What would a multi-game guild provide that a standard guild cannot?
- The players you befriend in a guild can remain in the guild even after they leave the game.
- Many of us play multiple games, and therefore members can easily do stuff together in more than one place.
- The collective effect of recruiting and promotion will benefit all guilds that are a part of the whole. Recruiting in Guild Wars, for example, will most likely also benefit our activity in Runescape, WoW, or wherever else. When activity grows in many games simultaneously, that effect will potentially be very large.
- It's easier to start a new guild when backed by an already well-established community.
- You don't need to worry as much about rankings and other online promotion because you'll already have them.
- There would be an inherently stronger community.
Our two problems are recruiting and leadership. Many of us see recruiting as a complicated process that can potentially be dangerous, which should not realistically be the case. It's discouraging, and in truth it's suffocating our guild. Then when it comes to leadership, we seem a little confused and we may be lacking some ambition. In a multi-game guild, we need to realize that a single leader cannot micromanage everything, which means that for us member-leadership is more important now than ever before.
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I think I can help everything along by making some specific changes.
The following is basically how we are organized at this moment:
First, we have CurvedSpace. It's our community and site.
Then as a part of CurvedSpace is the Arbiters' Order, our multi-game guild.
Then as a part of the Arbiters' Order are factions. There are two kinds, even though only one type has really been organized. However, I know that there's interest in reviving the Gardens in some way, but they don't really have much of a purpose in the current system so there's not much incentive to do it. Being our previous basis for member leadership, I think we should make something like Gardens return to our guild.
Looking at the big picture, this is pretty complicated. A new member probably won't know what he or she is joining. One would join a guild, but the guild is part of another guild, and the big guild is part of a gaming community. Each guild has ranks, but the consolidated guild has its own ranks as well. We're confused as well when most new members appear... We end up welcoming them to CurvedSpace, the Order, SeeD, DoA, and pretty much everything else. This is a problem.
The following is my solution:
CurvedSpace is our site, community, and overall guild... Only it won't be referred to as a guild. It would be implied, but to discuss "guild within a guild" can be somewhat confusing for new members.
Then factions will be like Gardens. Members will create, organize, and maintain factions that are independent of our guilds. They will be forced to be few, so we don't end up with the same situation as before with Gardens flying everywhere and nobody knowing what the devil is going on. To begin with, I'm thinking three (as their own categories on the board index, by the way).
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1) My own administrative faction. It would take the place of "staff", and would help me help our leaders with organizing behind an overall goal. It would be like an open version of CIK, so the leaders of our factions and guilds can appropriately contribute to the greater need. It would also be a worthy place for leaders to discuss plans with each other.
2) SeeD. We need to do it justice, because it's where we came from! It should be revitalized.
3) Another faction that is of our members' design.
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Factions would be divisions of CurvedSpace which, excluding my faction, would pretty much be controlled by our members. Members would each need to choose one to officially be a part of, and they would be organized with their own systems (designed by our members). You would only need to worry about your own, but the whole concept of factions will greatly bolster member-leadership. They would be divisions of our site, not divisions of a guild. This is important because it's more intuitive for new members to understand.
Then what about our current factions, like DoA, which are guilds of their own? They would not be considered factions of a larger guild. They would simply be known as guilds. DoA, for example, would be considered a guild aligned with some faction. There would be multiple guilds within a single faction. What's the logic of this?
Since factions would be under the members' control, and since they are divisions of our site and therefore not linked to games, there would hopefully be more creative ambition than there is currently. Those not involved in online games can be involved directly with factions, while guilds would also have a place in a faction. I believe that this involvement would be incentive for members of different guilds to interact with each other, and ultimately this is what brings the benefits of having a multi-game guild.
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It would be simpler, and it would give more power to our members. It would also hopefully be more fun to handle, since a faction that is not linked to any games can have more creative freedom. Our members could make SeeD be like SeeD in its true context, and the same can be true with other factions based on different things. Either that, or our members can be creative and build their own systems. Maybe have leader elections, or their own ranks, or perhaps a code for their members to follow. It's almost limitless.
You can make your mark on CurvedSpace.
I truly feel that this will work, but our members will need to contribute their creativity and ambition. I've been working out many solutions over the past months, and to me this seems to be the strongest. It should also keep the "small guild feel" while we grow.
So please let me know what you think!