Hi, as we all know, there are guilds. Those are formed by kingdoms, also called players. These players are real life persons, so treating with people is the most important in Kingdoms at War, and in fact, the most important. I'm here to explain, situations of clan where you have to act, but you just don't know what to do. I'll divide this in sections: [1.0] Handling Loyalty. [1.1] Social Groups. [1.2] Respect. [1.3] Work and Responsibility. [1.4] OSF Dependance. [1.5] Clan Situations. [1.0] Handling Loyalty: •By this, I mean that, you are able to "control" and "handle" your members' loyalty. You may say like "dude are ya crazy? That's bs." but it is the truth. How you treat your members influences a lot on them, how you act around them, also does. You also need to know when to war, and when not to be so strict. One problem is the control seeking. Some members seek for control or domination, over the clan, or just any clan. They may just want the *Admin* to noob around, but these guys can still be "saved" and transformed into loyal members. The clan control must also vary a bit, not relying to much on the leaders, but not too much on the clan, as when you give someone a taste of freedom and leadership and they haven't received it for a long time, they often want more. One must know when to act, how to act, why to act, and who to act with/against. [1.1] Social Groups: •Well, in this paragraph I talk about your in-clan social groups. I mean to the group of people who like, unite, as if the clan were a classroom, it always has different groups, gangs, inmature people, and there are also people left alone. But, the problem is, when one leaves, either he comes back, or they all leave. This IS currently a big problem, since, first, they should all try to form one main group, not teeny gangs who depends on the other. It's ok if the clan has groups, but don't let them be too concentrated on that because, one distant day they could leave. You must unfocusedly try to remind them about the clan, and try to reinforce their loyalty, as there is always room for improvement. Don't let social groups take over the clan, or it'll become an anarchy. [1.2] Respect: •One very, not "very" but I may say, ONE OF THE MOST IMPORTANT POINTS AND VALUES OF A LEADER OR CLAN MEMBER, must be the respect. Since this is a game where you interact with people, there are NO NPCs, and you can't go around cursing at everyone, nor ignoring. That may get you kicked, or even ban you from clans. If a high position clan member doesn't respect you, REMIND him that he's lacking respect to you, and if he ignores, take away his *Admin* and make him a simple member, or if already a simple member, possibly kick him. There is no reason for that person to be in your clan, since he can harm your other members, making you lose more than what you thought. Also, as a leader, respect and you'll get more members for sure. Karma is good, only if you act good. [1.3] Work and Responsibility: •Another important factor, your members must be responsible for their actions, and never "do nothing". Come on, there's always something to do, like, upgrading, recruiting, chatting, but not to stand there and do nothing, since it is also a road to inactivity. In order for members to be active, they must do something, or in some cases, you must assign them something. Like for example, Dude 1 recruits, Dude 2 checks activity, Dude 3 Chooses Future Wars, Dude 4.... But they must never be left alone. [1.4] OSF Dependance: •Problems I have received through the clan, and other clans where I have been in, is the OSF Dependancy. The members rely TOO MUCH on OSFs, which is kind of a game-killer. You must of course, offer new recruits something, but don't offer them too much, or they'll be accustomed to that. You don't want a horde of players who cry about being stolen 4 million, don't you? In this times, opposite enemy clans may offer what you won't offer them because it's not right, but at the end, they face the over grown problem, not you. [1.5] Clan Situations: •This here, is about clan members presuming, acting aggressive, creating arguments, and etc... When owning a clan, and leading it, you'll notice it's not the "easy as cake" you MAY have thought. It can be slightly difficult at some times, but there are worse times where clan develops a tension and a conflict you have to decide something, but don't even know what happened. In this case, you'd need to analyse both sides of the story, ask people who were seeing the moment, ask for their opinions, think, and finally decide. It's better to kick a strong inrespectful player than a weak loyal and respectful one, logical, isn't it? Well, here concludes my small guide of clan leading aspects and factors that affect your clan. Thanks for reading and, hope it's truly useful. With respect, Ragnarok
Lol Dillybar... I could consider it a small nooby guide, but haha... I wondered when I saw that post 45 seconds after I made the thread, and I was like "WTF, (did he read it in -30 seconds?) ZOMG!" With all respect, Ragnarok
@ROBBER21: Does it? Cool! I'm happy to know it's not more fail... Even though I'm thinking severely it is lol. With all respect, Ragnarok
@Distance: in that case, if you DO want to fix that, or you think it needs anything listed in the above, then go slowly one factor by factor. Don't like, start way strict one day from now on, lol, but, each day try to implement a little more the respect and organization, then the rest will be easy. With all respect, Ragnarok
Nah we r a slacker clan. No responsibilities. We like it that way. We are mostly old players who dont play as much as we used to or got burned out by all the duties of clan life.
Yes owning a Clan is nit as easy as some think. Alot if work at times. Also very helpful little guide fir new clan owners I believe. Draku Anla'Shok
U have several types of clan members. I dont think u can lump them all into one file and deal with them the same. U have the enthusiasts who i think ur guide would work the best with. U have the loyal. They are good clan members reliable in a fight or a forum but would probably get frustrated if given too many responsibilities. Lurkers are not terribly talkative but pay attention to clan and are reliable in a fight. U got sponges. These r the hire mes and buy my allies and is anyone open players. They will fight their heart out for u but dont follow direction well and are generally useless w responsibilities. Egos will question authority or claw their way to an adminship and lord it over the people below them. Good with responsibilities questionable in a fight if they might lose and generally cause tension within the clan. Drama queens i dont think i need to describe them. If u suspect a player is a dramaqueen just kick them. They arent worth the trouble. Theres more but like i said u have to acknowledge each players strengths and weaknesses and treat them appropriately or most will be unhappy and leave.