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Guide To Starting A Clan Finalized

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Posted 29 October 2003 - 03:15 AM

The following is a guide which I posted on Runescape Community a while back. I just realized that it was taken off by a hacker a few months ago, so I decided that I'll post it here. I don't plan to post it on RSC again (not an active member there anymore), but feel free to link to this page if you know anyone who is starting on a new clan (hope it helps!):

This guide is now complete. There will be no more updates to it, however expect more guides on similar subjects in the future.

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So I see that you're interested in organizing a clan... The following are some tips for those who are just starting, compiled by the leaders of SeeD. We have been a clan since the end of November 2001, and currently have over 360 members. This list has been carefully thought up to help new clans get started, and help them form a solid base for their clan to grow on.

First of all, what should you base your clan on?
This is obviously up to you, every type of clan has its advantages and disadvantages.

Skill-Based Clan: This is probably one of the most specialized types of clans. Some examples are mining and fishing clans, where everyone works together at a specific skill. Some advantages to these types of clans are that they can be somewhat effective in raising everyone's levels, can be easier to organize, and everyone usually has a common goal in Runescape (therefore less conflict among members). Some disadvantages, though, are that the clan may not be very fun to be a part of (depends on how specialized it is), most likely would be harder to recruit for, and it isn't very likely to become well-known.

PKing Clan: This is one of the most popular types of clans, often based completely on the wilderness and PKing (yep, you guessed it). Some advantages to these include an ease of recruiting, usually are fun to be a part of, can become well-known, and everyone often feels like a member. The main disadvantages are that it can take time from other skills (depending on how often members are in the wilderness), can take more time from the leader than skill-based clans, and there can be problems if members lose expensive items/armor (the clan sometimes is held responsible for the loss, and the member sometimes may demand help to recover the equipment).

An Everything Clan: This is what SeeD is based on, and is the most broad of all the types of clans. These are usually based on everyone's strengths regarding skills, and are designed to enhance the game for all who join. The main advantages are an ease in recruiting, everyone's generally happy being in the clan, it can become fairly well-known after a while, and you aren't confined to a certain aspect of Runescape. The main disadvantages are that it can become hard to lead (more than one leader is recommended) and it can be very expensive to run if there are enough members.

Fan-Based Clan: These are probably one of the easiest to lead, but usually have the fewest rewards. An example would be a "Star Wars Clan" or something like that. Some advantages are that everyone has the same interest, everyone can get to know each other, and it can often be fun (parties and events are often major parts of this type of clan). The main disadvantages are that time is taken from other parts of the game, there isn't much purpose in Runescape (regarding skills and quests), and it isn't likely to become well known.

Note: There are infinite possible types of clans, most are combinations of the above. We recommend you not to use any one of the above alone, but combine various features of each to your advantage.

Ok, so now I've chosen a type of clan, now what?
Now you get everything set up, including a website and the basic organization of how it will work. Even though you're probably eager to go recruiting thousands of members in Lumbridge or somewhere, this is not the time to recruit. This is one of the biggest mistakes of new clans. Why? Because this is how you give your clan a bad name. If you begin recruiting now, people will think of your clan as disorganized and not worth joining (which is the truth as of now). Don't even post your clan on Zybez yet Whatever_anim.gif .

Before you organize the clan, we recommend that you build a website (doesn't have to be large, just something so everyone can see what your clan is about). We jump right to the site because it will help you save time, once it's set up you can organize the clan right there, instead of having to transfer everything to it. But how exactly can you make a website, you ask? Before you defenestrate your computer (to throw it out a window) and run around screaming about something, I'd like to say that no programming experience or money is needed to get started.

Where can I go to make a site: If you don't have a web development program to use, there are many sites on the internet that will let you make a free site right on their server. Most major hosts will offer a wizard or site-builder to assist you in making a site with no experience. The following are some good hosts for you to check out if you want to make a free site:
Lycos UK
Geocities
Angelfire
Spaceports

Are there any decent programs that are available for the computer to construct websites? Of course, I'd recommend Microsoft FrontPage or Macromedia Dreamweaver (which is more expensive), but they aren't needed if you're just making a basic site. To use FrontPage, make sure your host allows FrontPage extensions, otherwise it'll be useless. All of the ones listed above should allow FrontPage extensions (I am positive that Geocities and Angelfire do at least). I've used each, and I think that FrontPage is easier to use (and is what I've used for most of my sites). On the other hand, Dreamweaver has more features, but may take longer to use.

So what should be on the site? You should have the basic outline of how the clan works, any upcoming events, a member list (this is essential, and one of the mistakes of many clans is to not include this), and a forum. The forum can be set up with many free services (or Zybez of course, if they let you) without programming experience. I recommend Proboards if you don't know how to use FTP and how to set up your own forum. The forum is also essential, since it allows communication among members of your clan.

My URL is 52 characters long!!! Help! Lol, don't worry. Check out www.cjb.net or other free redirection services to shorten it up a bit.

So you want to take your site a step forward...: You can obviously do anything you want on your site, and with the use of a little HTML or Javascript it can look quite original. If you are interested in some free tutorials, check out CurvedSpace and click on "tutorials". Some other hosts and free services are also listed there.

Ok, the site's working, can I recruit yet?
Nope, sorry TheSmile.gif . Your clan needs to be organized before you get your first member, otherwise it is just a blank clan with a nice site and forums. Don't rip your hair out yet though, this is probably one of the more fun parts of making a clan if you like being creative. We're going to go through all of the main aspects of a clan and help you organize it the way you want. And yes, after this, we'll go through recruiting Whatever_anim.gif .

The Name: This is one of the simplest aspects of a clan, yet it can be one of the hardest at the same time. Don't rush the name, you shouldn't have to change it later on (it may confuse your members, making them think it is a different clan or something). One thing to remember, though, is not to name it after yourself. Like, in my case, the "Cspace Knights" or something. If you try to appear superior, your members will see this and won't wish to be in your clan.

Leadership: This is up to you, for clans you think will become large after a while I will recommend more than one leader (having to block 3/4 of the clan and be the only leader is not a good idea). SeeD, with over 190 members, has a leader, second in command, two elite generals, and generals. Just make sure you trust those higher up. grnwink.gif

A Headquarters or Base: It is sometimes smart to have a single base and official server(s) for your clan, making events and meetings easier to organize. Try to pick a place that doesn't have many visitors, generally on another floor from the ground level. Some good places for this would be the empty castle east of Falador, the top floor of the Varrock museum, Rimmington, or other similar places.

Events: Parties and competitions are good to have, both to keep members interested in the clan and for recruiting (shhhh... yes, recruting. But don't start yet bluetongue.gif).

Jobs: These are important, and determine the overall output of the clan itself. As in a skill-based clan or fan-based clan, this isn't as important though. But jobs are essential for PKing and everything clans.

Ranks: Ranks are important, since they can give members a sense of belonging in the clan. None of the ranks should relate to "newbie" or "newbie" or anything like that, but instead should all make members feel good about being a member. Keep in mind that too many ranks could be confusing, and they can be added as the clan grows (it would be weird to have a clan of 20 members where every single one has a different rank...).

Requirements: Requirements aren't really needed for fan-based clans, can be incorporated into everything clans if needed, and are definitely needed for skill-based and PKing clans. Remember that requirements can decrease the number of members significantly, while they can improve the efficiency of certain clans.

I really think I'm ready to begin recruiting...
Before you ask to see me in the wilderness... yes, you are ready. grnwink.gif. There are some tricks though, below are some things you should know before you begin:

Who should my first few members be?: Without a doubt, people you know. The first one or two should be those who you want to be leaders, the rest being friends or players you've met on Runescape previously (or know personally). Ask them to recruit those they know, and so on. If you can manage to recruit your first 20-35 members this way, you're off to a very good start. The outcome would be that everyone knows everyone else somehow, and all of the members would feel good about the clan. It could go very slowly at first, but the members will increase exponentially (begin to increase quicker as time goes on).

What about recruiting people in Lumbridge or somewhere? Don't do it, this is how you get members who want to join for what items they will get in return (which can become a headache eventually). It could also help label your clan as a newbie clan depending on how you do it.

What about sites like Zybez? This is a very good way to get members, if your clan looks attractive. If you want a good number of members, try not to post things like "Starting a New Clan" or something like that. Instead, try to make your clan sound already established, if you want higher level members. Before you post, ask yourself, "Would I personally want to join this clan?" If your answer is "no", revise the post until you're satisfied.

Can the members have a higher level than me? The answer is, yes. It is impossible for you to have a higher level than everyone else, and unless you're leading a PKing clan, it doesn't really matter. But try not to advertise a "high level" clan if you're below level 50, no matter what level everyone else in the clan is.

You mentioned something about events and parties effectively recruiting people... Why yes, I did. Parties and events can mysteriously be a magnet to new members. Just locate your party where some players wander through (not near huge crowds, in a secluded area), and see what they say. Often they will ask what is going on, and you can say that your clan is throwing a party. They will sometimes ask to join. A recommended place to throw a party with the purpose of recruiting is the lower level of the castle east of Falador, near the two rows of empty houses.

And what about tests and taxes... Do not give tests (trust tests or skill-related tests) or request money or items from those who are joining. This should be considered scamming, and no members should have to give up anything to join.

Ok, so now I have a clan. Now what?
This is now up to you, the following are some tips that could assist you though:

Regarding allies: Try not to make too many alliances at first, you could get yourself into a war or something that you're not ready for.

Clan wars: Stay away from war at all costs until your clan is above around 35 members. Remember that if you lose the war, your members will not be happy with the clan (but if you win, that's another matter biglaugh.gif )

Member Totals: Remember that the more members you have, the harder it is to lead. Make sure that you have more than one leader if your clan is large.

Payments for joining: Giving armor or items to those who are joining is sometimes a good idea, but remember not to offer more than you can handle.

War Tactics
If you ever end up in a war, this section can probably help you. We've listed some techniques to help you win, even if you are slightly weaker than the enemy.

Remember, spies are a necessity!: It will be significantly harder to win a war if you don't have any spies. How they can be used is by planting them in the enemy clan and have them act as one of them. Knowledge about the clan's size, leadership, members, equipment, clan site, and other things can easily be gained by a skilled spy. You should take him/her off the member list, and don't even let your clan know he's a spy (only leaders should know). This will prevent possible enemy spies from learning about what is happening. If needed, put the spy on your wanted list or something to make him/her appear as an enemy. Another thing to remember is to wait until the best moment to reveal that someone is a spy. The most effective way is to actually eliminate one of their members when they're off guard, instead of just telling them that you're a spy.

Recruiting: You should obviously be careful when recruiting during times of war, you should always keep in mind that who you're letting in may in fact be an enemy spy.

Organized Battles: Some clans may decide to organize a full-fledged battle in the wilderness, which can obviously be very risky (or could end in a quick victory). There are some things you should keep in mind when about to fight a battle of this type. First of all, make sure everyone goes after enemies of slightly lower levels than themselves. This will help make sure that casualties won't be as heavy in the beginning. Archers/wizards are also very important, but do not have more of them than the rest of your army. Also, make sure you have at least one warrior for every enemy, before you start organizing archers and wizards. Some things to bring are food, potions, and runes (as well as full prayer points). I'd recommend a blessed holy symbol instead of an expensive amulet, since prayers may give you a better edge in battle (if it's quick). If you're weaker than the enemy or are outnumbered, try to take the southern end of the battle and stick closely together so everyone can help one another. If you outnumber the enemy, try to surround the enemy in groups of two or three warriors and archers to back them up. Eliminate the archers first, remember that they're easier to take out and warriors can't assist them in battle.

What if we don't schedule a battle? Don't worry, organized battles aren't needed. If you don't want to take a part in them, the war may take longer, but victory is still just as possible. What you should do is have members go after the higher ranked enemies, and take them out individually. Then work from there.

Recommended Items (taken further): Archers should bring the highest level bows and arrows as they can use (probably would need over 100 arrows each, they shouldn't be forced to pick them up). They also shouldn't have expensive armor, they should be protected somewhat by the warriors. Wizards should bring runes for fire strike magic and up, and should bring a wizard robe, hat, and enchanted sapphire amulet. They should also be fairly protected by the warriors. Warriors should bring armor up to adamantite level (the higher their levels are, the stronger the armor. This way the chances of losing it are lower). Do not bring rune unless you're ready to give up a lot of money after the battle. For weapons, two handed swords are probably the most effective, don't worry about bringing shields. As I said earlier, for an amulet, have them bring blessed holy symbols. For potions, bring the highest level possible for general attack purposes. Food should include cooked lobsters and up, but do not bring cakes or anything else that you need to eat more than once. As for the general or leader that's with the army, have him/her bring adamantite armor and stand behind the lines. The one leading the army shouldn't fight unless needed. Recommended combat level for warriors is at least 50; archers should have a ranged level of at least 35; wizards should have a magic level of at least 40.

Who should we target? Definitely leaders and higher ranks.

Alliance Guide
Alliances can be a help to any clan, large or small. But I just have to say one thing: Alliances are one of the least important aspects of running a clan (sorry to say). While wars, clan funds, and other factors can add up to the end of your clan rather quickly, a clan can be very successfull with anywhere from zero to many alliances. How you handle your alliances, though, can definitely help your clan.

You said "zero to many", what kind of guide is this?? Yep, how many alliances you want to have is up to you (within reason). I know of some very large clans with no alliances, and others with around 10. When I say many, though, I wouldn't recommend more than 8 or 9, and that only if your clan is very large. It's not as much how many alliances, but who you choose to be allies with. If you have a small number, your allies tend to be closer and more willing to help in times of need. If you have many, they tend not to be as close, but instead more willing to participate in inter-clan events and parties that your clan schedules. If your clan is large and well known, your allies will also tend to come together and become allies with each other (forming a small network of clans, sometimes involving an organized, named alliance that anyone can join). Overall, the number of alliances you want to have is completely up to what you want your clan to be like.

Any suggestions though? Of course! I'd recommend that you have one or two very close alliances with friends' clans, or other clans that are similar to yours. All the rest of your alliances are up to you. This will help in times of war or general need, just remember that you should feel obligated to help their clans when they need it as well.

Is it possible to have a bad alliance? Yes, when you choose alliances, make sure the other clan is similar to yours. Like, if you lead a fishing clan, you shouldn't make an alliance with a mining clan unless there's a reason. Another example is making an alliance with a PKing clan if you never go in the wilderness. Also, you should never ally with a clan which is an enemy of one of your current allies. This could create a complicated war between three or more clans, which you don't want to be involved in. It could also lead to the end of your alliance with that clan.

So... What is the actual purpose of alliances anyway? Allies can help each other with wars, trading supplies, *organizing events* (I'll get into this with the upcoming sections involving keeping members interested in your clan), and anything else. Just remember that you should try to help your allies more than they are helping you, depending on what you can offer. This could increase your support and improve the chances of getting help when it's needed most.

Keeping Members Interested in Your Clan
A major factor involving how long your clan stays alive and how it is looked upon is what you do. Events, parties, and many other related things can keep members interested in your clan, and if you have none, they may not find it worthwhile to stay. This is one of the most open sections of the guide, next to the actual organization and how your clan works.

Parties... sounds easy enough: Not really, there are many factors that go into having a good party. First of all, for a party to be worthwhile, you need as many members to attend as possible. It is recommended to schedule a party long in advance (put the information on your site) and come up with a time at which everyone can make it. Remember that there are many time zones, a good time is during the weekend around 2-4 P.M. Eastern Standard Time. That way those on the west coast should already be up, and those in England would most likely be able to attend. Another big thing in throwing a party is that there should be worthwhile prizes or things to be dropped. Do I mean rune equipment and diamond ammies? Nope. Whatever_anim.gif But you should have at least a few adamantite items so it would be worthwhile to all levels (somewhat at least). Money, two-handed swords, armor, amulets, bows (on p2p), and priest robes are always good items to give away. Another major thing to keep in mind is that you shouldn't just schedule a drop party, but should schedule something else as well (to make your clan unique). SeeD has events and Runescape/clan trivia with prizes, along with a drop party. But we recommend that you come up with something original that you haven't seen anyone do, just to make your clan stand out above the rest. The last thing to keep in mind is... just make it fun! Try to make it a party that you would personally like to attend if someone else had scheduled it.

Ok, and what about these events you mentioned? This is completely up to you. Some examples of events include inter-clan wilderness battles, skill contests, and PKing as a clan. Be creative and, as with the parties as stated above, make your events trademarks of your clan. Don't just make it a copy of another that you've seen.

Anything else? You should know me better by now than to think I would say "no" to such a question. bluetongue.gif Though you can do anything you want involving events and parties, there are a few things to keep in mind. First of which is not to use events with the purpose of making the leaders seem superior (easy to do in parties). Instead, try to make the members feel higher up. That's the main purpose of parties like this. Another thing to keep in mind is not to attempt to keep other players out of your parties (events are another matter). This could make enemies, and there is no real way to force them to leave a non-wilderness location. Instead, try to use the party as advertising to them; try to make the player want to join your clan. The last thing to keep in mind is to make events worthwhile, and don't just give prizes, but also recognition in the clan (like post winners of the events on your site). Other than that, as I said before, you can do anything you want.

Your Clan's Economy
This is a very important aspect of any clan, no matter how large it is. Where it is based depends on the type of clan, and how difficult it is to manage increases as your clan grows. As long as your clan doesn't grow insanely fast though, you probably won't have trouble keeping up with it (as long as you always see where it goes). This may seem like a boring aspect of your clan, involving a lot of work, calculus skills, and computer-generated line graphs, but this is not really the case (well, kinda... but not really... I have no clue what I just said! circle.gif) Anyway... it may be a more boring aspect of a clan, but you can forget parametrics and sine curve equations from now on (Note: I've lost it...). Forget everything you just read so far in this part, what you need to know is actually below this sentence!:

So what do you mean by a clan's "economy"? In this guide, we will refer to your clan funds (coins put aside for clan events and clan needs), equipment supply (armor and weapons for when they're needed), food supply, and anything else that can be put in the bank.

Earlier, you mentioned no taxes or anything... I see that you pay close attention, I did in fact say that. Taxes aren't really needed to raise clan funds, as many may think they are needed. Taxes lose members and support, and increase the demand for expensive armor, which is obviously not a good thing. I can guess that you're wondering, "How can I get money for the clan and still have some for myself?" Well, maybe you should try to think of your clan differently... instead of an empire (as many try to think, which is fine), while thinking of your economy, think of your clan as a non-profit organization. This does not mean that your members will get nothing out of it, but that it is self-sustaining. Encourage those specializing in certain skills to sell their skill-related items for less to clan members (not necessarily rune equipment though, for they would want to leave if this is the case). This way, you personally don't have to give up all of your resources for the entire clan, while members of your clan can help each other instead. Sounds selfish right? Not really... Say that you have 40 members who all need steel or mithril armor. If you had to pay for it, it would obviously cost a fortune. If there are 10 members who can make steel armor at least, each of them would only have to make things for 3 members each. This could cost them around 500gp for all three members they have to make armor for (remember the discount), but also gives them a solid market for their items. At the same time, those who need armor would practically be paid some money from the clan (the discount), and their needs would be met. In the end, who wins? Everyone! You gain support, the smiths have a solid market to sell their items, and the rest get the armor they need! One of the main fundamentals of any successful economy is that everyone wins, which this would obviously be the case here.

So the leader has to pay nothing? Great! Well, not exactly... While armor and everything else is taken care of in a balanced clan, where does the money come from for clan events? Clan events are one of those unfortunate occurances where the money mostly comes from the pockets of the leaders. Of course, you can get members to pay something in return, but that completely defeats the purpose (as I said above in the "how to keep members interested" section, clan events are supposed to bring the clan together, not be a fundraiser). You can accept donations, but don't ask for any. But remember that in a large clan (where more money would need to be spent), there should be more leaders. They should also take a part in funding events. Another thing to remember is that parties sometimes take care of themselves; many people would automatically bring things to clean out their banks and give out to other members. Even though this usually happens, you should bring some stuff of your own as prizes or things to drop. Fortunately though, these types of events aren't every-day occurances, so they shouldn't make a very large hole in your bank account.

What is a sine curve???: Nevermind...

Involved Leadership Skills
This is a fairly broad section of the guide, since no two leaders are alike. But I'll provide some relevant information collected from a leadership class I've been taking during the past few months.

First of all, what type of leader are you?: There are four major types, I'll tell what each are and what your strengths in clan leadership would be:

Servant Leadership: Servant leaders generally lead by example, often characterized as being the first one to act and having others follow because they want to. An example of this in the real world is when one person feels that help is needed somewhere (like a service project or some other situation), and begins to work on his/her own on the project. Others may decide to help as they think about what the leader is doing, which is where the leadership part comes in. In terms of Runescape, servant leaders are generally the ones to personally provide as many free items or services as possible, without asking for much help. This is probably one of the hardest ways to lead a large clan, but a servant leader shouldn't have too much trouble with a smaller clan. A skill-based or "everything" clan may be a servant leader's specialties.

Charismatic Leadership: This type of leadership is generally based on a leader's charisma (or personality). An example of this in the real world is how groups tend to form around more popular people in school. The one who's popular may not necessarily be a good leader, but others will follow him/her anyway. This is probably one of the most common types of leadership on Runescape, but sometimes a charismatic leader would take advantage of his/her followers and base the clan on personal gain. If this doesnt happen, a charismatic leader can often lead a clan quite well, no matter what the size is. A leader of this type would most likely specialize in a PKing clan, "everything" clan, or fan-based clan.

Transactional Leadership: Transactional leadership is based on exchanges (transactions) of physical things. A common example is "if you support me, I'll give you this...". In my opinion, this is the most common style of leadership used by leaders of clans. In the real world, this may not necessarily be the best type of leadership, but on Runescape it can actually be quite effective. The main disadvantages, though, are that members would join for the items they'll get and the pressure on the leader would increase as the size of the clan increases. A transactional leader would most likely specialize in a PKing clan or skill-based clan.

Transformational Leadership: Transformational leadership is based on having followers and leaders rise each other up, and "transforming" followers into leaders themselves. In English, right? Transformational leaders would tend to make an attempt to make leaders out of his/her followers, and less dependent on the current leader(s). This can be a complicated process, but would be much more rewarding than the other types of leadership in this case. So how does this work on Runescape? A transformational leader would allow the clan members to work with each other and rely more on themselves to make the clan a success. This means that you will not have the same pressure as with other types of leadership, and the clan's productivity would be much higher. The main disadvantage is the difficulty in doing this, which is why most clans do not function this way. A transformational leader would probably be most skilled with leading an "everything" clan, or possibly a PKing clan.

Why don't you just tell me what kind of leader to be?: I can't do that, everybody leads differently. Also, you don't necessarily have to change your leadership style to lead a clan more effectively. I added this section basically to help you see how you are leading your clan, and how you can improve to lead it more effectively.

One more thing: "Lead from the Middle": Many people will say that the most effective leaders "lead from the rear", guiding their followers in the right direction instead of pulling them along. Many also agree that "leading from the front" and pulling your members along is a trait of power-wielding (like a dictatorship). In Runescape, things are different. Since it is a game (and people aren't signed on 24/7), leading from the rear is impossible, since you would not really be able to actually guide them anywhere (metaphorically speaking). Obviously, nobody would like a dictator either. The most effective, in my opinion, would be "leading from the middle", having elements from each. You should be a slight dictator, in that otherwise members would take advantage of your clan. You should also let your members make decisions of their own regarding the clan, therefore having an element of "leading from the rear". It's up to you how you lead, but this is what I found to be true in many of the most successful clans in Runescape.

Common Use of the Wilderness
As you probably know, the wilderness can be a major part in certain types of clans. PKing clans base themselves on the wilderness almost completely, and "everything" and fan-based clans use the wilderness for events and just PKing in general (or wars, please refer to the "War Tactics" section for more information regarding wars). Skill-based clans are pretty much the only type that doesn't actually need the wilderness (but how many purely skill-based clans are there?). This section will describe how different types of clans would use the wilderness.

Remember... all clans are different! This is by far the most open section of the guide, as no two clans are alike (as I mentioned before, and you probably know). I included this section, though, to give a generalization based on clans that I know of. I've visited tons of clan sites and know many leaders of the different types of clans I mentioned. What I placed here will not apply to every clan, but can give ideas to leaders and just provide general information to those not familiar with the types of clans and the wilderness.

PKing Clans: It's kinda obvious that a PKing clan would use the wilderness for PKing and wars, but specifically how it's used may be different from other clans. I found that PKing clans tend to form groups (as large as possible usually, to improve the chances of success) and PK in the low to middle levels of the wilderness. I've rarely seen clans venture into the high level wilderness and PK there (don't know why exactly, I'm guessing that with a large enough group, the clan can PK in almost any level. Also, organization may be harder to maintain if everyone is not a high level). Also, I've seen PKing clans usually near actual locations (like the warrior castle or graveyard), and not actually in them. They tend to wait for players to pass by, and... well... the player is probably history. PKing clans also don't normally wait at respawns, for PKing would be much more profitable to them. Common equipment is generally adamantite and rune, with some archers.

"Everything" and Fan-Based Clans: I've found that "everything" and fan-based clans usually use the wilderness the same way. These two types of clans are more general, and use the wilderness for more of what it has to offer. PKing is often a common event in higher level clans, but the groups don't usually get as big as with PKing clans. With "everything" and fan-based clans, the groups tend to hang out near respawns and actual locations (the ice mountain, warrior castle, and greater demon area seem to be the most popular). The only time many clans of this type get involved in mass-PKing is during times of war, or possibly organized events (takes longer to organize than PKing clans though). Common equipment generally includes steel-adamantite (sometimes rune), and usually fewer archers than PKing clans.

Skill-Based Clans: Skill-based clans generally don't involve themselves in the wilderness very much (as a clan at least). This obviously doesn't apply to all of them, but the most common use is waiting at respawn points for items. Occasionally they'll PK, but not as much as the other types of clans. When I've seen them in the wilderness, they were usually in small groups (like 2-3 members) and not looking for players to kill. Common equipment is usually lower level armor (not necessarily weaker players, just not wanting to risk as much).

Possible Levels of Leadership
Not sure if you feel comfortable being a supreme dictator, and want others to lead as well? I'll provide some suggestions for levels of leadership here (of course I'd recommend your own originality, but this could help you think of a system that works for you):

Sooo... How many leaders would you suggest?After 25 members, most clans should have at least two leaders. Before that, it doesn't really matter (but I would recommend two from the start, with one slightly above the other to see the "larger picture"). I'm not saying, though, that you need another leader for every 25 members (which would be a bit insane to say the least). But after that, leaders would be needed when the work involved with leading the clan becomes too great.

Ok, gotcha! Not too difficult, just need a few leaders and I'll be fineWell, not really. That accounts for the "supreme" leaders of the clan, watching the progress of the entire clan as a whole, and making decisions to improve how the clan functions. What about on a smaller scale? Without separate leadership roles, any large clan will fall apart.

What about "Second in Command", "Third in Command"...That could work, but would be confusing in a large clan (if you want a smaller clan, go right ahead, roles like that would be more effective in a clan of that size). But things may become confusing in a larger clan (of at least 65 members). Think about it, nobody wants a role like "43rd in command" (lol, I don't know what I'm saying anymore)

... anyway, I would recommend fewer levels of leadership, but more members in each role. An easy generic clan could have more than one "Third in Command", but it would need another name. This is common in many successful clans, and I would actually recommended it at first.

So what do you use?SeeD is based on a "Garden System" (comes from Final Fantasy VIII somewhat), and we have leaders for groups of members (like about one for every 10). Then we have Generals, who can run the clan in the absence of the higher leaders, but make no major decisions. Then we have two Elite Generals, who have complete control over the clan when the Second in Command or myself are not on. Then Second in Command, who can lead the clan even if I'm on (I actually know the Second in Command, which makes this effective). Then I lead the clan as a whole to the best of my ability.

Seems like a broad topic now that I think about itYep, but most of all, a clan with an original leadership system is most likely to be successful (if well thought-out). If it isn't original, some may view your entire clan as not being original, but as I said above, it always depends on the clan.

Biggest Mistakes of New Clans
Here is a list of some frequent (and sometimes major) mistakes of new clans (also re-stating a few already mentioned for your convenience):

No Member List: This is a common mistake, often resulting in nobody knowing anyone else in the clan. If you forget to add a complete (and always updated) member list to your site, problems are guaranteed to come up later on.

Recruiting Random People on Runescape: This is a minor mistake, but it isn't normally a good idea to go around recruiting random players in the game (like sending "Press 555 to join the -blank- clan" in Lumbridge or something). Often those who join this way only join in hopes of getting items for free, which can obviously become a headache eventually. It is recommended to recruit those you know (and the same for those in your clan). This way everyone somehow knows each other better, and would join for the sake of being in the clan instead. Recruiting on a site like Zybez can also be a good way to recruit, as long as you post the overall guidelines of your clan. This way there isn't a chance of someone just missing something you said, like in recruiting on Runescape.

Declaring More Than One Clan War at a Time: This is a common mistake in clans who are eager to show their strength to the Runescape world. Even if your clan is the strongest in Runescape, it is never a good idea to have to focus on two wars at the same time, for it will always drain clan funds and decrease your support (if you're losing, but support in this case isn't usually a problem for PKing clans).

"To join, first you must pass a trust test": Sound familiar? This is a scam. Never try to use it, even if your intent isn't to scam the other player. Remember that in some of these tests, you can be scammed by the one joining. He/she can also report you, there is no way to know what your intent is. Just don't do it.

Openly Accepting Alliances: When someone wishes to be an ally with you, think carefully about it before you accept. Even if a powerful clan wishes to ally with you, remember that you may be dragged into a situation you don't want to be a part of (like a major clan war). Also, only ally with those who you trust. A clan you don't trust could turn on you at any moment.

Openly Recruiting During Times of War: During times of war, you should be careful with recruiting. Only let in members that you trust, a common tactic in clan war is to plant spies in your clan (which can obviously cause huge problems). A recommended way to deal with this is to have a trusted group within the clan, who are the only ones who can have access to any classified information. Also be cautious around new members, treat them as members but don't meet them in the wilderness or provide secret information.

Offering More Than You Can Provide: This is a problem, where you promise new members (or anyone) certain items that you don't think you can realistically offer. This can either cause a major dent in your bank account, or cause members to leave. All I have to say is just to think before you promise anything.

Final Points For Runescape Clans
My final section in this guide includes some knowledge for new clans which has been attained throughout SeeD's existence to this date (2001-2004). Some of these points will relate to any clan, some only to certain clans and situations, and some only when a clan reaches a large size. They are sincere and accurate to what we have gone through, as well as important in my mind; I am only going to mention what some will actually find important for their clans. As always, as a leader of a clan you need to be creative and be able to take any situation that comes your way, but hopefully these final points will be helpful.

- People are ruthless, lol... Especially when you are a clan leader. In general they are not so "ruthless" to others and often don't even think what they're doing is harmful for the clan. For the clan as a whole, they really don't hurt much. For the leader(s), however... I will just say that one who is friendly toward everyone can be borderline hostile to a leader without even knowing the person (and sometimes without even seeing what they're actually saying). It is just the way things are in many groups, not just gaming clans. If one member insults someone, the leader could be blamed. If one member says something about another community which isn't true, the leader could be blamed by an entire community. If a war doesn't turn out well, you better believe that the leader will be blamed. A few mods do something a little "off", many could rally for a new mod team (and for us once, even the abolition thereof). Even if over a thousand dollars and many hours every week are put into it, members will still treat you the same. Anything that is done in the clan's name or "seemingly allowed" in the clan will ultimately come down to the leader(s). There is no way out of it, and it is not recommended that you make your only (or really any) qualifications time and money if applicable. They have no correlation with ability.

Along with that, there is one law which will always remain constant in any clan. For the clan, not always a bad thing. For the leader(s), it is very tough... This law is that there will always be a subject for complaints. You will never be rid of all subjects for complaints. The complaints will tend to move down from the most important to the nitpicky stuff (though not always, sometimes it is flipped for some reason and the big picture cannot be fixed due to a little unrelated aspect which members find annoying). Lacking strength in one aspect of the game? Activity lacking? Something not right on the site? A few troubled members? A bug on the forums? New members not coming in? Desire for new or improved features? Events not happening? Periodical inactivity due to real-life reasons? Activity lacking on the chat? Leaders need to sign on a messenger more? An increase in "spam"? A heavy atmosphere? A lack of seriousness? Need new mods? Are promotions necessary? Is fairness an issue? Is an alliance profitable? Is another community attacking our image? Does the organization need reformation? Is the site dated? Is the history up-to-date? Are submissions all being added? Are banned individuals staying banned? Was a ban necessary? Can the server handle the site? Are all private messages being answered? Do you check your email often? Is there a security issue on the site? If you have an undercover group, is it hurting the atmosphere? Were any topics wrongly deleted? Can the mods be trusted...

Now if any of the above could be problems, members could without realizing it cause you a lot of stress. But you shouldn't push them away. Remember, in order for your clan to improve, problems need to be pointed out. Only the members really know what would be best for them, remember that. However, you need to classify what is nitpicky and what is a real problem, then prioritize what needs to be done. Only stress about what is most important, not everything. If you are leading a clan of any size and you stress about every single complaint, you will give yourself a nervous breakdown. Seriously, if you let everything get you down you will be threatening your clan with new issues which definitely are from your direction. I have seen clans fall because leaders got tired of the nitpicky complaints, because they're everywhere. Don't ignore them, but when the time comes for them to be fixed then worry about fixing them. Not when something else needs to be dealt with.

However, if a problem will increase as time goes on, prioritize it just below what is immediately necessary. Remember, it is best to fix the roof when the sun is shining. TheSmile.gif

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- This is a minor suggestion for your sake as well as those of your friends... If a member of any rank is a friend of yours in real life, think twice about making it public. You could treat your friend exactly as you do with others, but everyone will always be more critical of the friend of yours and ultimately your fair treatment of everyone. If even the slightest hint exists that you may be favoring your friend then many will jump on you. For example you can let one person who you do not know get away with a major offence, and let a friend get away with a minor negative remark, and many could jump on you for lack of "fair treatment" due to your friend. Even though it actually isn't true in that example, members will always say it is. Don't let it get you down, they are just trying to find something about which to complain. If that's the best thing they can find, then you are obviously doing a good job at leading your clan.

But, still if you want to prevent the hassle, think twice about making these things known. bluetongue.gif

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- Luck plays as much a part in a clan as a leader's ability to lead. A clan could be going great, then something happens and there is a huge mess that needs to be cleaned up. SeeD has gone through more than many clans during much of 2004, but we got through it. In any clan, all it sometimes takes is the wrong thing to happen to the wrong person at the wrong time and you could have a major problem to deal with. In our case, things were going great then a couple members got angry with a few mods. Then a rebellion started and broke away, factions started within the clan as a result, and a huge mess had to be cleaned up. Above all though, the worst enemy of a clan is unwilling members. The worst thing in the world can happen to a clan, but if the members still want to go on by all means the clan will go on. No matter what luck throws at you, remember that things will turn out better in time. Don't let them get you down. thumb.gif

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- The best clan in the world would be one which can run well even without a leader if given the situation. A leader should be there for guidance, the clan should actually make the clan go. The clan is the engine, gasoline, steering wheel, accelerator pedal, and sometimes even the boot on the accelerator (inside joke bluetongue.gif ). The leader is basically the GPS monitor and the periodical repair guy. If things are going well the leader should basically just be throwing goals (destinations) out there for members to grab, as well as making things interesting of course so the place always seems new (perhaps the leader is also the "new car smell" grnwink.gif ). When something happens to the clan or a problem arises, the leader should be the one to direct the process of fixing it. In the case of a clan though, the "repair guy" can be a little sneaky... Often, disabling the brake pedal isn't such a bad thing in the world of clans, for that, too, is under the control of the clan. 1zhelp.gif biglaugh.gif

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- Have fun! A clan with a disgruntled leader will always have issues. A clan with a friendly (and sometimes entertaining Suave_anim.gif ) leader will be fine. Don't let anything get you down and just look toward the future when bad situations come up. Don't dwell on past mistakes... Everyone makes them. There is nothing wrong with a mistake unless it stops you. Just be optimistic and friendly, trust me, it will spread. thumb.gif

*******************************************************


I hope this guide has helped you with starting your clan! TheSmile.gif
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#2 {lang:macro__useroffline}   Phieta {lang:icon}

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Posted 29 October 2003 - 04:12 AM

*Applaud*

Yay! The original has returned!
Those who will remember, will speak fondly of the warm morning breeze.
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#3 {lang:macro__useroffline}   cjjones {lang:icon}

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Posted 29 October 2003 - 04:46 AM

That thread on RSC was how I found out about SeeD in the first place biglaugh.gif .
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#4 {lang:macro__useroffline}   Phieta {lang:icon}

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Posted 29 October 2003 - 05:00 AM

Same here, actually.
Those who will remember, will speak fondly of the warm morning breeze.
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#5 {lang:macro__useroffline}   CongressJon {lang:icon}

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Posted 29 October 2003 - 11:59 AM

I actually remember reading this after I joined bluetongue.gif I'm telling you, this is the mark of a genius.
Senior Member / Intellectual Crusader
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#6 {lang:macro__useroffline}   xpkerdudex {lang:icon}

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Posted 29 October 2003 - 04:03 PM

wow good job cspace, 2 bad im not gonna make one since im already in Seed
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#7 {lang:macro__useroffline}   Unrealblight {lang:icon}

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Posted 05 November 2003 - 01:49 AM

i found this place looking for help on digsite lol its sad but im glad i found it

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#8 {lang:macro__useroffline}   Dragonman {lang:icon}

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Posted 05 November 2003 - 03:07 AM

That's a great guide Cspace. thumb.gif I remembering reading it a while ago in Runescape Community too, very well done. Probably the best Clan Guide there is for Runescape. About how long did it take you (I know you updated it a couple of times, but just an estimate)?
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"Fifteen hundred years ago everybody knew the Earth was the center of the universe. Five hundred years ago, everybody knew the Earth was flat, and fifteen minutes ago, you knew that humans were alone on this planet. Imagine what you'll know tomorrow."
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#9 {lang:macro__useroffline}   Grimbold {lang:icon}

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Posted 05 November 2003 - 03:59 AM

Hehe, this is how I heard about SeeD too... A simply astounding guide.
The Few. The Proud. The Jews.
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#10 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 05 November 2003 - 08:04 PM

QUOTE
About how long did it take you (I know you updated it a couple of times, but just an estimate)?

I'll truthfully say 10-15 hours, not sure exactly though.
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#11 {lang:macro__useroffline}   cjjones {lang:icon}

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Posted 10 November 2003 - 07:42 AM

Thats a loooooong time...
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#12 {lang:macro__useroffline}   iobster {lang:icon}

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Posted 14 December 2003 - 01:18 PM

LOL, may i ask. What exactly do you do at a runescape party?

And do organised wars really take place? Theyd be pretty kool to participate in.
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#13 {lang:macro__useroffline}   Ryl {lang:icon}

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Posted 14 December 2003 - 01:25 PM

An organised war was going 2 take place, but they spent so much time planning it that people lost interest bluetongue.gif
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Sig by me matey ForsakenMagey
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#14 {lang:macro__useroffline}   Muler {lang:icon}

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Posted 01 January 2004 - 01:43 PM

I just read this because I found it on RSC...holy moly! lol

Awesome...
-The Infamous-

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#15 {lang:macro__useroffline}   zuid_korea {lang:icon}

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Post icon  Posted 18 January 2004 - 11:26 AM

i'd like to know, how can i advertise for my clan, or the website in runescape?
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