParaVox3#7579

Tue Oct 11, 2016 6:50 pm

This is probably an odd thing to go with, but ... don't be shy to take negative action regarding characters in your guild when it is in the best interests of the guild.

In staff eyes, GLs have the absolute authority to guild/deguild/promote/demote, etc, their guild members. Sometimes the best way to perpetuate a problems is simply to do nothing about them.

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 3 guests