Leadership Structure

The GMs

Meliant and Leatherbear are your co-GMs. Both have equal authority. In the event they disagree and cannot resolve their disagreement, the entire guild will fall apart and you’ll have no idea where to go from here except maybe turn to an interventionist god, or kill yourself. Or find another guild.

They don’t yell at anyone. This means that every month or three they have to nicely pull someone aside and remind them that although the decisions are generated very democratically, this is actually an autocracy. Even Kim Jong-Un probably has generals who could oust him.

We don’t.

Meliant

Profession: English professor

Sport: Figure skating

Romantic weakness: The messy genius

Playstyle: Singlehandedly responsible for getting disc priests nerfed

Leatherbear

Profession: Lawyer

Sport: Rock climbing

Romantic weakness: Tall, dark, and stupid

Playstyle: Kitty pew pew first, ask questions later

Raid Leads

On a raid by raid basis, there’s the raid leader, who has the last call on everything. They can delegate all of their responsibilities, reserving only the right to overrule something.

Generally, there’s a tank leader, in charge of calling out taunts/tanking positions, etc.

There’s a heal leader, who will make healing assignments, be responsible for chaining together the various healers’ cooldowns, and call out when players need to resort to pots/bandages/etc. when all the healers are blown out.

There may be a DPS leader, who organizes the movement of the DPS in fights where that’s needed.

There’s the loot master, who will conduct the loot rolls/distribution.

There’s the tactician, who will rework and recreate fight strategies.

Finally, there’s the fight explainer, who will explain the mechanics before the fight.

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