(02-23-2017, 06:13 PM)Askier Wrote: I hear horror stories all the time about how raiding and running a guild becomes a second job with almost weekly hours you have to put in. That, to me, is nuts.
Running a guild kind of has to be, though - not like a job job where you put 40 hours a week in, but... barring casual social guilds that only really include an existing friend group...
If you don't have the spare time to be online for - bare minimum, IMO - an hour a day and at least four hours for one night per week (so 10 hours a week), to handle organisation, promotion, disciplinary and roster matters, and run or at least organise an activity (be that roleplay, progression raiding, Aquapolis runs, running roulettes together, PvP night, bird farm, workshop shenanigans, anything), then running a guild is probably not for you.
Inactive guild leaders strangle their guilds, no matter how active their members are. Simply the fact of the guild leader constantly being busy starts breeding a sense of the guild being neglected and of members' time not being valued (because the leader can't be bothered to log on and spend theirs with them). It usually leads to an officer or even a regular member acting as de-facto leader, without any of the tools or support, which breeds resentment. And it usually ends in either the leader being replaced (either by another leader or by a team of officers), or the guild crumbling.
I think sometimes people don't realise that yes, running a guild is something only certain types of individuals can do. And while there's still a broad variety of what those individuals can be like in terms of interests and personality, it's not an "anyone can do it" type of deal. Time requirements is one of the things that can exclude people from successfully filling the role, even if they're otherwise suited.
whoops I wrote 4 paragraphs and it looks like I'm annoyed but actually I just have a lot of thoughts on this subject and wanted them to be clear