Thursday, April 30, 2015

4.36. Hypocritic Oath

Mature assists Bonechatters, Turtleman and
Volitar (Toadie) in wrapping up "It's Frost Damage!",
Deadmines

The Cut-Off Point

Herp Derp was no longer a team, a fact dictated by Blizzard long before I had any say in the matter. To resolve conflict, I erred on the side of skeptical optimism; hoped for the best but planned for the worst. I liked Riskers, and believed he was capable of making the right decision. I also knew that the psychological drain of people management took finesse. He deserved the benefit of the doubt. But when it came time to declare an officially sanctioned team, Blizzard called that shot, and left me no choice but to circle back and plug holes I’d left open in DoD's code of conduct. It sucked. It had to be done.

Herp Derp definitely met my criteria that called for a named roster, an advertised schedule, and had an official Tactician leading the group.

"Leading"

But thanks to Falnerashe's abrupt exit, the roster was now a 7/3 split. And while DoD held the majority share in that team, it wasn't enough for World of Warcraft. Achievements required 8 of the 10 players present to be part of a single guild. The moment Fal parted ways with DoD, the Herp Derp clan went from an officially sanctioned 10-Man team to little more than a random group of guild members helping a handful of non-guildies.

"Helping"

Riskers wasn't making it a huge priority to solve the issue; as the responsible party, I expected a much quicker turnaround. But I didn’t expect miracles. The likelihood of Riskers being able to convince Drecca, Ben and Fal to return to the guild seemed exponentially monumental. And it's probably the reason he made no headway. I made it clear to Riskers that he wasn't expected to move mountains, only to the solve the problem at hand. Get them back, or replace them...whatever works.

It wasn't happening.

What was happening was their regularly scheduled raids, because boss killing and loot grabbing took precedence over mediating melodrama. I didn't blame him for not wanting to sink his teeth into a task most players would avoid faster than an LFD group dumping out of The Oculus. But Riskers' indecision was infecting the guild with dissent. It was a growing audit trail of absent leadership, lumped in with moments like his defense of Ben when the guild attacked.

"Attacked"

The window of opportunity to make a decision narrowed, but I could do little else for Riskers. It was his team, his responsibility to make the call. All I could do was ensure that DoD was prepared for the fallout, leaving little-to-no room for excuses when everything blew up in Herp Derp's face. DoD was the priority, not a random group of players that were proving to me that guild integrity was far less important than a 10-Man Heroic Cho'gall.

"10-Man Heroic". LOL. Stop it. You're killing me.

Mature, Bonechatters, Turtleman, Volitar and Dewgyd
race to Vanessa Van Cleef in under 5 minutes,
Deadmines

Guild Plumbing

Tacticians were the conduit between their team and the guild. In exchange for their administration efforts, I hiked up their access to the guild vault, so they could distribute repair gold and provide raiding flasks/food to their team. To cement DoD's commitment to the 10s, I gave them an additional perk: BoEs procured by the 25-Man progression team would go to the vault, offered up to Tacticians on a first come, first serve basis. The hope was that it might help take the edge off whatever difficulty their teams were experiencing. Primarily, this perk intended to narrow the raid qualification gap for new recruits, or to stave off the often streaky, horrific luck of Blizzard's RNG. Plugging the 10-Mans into the DoD framework in this way not only allowed me to hold a named individual responsible for their team's actions, it provided a clear means of rewarding teams that played by our rules....and if not, it was a valve I could easily shut off, until their options dried up.

It wasn't until I reached for the valve that I noticed the gaping hole in the pipe.

10-Man teams shouldn't need a legal declaration, their definition is baked directly into the title: if you have 10 people, you have a 10-Man team. Some teams have more, choosing to sit a bench just like the 25-Man progression team did. As WoW interest flares and subsides, a 10-Man team may find itself short a head or two, as well. If a Tactician is actively recruiting, however, absenteeism is justifiable. But if there is no forward movement on recruitment attempts, intentionally or otherwise, a 10-Man team can't be called what it isn't.

I didn't think I would have to go to such lengths. Then again, I also didn't conceive of a hypothetical future in which several guildies would defy our rules, and the person in charge would not make a swift decision. Had someone in, say, Bovie's team, or Jungard's team, or Joredin's team did something equally foolish, I was reasonably confident violaters would receive a swift kick in the ass to shape up or ship out.

...but I also never suspected Riskers would be the type of person to drag their heels. And in that moment, I realized I was making an assumption that any of them would act as quickly.

Yet you were intimately familiar with the ‘psychological drain of people management’. Nice work setting expectations.

What I was left with was a Tactician, seemingly incapable (or uninterested) in mediating, yet kept all the perks flowing back into his team while it remained in a pseudo-stasis, not recruiting, not replacing, but still raiding, using guild repairs and flasks, and wasting achievement after achievement due to their 7/3 split.

To light the fire under Riskers, I amended the requirements of Tactician to enforce the completeness of their respective 10-Man roster. It had to have 10 people, minimum, which qualified them for guild achievements. And if not at 10, they had to be actively recruiting, and I needed to see the evidence of it: posts on their team page, and working with me to recruit the necessary people for the role. Riskers had to have an officially sanctioned 10-Man team in order to keep his rank and to keep those perks flowing back into the team.

Once updated, I politely reminded him of my initial two week window, and encouraged him to be more aggressive in his approach to solving the problem. A few days later, a fourth Herp Derp member, Phame, left DoD. And every day Riskers said nothing to me, I felt awful. I liked him.

But I didn't like who he stood for.

As Sir Klocker begins 25-Man invites, Mature, Onionscoop,
Beefysupryme and Lix barely pull off "Headed South" in time,
Lost City of the Tol'vir

A Compromising Position

As March’s weeks bled into April, I continued to recruit, discarding nearly every applicant that arrived in my inbox. I was convinced that my then-age requirement of 23 was liberal enough to keep reasonable amount of new faces flowing into the guild, but it simply the wasn't the case. Email after email went to the trash, as 16, 17 and 18 year olds continued to submit applications, ignoring the first rule I laid out at the top of our application page. Occasionally, I would hit paydirt. Finally! An applicant able to comprehend my restrictions!

...only to find out the player was into heavy recreational drug use -- a habit that doesn't play nicely with reliability.

The masochist in me wasn't ready to take guild leadership to a new level of pain. Back to the drawing board I went, reviewing underage apps, then discarding them. Eventually, I backed down from my age requirement. For a temporary amount of time, I pitched a "guild promotion" to allow normally excluded applicants to be referred to DoD. If it was a decent app, they came in on solid footing, and were sponsored by a veteran, I agreed to waive the age requirement. We saw a few new faces during this period, but it would take time to determine if there was any value among these kiddies. Besides, there were more immediate hurdles I needed to vault.

Both the underage newbies and our existing legitimate apps had trouble climbing the DoD ladder. The steps were as easy as I could make them. You started as a Recruit with limited access to our forums. It was just enough to introduce yourself, but not enough to inadvertently say the wrong thing in the wrong place, wasting the time of the forum moderators while simultaneously making you look foolish. 

Over time, you worked your way into the system until you qualified for Guildy, which is when the raiding forums became available (in read-only mode). If you were interested in pursuing a raid spot, you didn't need to ask questions or harass players for more info -- everything was laid out in a set of crystal clear steps. Fill out your profile on the raid tool, make sure you log out wearing your best gear so leadership can verify the fundamentals: ilvl, gems, enchants, spec. 

After Raider qualification, you could sign up, were rotated in, and the game was afoot: you proved to us you were ready for the long haul. If you chose, you could push up into Samurai, gaining even more spots, being exposed more forums. Eventually, you were looped in to the Samurai peer review process, participating in a committee with personal investment in shaping who they played with, week to week.

This was simply all too much to handle.

They didn't know what to read, or where to go to find the right info, or why they couldn't create a raiding profile in our signup sheet. When they were made Guildy, they didn't know why they were unable to ask questions in the raider forum, and the concept of rotations eluded them -- even though it was painstakingly detailed in our guild policies and procedures. My gut told me they just needed to read, to use some of that elbow grease to get the brass ring. But as their inability lingered on, I suspected the answer was more dire: they read it...and legitimately did not understand a thing I asked of them.

This new generation of recruit wasn't one that plagued us in Wrath or earlier; inductees were pointed to DoD's steps-to-raiding, and players figured it out. And because of the limited bench, I couldn't waste time circling back, pointing and re-pointing and re-re-pointing to the same instructions over and over until it was jackhammered into their skull. The roster lacked faces. So, I did what I expected most guild leaders would do in a signup crisis...

I backpedaled.

New recruits to DoD were fast tracked into raiding, rather than forcing them to go through the motions. It required excessive micromanagement to ensure each and every one of them knew what was expected of them. In Wrath, if they didn't read the rules, didn't understand what I asked of them...they simply didn't get in. It forced players to re-evaluate their comprehension of DoD policy, and they either improved or withered away. With the roster sitting at 24-25 heads (barely) each week, there was no room to play games. I either accelerated the promotion rate so they could join the 25-Man, or there would be no 25-Man.

There is nothing quite like the feeling of drawing lines through your own hand-crafted rules; a signed confession of a hypocrite.

No, I did not envy Riskers' position, faced with a team that was actively betraying his own beliefs, yet simultaneously aware of his own participation in it. I did not envy him, but I understood his hesitance. And I felt awful for him. And for his end game.

Thursday, April 23, 2015

4.35. The Silence of the Crickets

DoD kills 12 aberrations in under 10 seconds
 during the 25-Man Maloriak encounter,
Blackwing Descent

The Mirror

Where is it written that the best players must also be the shittiest people?

I'm sure there are exceptions; there's always exceptions. Yet whenever I look from a distance, it's easy to spot the douche-canoes pulling ahead of the flotilla. Finding a solid gamer that's also a decent human being is an achievement by itself. Egomania is too often the bastard stepchild of proficiency.

Perhaps it comes from who we are as gamers, why we turned to this as a hobby in the first place. Cast out of social groups at a young age and mocked for our ability to geek out on subject matter too niche for the general public: ham radio signal frequencies and 'handles' imprinted onto license plates, the collected works of Rumiko Takahashi, an admiration for the aesthetic of a twenty-sided die. When the Nielsens reported a drop in Twin Peaks ratings, we leaned in further. This is us: gamers, geeks, nerds...shunned by the jocks and the preps, the popular and the masses.

Kids and adults handle us very differently. Playground bullies take to name calling and pantsing to prevent us from knowing the truth: they have no idea what you are talking about. The workforce demands a little more tact. Colleagues smile and nod gracefully, but you can see the milky glaze of their zombie-like stare while you ramble on about Buffy and Firefly and why you think there's a polar bear on the island.

After a time, any interest in mingling with them far outweighed the effort of dumbing down our conversation...or we simply didn't care to risk additional mockery for our less cavalier interests. We grew thick skins, shielding us from the ignorance of the others, saving us from having to carry on a meaningful conversation about what's important to us, what we need, what we are missing in lifeIn turn, we lost our shot at honing the tools necessary to persuade, empathize...to communicate.

We withdrew to our darkened amphitheater of gamedom, flashing bytes of color narrating week-long binges of Mega Man and R-Type and Phantasy Star II. We ranked each other by who beat Battletoads, and our struggles with humanity were digitally obscured by the universes we occupied: the empty solitude of Fallout and the corporate greed driving Ultima into the ground. Stories in games may have exposed us to alternate perspectives, not unlike those of L'Engle, of Lewis, and of Herbert, but at least the bookworms could carry on a healthy debate about the work with their fellow readers. There's few opportunities to learn that your words and actions have a lasting effect on another human being...when you're busy memorizing all of Shang Tsung's transformations. Debate devolves into nothing more than who wins and who loses.

Our only means of relating to people was through games; we saw interaction itself as a game. Watch how fast I pick the gamers out of this crowd. The spirit of competition compelled us to seek perfection in our own technique, always refining, always going for the high score. Winning came with a convenient kickback: we surrounded ourselves with more like us, more gamers that thought and acted and behaved like us. A fortunate echo chamber of support, distancing us from anyone who didn't fit the mold. Oh, you're a gamer too? What's your favorite game? Madden?!? Please. Don't make me laugh.

We never notice the reflective sheen of the wall, even well after it is complete. As we engage in the one thing we do well, the comfort of our own perceptions bounce back at us, reminding us of how good we are, how right our decisions feel. We're kept blind to what offends, what intimidates, and what inspires. Alternate perspective, morality and ethics, personal preference -- these are all just hurdles in the way of winning. Theorycrafting and min / maxxing prove those inefficiencies aren't worth the time or energy. If we ever doubt ourselves, well...the mirror is quick to remind us how soft we've become.

In the end, we're reduced to "winning" as our only defining metric. Beating everyone in line at the Mortal Kombat machine. Earning the most kills in Deathmatch. Defeating Sephiroth. Killing Diablo. Coming out on top of heals at the end of the raid. Winning is the only safe way we can connect with others; it is how we both gain and measure credibility. And so, the mirror stands, a reflection of what confirms our trust and our judgement. It allows us to sort people out easily, at face value, read as easily as a position on a battle.net ladder. And as we continue to win, we're reaffirmed that we're right...

...but not necessarily that we're decent human beings.

Mature assists in a 10-Man kill of Al'Akir,
completing "Defender of a Shattered World",
Throne of the Four Winds

Mistake at the Lake

I caught myself second guessing my decision to make amends with Falnerashe. We had history, a blemish on the DoD timeline not easily forgotten. Nor should it have been. But we could at least forgive, accept we made mistakes in judgement and move forward. Better to be in a group of similarly-minded folk than to be off alone, roaming Azeroth, exiled to a life of pick-up groups and battlegrounds whose ever-changing faces ensure no history...nor any opportunity to write one. On that day, back at Lake Wintergrasp, I meant what I told Falnerashe. No player should be forced into that Hell of anonymous pugs. Even players that prefer to be off, doing things on their own, can appreciate the value of a familiar face...if for nothing else but to vent a shared opinion.

When Fal finally decided to give DoD a second chance, things went smashingly well. The excitement of fresh content mixed with an augmented roster sparked guild chat into a wall of solid green text. We ran dungeons, ground out rep, pieced together what armor and weapons we could salvage in preparation for the 25-Man kickoff. And all the while, I reminded Fal of our agreement: I don't want things to ever get as bad as they did in TBC. If you are being pushed aside, mistreated, or have an issue with anyone in this guild, you can come to me directly and I will deal with it. Even if you think it’s not OK to bring up -- I’m letting you know: it is.

She was a star healer in those first weeks of January and February, granted every rotation she signed up for. Even when other DoD vets bitched and moaned about having to re-qualify for the Raider rank at the start of Cataclysm, Fal checked every requirement off the list without so much as a complaint. She took pride in her gear and her skill; she was the kind of player a guild leader scours forums for. And while others may have questioned "Why do I have to do this?", Fal's response was always: "Why aren’t you?"

Inside those raids I monitored chat very carefully, listening for her in Vent and watching what she typed into /raid and /dodhealers. Was she rebutting a healing assignment, or merely seeking clarity? Did I detect some snark, or was it an innocent observation? Were remnants of her bitchy, passive-aggressive tone creeping back into the conversation? Or was she merely pointing out possible reasons we wiped as a means to educate? I analyzed every sentence, every phrase...every single word she typed into chat, while considering her personality, her history, her possible targets of resentment.

If I were Falnerashe, who would disgust me?

The first to mind was Lexxii, healing officer and self-appointed podium of Priests. She was a veritable megaphone of opinion whose style had a tendency to grate on you. She'd proven herself a capable healer during Wrath (in Fal's absence), but my decision to put her in charge of the healers rubbed a few people the wrong way...some of which ended up in Herp Derp. More recently, Lexxii had a growing tendency to stick to obsolete specs and tactics -- ones formerly accepted as gospel during Wrath. I wasn't sure exactly why she seemed incapable of retiring these beliefs. Stubborn? Self-esteem? Lazy? Afraid to be seen as a fraud? An unquenchable hunger to be right? Whatever the reason, this risk was the same: an expert player like Falnerashe would see through her like a sheet of plate glass.

Fred was a potential second candidate, a dedicated, enthusiastic member of the healing squad. He backed opinion by quoting articles and research but struggled at the performance part. Fal might have seen Fred as little more than a dilettante, the likes of which Fal would chew up and spit out when put to the test. I imagined Fal sickened with just the thought of having to play with wannabe-professionals, and watched their interactions carefully.

The riskiest of all was Rainaterror, the enhancement shaman with all the personality of a tamagotchi missing its battery. Raina liked to question every single adjustment made on each boss attempt. Excessive tactical scrutiny implied a deeper understanding of the encounter's mechanics, but her line of questioning removed any doubt from our minds:

"Why are we standing here again?"

"What is the point of having me interrupt this?"

"Why is it essential I join the add group?"

It's the kind of paradoxical malaise that some players feel compelled to express. In my mind, I could feel Falnerashe dragging her nails across her wrists every time Raina opened her mouth.

And yet, each time I'd ping her, Fal was amicable, perhaps even (dare I say it) pleasant. The plight of the intractable, the ignorant, and the incompetent didn't seem to be getting to her. We were going to have folks like that, a fact that all guilds must deal with. She took in stride and with each passing week, I felt more optimistic about Fal's state of mind. In fact, I didn't even care when she mentioned she was putting her alt into Drecca's 10-Man.

But that was before the event.

After the event, every day that passed with Fal's absence on the sign-up sheet found me second-guessing the decision to bring her back into the DoD fold.

Good. You should be second-guessing yourself. It’s only a matter of time. People don’t change.


DoD defeats Halfus Wyrmbreaker in Heroic: 25-Man,
Bastion of Twilight

And Then There Were Seven

I told myself it was simply an oversight -- players did have a tendency to forget to sign-up from time-to-time. Even Blain had me automatically sign his character up in advance; this is why I kept a close eye on the roster and spammed guild messages / forum posts with reminders. We're fallible, we forget. It happens.

I doubted the reasoning was steeped in disgust. We had a good roster, with a few fillers here and there, but it was nothing like the days of Wrath: whole groups of players of each class, vying for a spot in the 25-Man. Progress was admirable: we were through tier 11 normals, and Blain was ready to push into heroics. But we would need our best and brightest to do so, which is why I eyed Fal's missing sign-ups with optimism, yet dreaded the root cause.

You knew this was coming! Wow. You must have been really desperate to get those Lake Wintergrasp achievements knocked out.

The day before the March 18th raid weekend was set to tackle our first heroic encounter, Falnerashe exited the guild of her own accord. No note. No goodbye post. No forum PM. No text message. When word got to me through the officer chain, my first instinct was to ping her SO, Teras, whom I had a connection with on Facebook. What had happened? Had something transpired while I was away? Could it be resolved?

LOL. Why are you even bothering? You know exactly why she left.

I was surprised...and then not...to discover that Teras himself had no idea she left. He was equally stunned, stating she hadn't expressed any discontent to him...or to anyone, for that matter.

Big surprise there. Why should she share her plans with him? It’s not like they’re dating or anything. God forbid any kind of communication goes on between her and people she gives a damn about. Maybe that’s it! Maybe she doesn’t give a damn about anyone! ...except herself.

I wanted to give her the benefit the doubt, walk the walk of judging each action independently -- one thing doesn't have anything to do with the other. People can change, people experience challenges in their lives and grow all the time. This could very easily have been a real situation that needed my attention. Perhaps Bulwinkul had gone off on a drunken tirade again, or she had words with Raina...it had to be something like that.

You give the gal too much credit. Anni was right all along. The cricket stops chirping when you get too close. But you had to push, had to keep checking in on her, checking to make sure things were all warm-and-fuzzy, all up in her face.

Teras didn't know. Riskers didn't know. Nobody knew...nor would they. Not until the commotion died down and they all went about their business. A cricket needs time for things to settle. Too much activity forces them into a defensive position, unable to cope. Leave them alone, let them step away, and the stridulation is sure to follow. You'll get your chirping, about how your guild has become "too big of a crowd for their personality", or that they "shouldn't have been passed up for a promotion". It'll be then that you'll understand why it wasn't worth it, all the time and energy you sunk into making them feel like they were a part of something bigger, something great, something that mattered.

When it is all about them, what they are a part of never matters.

---

The 25-Man team went into Bastion of Twilight on March 18th and defeated Heroic Halfus Wyrmbreaker without Falnerashe. When the raid finished, I returned to the forums, opened up the guild rules, and added a single requirement to the rank of Tactician:

- Must have an officially sanctioned 10-Man team.

Thursday, April 16, 2015

4.34. The Difference Between a Guild and a Business

Syrophenikan assists Cheeseus's 10-Man, Juicebox Bandits,
in killing 12 aberrations within 10 seconds,
Blackwing Descent

The Wrong Man for the Job

The first order of business was to contact Riskers. As Herp Derp's Tactician, it was up to him to maintain order, ensure that group was playing well together, and communicate any team deficiencies to me for recruitment purposes. Most of all, the Tactician was there to keep a close eye on the behavior of the group, corralling any ill intent. The common sense rule had been violated far too often.

Maybe I should have been more up front with Cheeseus and the members of Eh Team, back in Wrath. "This thing that you are doing is actually in direct violation of the guild rules and you are not to do that anymore." Seems silly and pointless; it is neither. Tacticians had clearly defined marching orders: Ensure your team stays within the boundaries outlined by this guild. You are responsible for your team's behavior. If they misbehave, it falls to you to resolve.

That's a lot for a team lead to shoulder, but was necessary in order for me to stay directly connected to DoD's extremities, especially when said 10-Man teams tended to keep to themselves. Those with more obstinate, cynical personalities required the closest scrutiny: they ran the risk of devolving into a burgeoning echo chamber, amplifying each other's resentment.

Things got off to a bad start.

Guildies privy to Ben's shenanigans unleashed a shaming campaign on the boards, shutting down his troll-like antics, dismissing anything Ben had to say. Beyond the internet acronyms and badly constructed thoughts, Ben had little to contribute to the conversation. But Ben had a few friends left in DoD and they rallied behind him...

...namely, Riskers.

Riskers was one of the former 25-Man progression players who chose to step down in favor of the 10s at the advent of Cataclysm. But, he didn't contribute an alt to the 25 in his off-hours (as some 10s did). The side-effect was a lack of awareness around Ben's events unfolding the night I hellbanned him from Vent.

Lacking this context, Riskers made a move not entirely unsurprising, immediately going to bat for Ben, his friend and teammate. Forum Karma spiked up and down as guild members sided with either Herp Derp or "the authority" before I even had a chance to get online and corner him.

"Wait, something happened with Ben?"

"I would definitely consider it 'something', Riskers."

I revealed the drama-soaked story to Herp Derp's Tactician, and waited to see how he'd respond. Riskers' tune completely changed. No longer defensive, he expressed genuine concern for the livelihood of the guild. As he learned of Ben's transgressions and Drecca's lackluster problem-solving skills, I could tell that an uncomfortable realization was setting in: he had been a fool on the boards.

As Hanzo examines his alt, Syrophenikan,
Gunsmokeco discovers Dadsdeath's guild,
Orgrimmar

Damage Control

"God, I'm really, really sorry about this. I had no idea."

"It's over and done. Let's move forward and solve this."

"Should I delete the posts?"

Part of me wanted him to reply to the thread, stating he was now aware of the larger narrative that needed addressing. By doing so, he'd have an opportunity to apologize to the guild for being so defensive. But, it would also mean leaving the initial thread (and attacks) as a permanent public record of Riskers' inability to handle "his" team with any degree of leadership. There was the possibility of excising the individual posts themselves -- a tactic Dalans frequently employed…

Quit doddling and make a decision.

"Nix the posts."

He did as instructed, then sought direction for next steps.

"Should I try to get them to come back?"

I chuckled. Like that will ever happen.

"Y'know, Riskers, I'm not opposed to hearing them out. If you feel like you can get a conversation going between us, I’m willing to give them an ear. I actually don't think this is beyond repair, but that first step is going to be tough. Both Drecca and Ben need to take responsibility for their poor decision making, and I have a feeling that's going to be a tough sell. But DoD is not their doormat."

Riskers agreed, and assured me he would do what he could to convince them to see the error of their ways. Before he left Ventrilo, I gave him a parting thought.

"If you can't convince them otherwise, you may need to start considering the alternative: dropping them entirely from the team, and putting a new tank and ranged in their place. It would suck to have to do that; it's never fun to boot people from a team that jells. But if they continue to remain defiant in the belief that they're right and I'm wrong, there's potential for them to do some serious damage to the morale of that team. It could even result in a mass exodus. I'd hate for that to happen, as there are still good people in that team – present company included."

Riskers thanked me for the advice, heading off to an alien vent server, to see what he could repair.

He's "really sorry about this"? What kind of a team lead is he? Why wasn't his very first decision to come to us immediately to figure out why Ben was being attacked, instead of creating more of a mess for us to clean up?

Because he was the wrong man for the job. Riskers didn't earn Tactician, nor want it. He was appointed...to get the guild leader out of someone's face, so that more important things could be tended to.

Syrophenikan assists members of DoD in tricking
Lady Naz'jar to kill one of her own minions,
Throne of the Tides

Keeping the Pieces

With clears of Blackwing Descent and Bastion of Twilight still freshly under our belt, Blain was not yet ready to push the team into Heroic 25s. Many of the normals had proven to be complex, demanding nearly heroic-like skills to execute with any consistency. An early push could certainly end in disappointment. I trusted Blain, now in his seventh year with the guild, who had long proven his innate ability to read the roster and determine if the gear, skill and mindset was competent to stand a raid trial. Blain had accrued a few days vacation, back in the real world, and said we would discuss heroics further when he returned.

In the meantime, Jungard fronted raid leadership for the 25 in Blain's absence, while I stuck to my raid roster micromanagement. It was a day-to-day effort, checking with each 10-Man's Tactician, working out who was locked and who wasn't -- dealing with last minute emergencies, and finding any filler possible that could play the role needed. And even though class shouldn't have mattered, it did. Just as the Paladin (or Warrior) vs. Death Knight tanking kit demonstrated superiority in encounters like Nefarian, other classes brought (or left) significant favor when joining the 25-Man. We did what we could, and farmed the content dry, bleeding bosses for any semblance of upgrade to anyone and everyone that participated.

I took care to step over the cracks in the sidewalk, but put on a good face to keep the negative vibes at bay, opting instead to vent my frustrations to folks like Cheeseus over IM. I ranted to my Wrath-era raid leader about how difficult Blizzard had made things this time around, how their "good intentions" had left me with a lot of extra paperwork, and how more difficult raids with no better reward only caused guildies to see the 'exit' sign that much clearer.

Every week there was a new guildy issue on hand. Soot was proving less available than originally intended, keeping me shackled to a tanking role more frequently than I would have liked. One of the shining stars, Ignismortis the warlock, withdrew his Samurai app, citing personal circumstances that unfortunately stood in the way of the the responsibilities expected of the role. It felt grim, and the only way to keep that feeling at bay was to recruit -- keep that steady flow of raider material coming through the front door, in the hopes that we'd land some significant contributors that were in this for the long haul.

In the back of my mind, the Drecca / Ben fiasco lingered. I wanted desperately to put it out of my mind. You lose people. It happens. You put measures in place to plan for situations like this. Forget it and move forward. But I couldn't.

The Sentras of the world bitched about how I ran DoD like a business; an observation that is grossly oversimplified (to him, it simply meant following rules). But there is one way running a guild will never be like a business, and is too easy for a guild leader to lose sight of. You don't choose who you work with, but you do choose who you game with: you work with colleagues, but you game with friends.

When people leave your company, it's time to move on to bigger, better things; a grand new opportunity. When people leave your guild, it's inherently personal. Feeling betrayed is natural, if you consider it a friendship someone walks away from. That's the part that makes guild leadership the most difficult, or any kind of leadership, for that matter. Which is probably why Riskers wasn't up for the task, or wasn't thinking on those terms. Only crazy people volunteer for this kind of work.

I pondered the next possible 'betrayal'. Would it be someone unaware of the events unfolding in DoD, or someone intimately aware of what was going on? Would he be someone that would side with Drecca and Ben out of stubbornness and immaturity, or would he be someone more likely to choose the path more convenient and secure? Would he be someone I trusted, someone with legitimate concerns I wasn't addressing...or would he be more likely to lie to my face when I put him on the spot? Would he even tell me the truth, even after this all came crashing down?

To respond to all these questions, I say to you, loyal reader:

What makes you think it was a ‘he’?

Thursday, April 2, 2015

4.33. Derpy Moves

"My Little Deathwing"
Artwork by Teemu Husso

Kant Justify the Behavior

Dragged through the filth, word eventually got back to me. Word always got back to me. I wasn't about to let a 10-Man team conduct their business in isolation...not after the events of the past. I leaned on trusted loyalties -- both the leaders and the inconspicuous, to feed me information from the other side. Keeping my finger on the pulse was imperative...especially if sprouts of psychological damage were taking root.

Their closed door discussions repeatedly trash talked the way the 25-Man handled itself. It was Eh Team all over again, but with added panache. The concern was no longer entitled elitism clamoring on about how the "carries" were getting a free ride, undeserving of loot they helped procure. Instead, voices inside Herp Derp chose to assault the fundamental precepts that the guild was built on. Loyalty. Dignity. Respect toward one another. Hell, even making an effort to be respectful toward so much of the pit that was dredged up out of Deathwing-US. They cared little about wiping away the spit and blood. Oh, they cared about getting shit done...on their terms. Time was far too valuable to waste on the likes of the 25.

I was constantly reminded of how little the guild meant to them. Every block of achievement spam that scrolled up through guild chat, weeks ahead of the 25, married to the hypocritical insistence that their road was the true challenge, the real effort, the actual goal...told the tale. They weren't on board.

I'm not about to defend Eh Team's behavior, but obvious differences emerged. They may have conspired behind protective walls, but when the bitching and loot collusion was over and they set foot in the 25, they meant business. The team mentality took over and the best and brightest led the charge, driving progression into something DoD could be proud of. Even if they did it for their own selfish purposes, they valued DoD enough to make their own successes a part of the guild's.

Herp Derp, by comparison, turned their back on core. They weren't stupid -- exceptionally skilled players rarely are. But they made a conscious decision to step out of the 25, fully aware of the jeopardy they thrust the guild into. Or maybe they didn't...and just didn't care.

So, they kept to themselves, crickets that chirped in the darkness, waiting for you to approach -- then, silence. And in that silence, an unspoken agreement that this was ok, right, and just. Nobody once thought to take a stand for the guild that they called home. All on account of…

...what was that reason Bheer gave me? The day he confessed all of Eh Team's sins?

"...because we had a good thing going."

DoD wasn't their home. It was a means to an end.

---

Monday arrived. Herp Derp was scheduled to resume their own Heroic 10-Man work. I prepped Jungard the night before; he was completely up-to-speed on the Ben incident. Jungard was in the eastern time zone, and so enjoyed the luxury of being online a few hours before the guild leader. I assigned him a mission. Keep tabs on Herp Derp as they prepare for the evening's raid. Ben had been dark for three days now, and Drecca -- like me -- had always been a stickler for Ventrilo. With Ben's kick/ban still intact, the curiosity was bewitching. What was Herp Derp's next move going to be?

The clock ticked up to 5:00pm on my contract gig, another web agency in the Denver Tech Center. I packed up my laptop to head home. Still no word from Jungard. No text messages from Ben. No private messages on the forums, no phone calls. As I stepped outside, proceeding to the Civic, the phone buzzed. Finally. I pulled it out and glanced at the number. Job Interview. A healthcare company I'd been back and forth with for several weeks wanted to schedule another tech screen. Dammit. I felt the frustration rising.

Stop.

I took a deep breath, then exhaled.

Focus. Don’t be pissed off at a possible new job opportunity. Leave the Herp Derp rage at the door.

I flipped the switch into "professional courtesy" mode, and took the call, scheduling the next interview with a gal by the name of Allison. It sounded like a great opportunity. I felt good about my chances, and remained optimistic. The call was quick -- done and out of there in no more than three minutes, tops. It wasn't until I hung up that I caught a glimpse of the tiny SMS icon:

Message From Jungard: Drecca spun up his own Vent server.

Death Knight vs. Paladin

"I see that your best interests are at heart (as always) but I would like to take this opportunity to point out that are you providing Ben with a means to circumvent the very carefully crafted guild rules I've put into place. Although it may seem like I'm picking on Ben, this rule applies to any guildy. He needs to be held accountable for his actions. He cannot be allowed to mistreat his fellow guildies, then get off, scot-free. It's what we call a double-standard, and I don't allow that behavior in DoD."

"I also realize that I ought to be taking this up with your ‘Tactician’, Riskers, so allow me to clarify why I'm filling up your inbox with my rant. You were the one that consciously made the decision to set up a new Vent server and put the team, Ben included, on it. I admit that a part of me held out the hope that you would demonstrate some leadership that I've sensed is buried deep inside you somewhere, and half-expected you to turn him directly back to me, so that we could resolve this outstanding guild issue. Alas, no such luck."

---

"Well, then we have a severe difference of opinion. The team is not circumventing anything by using a different Ventrilo server to raid in. If you want to impede the team's progress by keeping someone banned (it's well within your right to do so), then I will do what's best for the team in order to move forward with content and not concern myself with guild politics."

"Nowhere in the rules does it state we're not allowed to use a different Ventrilo server. So, if you'd like to go ahead and interpret your own rules on the fly, then we'll be disagreeing quite a bit on things."

---

"Drecca, the guild was founded on common-sense rules, and over the course of six years, I've had to write those rules down, because there is always someone who thinks the rules don't apply to them, or that it 'wasn't written down anywhere'.

Let's break down the facts of this particular situation:

1. Ben violated guild policy by being a douchebag in Vent, which he's been warned about, multiple times.

2. Ben was banned from Vent as a result of this continued behavior.

3. Rather than come to me and take responsibility for this behavior, he chose to remove his alts from the guild.

4. Then, he came to you and said (most likely), ‘I can no longer connect to Vent.’

5. Your solution to this problem was not to inquire why (which would have given you the means to direct him back to me), but instead, to move forward with your very own solution, blissfully unaware of the damage you were causing by doing so.

So, in summary, the entire mantra of DoD going into Cataclysm of "people being held accountable for their actions" was circumvented, not by the team, but by you. I can only assume your thought process went a little something like this:
Well...Ben was apparently banned from vent for some reason Hanzo deems important, but our priority is Herp Derp first, Hanzo's rules second, so I will go ahead and find a way for Ben to avoid taking responsibility for his actions so that we can kill bosses and get some fat loot and ring up achievements.
Read that last statement very carefully before you rebut me. Look at what is happening. This has transpired as a result of your actions, and this is the direction you have chosen. If, after this explanation, you truly do not see the error in your judgement, and declare me a 'dictator that is free to interpret his own rules as he goes', you may pack up your things, and take your leave of DoD now."

---

"Great countries have fallen under less tyrannical rule than what you impose upon this guild."

---

A day later, Drecca made his decision, exiting the guild.

The Third...Wait For It...

When Jundar (no relation to Jungard) left the guild back in '05, taking the handful of guildies that would eventually become Horderlies, it was DoD's first exodus. And it was my first mistake. I take full responsibility for it. Shortsightedness an inexperience as a guild leader prevented me from communicating a unified vision to my guild. This is what we're here to do. This is why we exist. The result was I lost good people like Hend and Chariot that weren't interested in 40-Man raiding, or didn't have the means to dedicate themselves to that sort of lifestyle.To be honest, when I reflect upon my own all-encompassing devotion to the guild in those early years, I can't say I had the means myself!

For me to criticize the casual preference of play while ignoring my family and responsibilities should, to some extent, convey to you how completely ill-equipped I was to make those kinds of judgments.

Some two years later, Dreadlocker, and those loyal to him, left the guild under a different pretense. Though I chalked it up at the time to petty self-conscious criticisms, the truth wasn't established until much later. I directed my disgust at Dreadlocker's insubordination, a player I put in the role of officership to defend the guild, and deal with miscreants in short order. So, when the second exodus unfolded before my eyes, my disgust was a convenient mask, shielding me from the root cause.

Many of those that followed Dreadlocker into the guild Illusion were a part of B-Team, aka "the bench", while A-Team enjoyed all the glory and progression of Blackwing Lair, Ahn'Qiraj, and Naxxramas. He was tired of it. Tired of sitting back and watching his friends increasingly forced onto the perma-bench, as the 40 transitioned to the 25, come TBC. And when you care about your friends, and see them disrespected after so long, an authority role in the guild making those decisions means very little. In fact, you probably wouldn't want to have anything to do with a guild like that. I own that second exodus as well, and am truly sorry for my decisions in handling B-Team. They didn't deserve that. Dreadlocker didn't deserve that.

I went through a long period of introspection after that. I'd learned a lot between the day Dreadlocker left the guild and the day I fought with Drecca over a series of forum PMs. Many epiphanies fundamentally changed how I approached the management of my guild. And although it may not have been perfect, by the arrival of the seventh year, I felt more in control of the little details than ever before. I was more respectful toward players preferring a different style of play (even if it was one I didn't agree with). And I was extraordinarily careful to clearly define my expectations of the guild, and ensure that they knew what our direction was, what our goals were, what we needed to succeed, and what would ultimately be our ruin.

The third exodus would not explode in a blast of g-quits as the first two had. And this is the key, loyal reader. Because I can't help but wonder which is worse. Watching as the band-aid is ripped off, a mass of dedicated followers now all siding with a leader whose vision is vastly superior to your own? Or watching a group of players make no decision either way. To not be concerned with the trivial details of a member's guild tag, now suddenly changed, or a Vent server suddenly different. To not take one moment to internalize these little details, and contemplate a larger narrative.

Or perhaps that they did consider, and didn't care...because they had a good thing going.

Thursday, March 26, 2015

4.32. The Almighty

"Judgement"
Artwork by Erika Nordmeyer

Pulling Teeth

"I don't understand why it's necessary to name someone."

It’s necessary because I fucking said so.

"The point of naming a Tactician is so that there is a way for us to mediate problems. If Herp Derp decides to pull some kind of crazy shit, someone should be accountable for it. They manage the group, enforce guild rules. Y'know? The common sense stuff that if I didn't actually write it down as a actual rule...that someone would find a way to throw it back in my teeth?"

Silence.

"Look, this goes both ways. This isn't just a me-me-me thing. When you pick someone, it gives the group a sense that they're official, that they matter, that hey maybe one day in a former life they felt like a contributor to the guild via the 25, but now they can't...but they can! We'll cheer their accomplishments as if they were the 25s, get their kill-shots up on the website, get the guild to congratulate their wins -- the 'family' thing that is so often bitched about as something we're kicking to the wayside. And you get the same perks as the other 10s, remember? The BoEs, the guild repairs, etc…"

"...but not as much as the 25."

Why do you have to bust my balls on this, Drecca?

"Just pick someone. It doesn't have to be you…"

...but you and I both know it should be.

"...just make sure it's someone that's responsible and can act on behalf of the team."

"In that case, I pick Riskers."

I sighed. "Fine. I’ll update the rank and let him know what he needs to do. See? That wasn't hard, was it?"

"It wasn't hard, but it also wasn't necessary."

Well, Drecca, when you have a guild of your own, you can decide what’s necessary.

---

Herp Derp's rapid progress through 10-Man content was inversely proportional to their involvement with the guild. Drecca and Co. plowed through content...sorry...Riskers and Co. plowed through content at a rate unmatched by the 25-Man, knocking Nefarian out a full three weeks earlier than progression, and I made certain to join in the guild cheer and congratulations. A unified front is important. As the guild leader, it was the right thing to do. It just wasn't easy.

Outside of their raid schedule, members of Herp Derp were a little less easy to pin down. They kept to themselves and rarely spoke up in guild chat. Drecca did most of the talking, often issuing blanket statements that any player worth their salt would question. All topics became controversial, with Drecca leaning uncomfortably away from fact, his answers laced with prophetic subjectivity. These rage-inducing platitudes seemed crafted specifically to crawl under my skin.

Any opinion he voiced in the past was buried in triviality. I focused on the more important piece of the argument -- the factual part -- like when he joined me in agreeing that any rush to judgement about Real ID (before it was even solidified) would be self-defeating. Only when pressed further did Drecca clarify his personal feelings about Real ID, had Blizzard pursued their initial design:

"Publishing my real name next to my gaming account information is a complete violation of my right to privacy, and was not a part of the Terms I agreed to when I created the account. If the day arrives that I have to attach my identifying information to a 'technical support' forum post, I'll be cancelling my account."

For the early part of his career in DoD, Drecca's personal opinion rarely treaded over his own practicality. Eventually, it was the norm.


DoD's kill of Chimaeron causes Mature to
earn his 50th exalted reputation,
Blackwing Descent

10 vs. 25 - SOLVED

At first, the behavior was barely noticeable, and not nearly worth the energy to raise an eyebrow:

[Guild] [Drecca]: [Signet of the Elder Council] is the best-in-slot tanking ring before you see any Tier 11 drops.

Really, Drecca? Agility? That just came from your mouth?

This gave way to an underlying pretentiousness, slowly forming at the edges.

[Guild] [Drecca]: Any tank purposefully not hit capped is an embarrassment to the role.

EJ confirms there's no longer a need to cap your hit. Blizzard is purposefully changing interrupt mechanics to accommodate. Why do you insist on clinging to superstition?

Eventually, every statement was a full-scale attack. Marred by personal bias, his opinion stained guild chat, lingering in disrepair.

[Guild] [Drecca]: There is no such thing as ‘casual’ and ‘hardcore’ players. Only good players and bad players.

Nuance had long since taken its leave. And with every additional "fact" thrown into the mix, it became less easy to back him, even if there were still a smattering of accuracy tucked away under a barge of refuse.

It was no coincidence that Nefarian fell to the 25-Man the very same night Drecca happened to be a part of the killing squad. Hours of practice ending in wipes, did an immediate about-face, the boss being beaten in one pull...the first pull, no less. A blood death knight's kit was no match for that of a prot paladin's -- a testament to the tuning of the boss. The prospect that a competently geared/played 25-man team was unable to execute the encounter with their own choice of tanks not only contradicted Blizzard's mantra, it was just more evidence we could heap onto the 10 vs 25 argument.

I thought for certain he...like any competent player...could see what we saw, could attest to the indisputable adjustments necessary to facilitate Nefarian's death: moving from two tanks to three, ensuring a paladin tank was present, the nightmarish logistics of separating interrupt groups into their own vent channels. Surely, he sees this, I reasoned to myself. These were the kinds of allowances that a 10-Man wouldn't ever have to make.

Wouldn't make? Or...couldn't make. See what I did there?

Drecca saw a very different picture, even after having been present (and responsible) for the kill that day. In perhaps his most prophetic statement to the guild, Drecca didn't care to see the array of complexities that the 25-Man had to deal with, because he was too busy focusing on what the 10s weren't able to deal with:

[Guild] [Drecca]: 10-Man is the most difficult content in the game right now. With only 10 people, we don't nearly have the options that the 25 has.

In his mind, the 10-Man was more difficult because they simply couldn't make the changes we were able to put into place. They couldn't put a third tank in, even if they wanted to -- there was no room to sacrifice DPS or HPS. They couldn't separate themselves into different vent channels; a smaller group inherits more individual responsibility, so pulling them apart was a self-defeating endeavor.

No gray area. No thorough examination of the mechanics from boss to boss. No contemplation of the of the subtleties of room size-to-party ratios. World first guilds would go on to state that Cataclysm's 25-Man raid content was some of the most difficult content ever seen in World of Warcraft. But Drecca made it all so perfectly clear, putting to bed that long argued debate that raged on even now within the threads of Battle.net's forums, our own Great Conflict, with neither side gaining sway for very long. All they needed to do was read from the word of Drecca, and rays of light would bathe the vast armies in clarity, putting an end to the war.

It was a simple lack of options that made the 10-Man encounters the most difficult content in Cataclysm. So sayeth Drecca.

Mature and the guild assemble near the entrance to
Throne of the Four Winds to begin work on Al'akir,
Uldum

The Last Moment of the Dark

It was late into the evening on March 4th, the first raid night following our clear of both Blackwing Descent and Bastion of Twilight. Blain's goal for us this Friday was a full clear of BWD in a single evening, and while the bosses leading up to Nef were no longer a concern, Nef was still far from a guarantee. Yes, we'd killed him once...but one kill does not a farm make. We were sans Paladin tank once again, but we kept faith. After all, what was it Ghostcrawler said?

Bring the player, not the class.

You got it, Greg. You're the hero of this story!

In the final thirty minutes of the evening, our attempt was going measurably well. Phase one was clean, and it was dry phase two -- an unusually rare occurrence in which no player had a problem hopping out of the lava. Phase two demanded unrelenting concentration, but was muddied by excessive communication between the individual teams synchronizing their interrupts. As usual, we solved by dividing those teams into their own vent channels.

As we waited for our turn to interrupt, the main channel suddenly exploded with distortion.

"IMMA GET ME SOME MUDDAFUCKIN PROSSITUTES UP HERE IN DEEZ NUTS."

Ben.

"Not the time, Ben."

After a brief pause, the hundred-decibel rant continued, our headphones filled with sexual obscenities and unfulfilled carnal desires. He was a wandering drunk falling over himself, in desperate need of an escort.

"...HEH. WHY YOU GOTTA ALL BE LIKE DAT? HEH. JUS' LOOKIN TO GET MAH DICK SUCKED, LADIES"

"Ben, SHUT...UP. Please!"

"QUIET. Ignore him. Mature is next."

The Chromatic Prototype wound up his Blast Nova.

I shut it down with Mind Freeze.

I alt-tabbed out of WoW.

I right-clicked Ben's name in Vent.

User Admin >> Kick/Ban

"Ben has been removed from the server."

I alt-tabbed back into WoW.

Silence. At last.

"...Jesus Christ."

Ben's impulsive effects lingered long after ejection, our fragile nerves already twitching in preparation to deal with split-second mechanics of Nefarian.

We never recovered. Nef avoided crucifixion that evening. As did Ben.

---

Two days later, I had yet to hear from Ben. I expected him to ping me upon sobering up -- offer up an apology for his abhorrent behavior, and we'd do the dance, as we had so many times before.

You realize this is inappropriate behavior. He'd concur. I want the 25-Man team to be treated with respect. Keep the vulgarity in Anni's channel. He'd agree, apologizing again. I'd release the ban, he'd return to Vent, and I'd reset the clock: Days Without a Ben Incident: 0.

With Ben, it was always a waiting game, and the odds were never in his favor to beat a previous record. His longest streaks of good behavior still stemmed from Wrath. But having since stepped out of the 25-Man, out from under a guild leader's watchful eye to keep him on the straight and narrow, Ben very quickly devolved back into his former neanderthal glory. And it was disappointing.

I only wish I could use 'disappointing' to describe what happened next.

Thursday, March 19, 2015

4.31. Darkly Dreaming Drecca

While Mature cleans his mailbox, Herp Derp completes
the first guild clear of Blackwing Descent,
Orgrimmar

The Code of Hanzo

"I've been out of the loop for awhile." Dalans' voice was familiar, albeit strange, over the phone. Real life circumstances had a knack for making situations like this a bit surreal. For the better part of three years, we'd only ever communicated via Ventrilo, an artificial radio click audibly punctuating the end of every WoW-laced thought. The phone, by contrast, was positively ordinary. Dalans had half my attention while I scanned the aisles of the store, searching for a new pair of headphones for work.

"Who is this Drecca and why does he think his shit doesn't stink?"

A single laugh erupted, startling several customers near me. I gave my former first officer the Cliffs Notes version. Drecca's addition to the team during ICC was a godsend, slipping into the roster at precisely the same time that Omaric began to lose interest in tanking. The paladin assumed the role without so much as a hiccup, making a name for himself in DoD as no-nonsense player with a level head and a practical mind for problem solving. Many guildies leaned on him when it was time to knock out a serious piece of content, cementing that reputation.

With that reputation came like-minded followers, off-hours groupies with a similar "get-shit-done" mindset -- another clique appended to the long line spanning DoD's history. His surprise announcement (along with cohort Bheer) to step down from the 25-Man left a bad taste in my mouth, but thanks to my v4.0 guild strategy, I had no choice but to openly support the decision. The irony was not lost on me.

Dalans responded. "Yeah, but I'm not even talking about the raiding. The recent 'I'll act like a jerk-off to other members because my post will probably get deleted anyways' about the Samurai questions thing throws red flags everywhere."

He's right. You said so yourself. Yet rather than stop it, you agreed with him.

I stared for a moment at a wall of wide-screen televisions with the phone still pressed against my head. An image synchronized across all the displays. Leonardo DiCaprio raced across a beach as enormous skyscrapers of sand collapsed around him.

The hardest part wasn't facing facts -- it was coming to terms with the knowledge that somewhere along the way, we diverted. Being unable to pinpoint exactly when our paths split apart was unsettling. We think the same way, we share the same goals, we're always backing each other up...so we must be aligned, right?

Whatever helps you avoid doing what needs to be done, chief.

"You're right,” I told Dalans, “It's a problem. He's a problem. It never started this way, but it's sure ending up like that. His recent behavior's been more abrasive than usual, but let's face it...so was yours, back in the day."

"Yeah, but I gave Ekasra shit because he asked for it. He shot his mouth off. This stuff on the forums right now? A little different, in my opinion. The only one doing the shooting is this d-bag."

And not the first time, either.

A snapshot of the current Jewelcrafting
economics on Deathwing-US,
(source: theunderminejournal.com)

Superb People Skills

Dalans referred to Drecca's recent outburst on the Raid Management forum, a meta discussion of how to properly vet Samurai applicants. Drecca's topic was simply a request: that we retired "softball" questions in favor of more challenging ones, and I immediately agreed with him. My intent was that the questions be constructed in such a way as to challenge a player into answering intelligently, thoughtfully...perhaps even controversially. It was a quick-and-dirty way to prove someone was invested, and not dictating verbatim from the WoWWiki.

When Fred, a freshly promoted Samurai himself, joined the conversation, the topic began to go off the rails. He wrote, "It was my understanding that the reviewing of Samurai wasn't supposed to be an all guild thing." Confusing language was the culprit here: Fred assumed we were speaking on the topic of Samurai commenting on the state of a fellow Samurai, whereas Drecca's question was focused purely on the process surrounding applicants. Drecca suffered no fools, and went right to work chopping Fred off at the knees.

"I think some reading comprehension classes are in order. Samurai applicants. In the future. As in...not the current Samurai. This forum isn't a peer review of players currently holding the rank, which you seem to think it is. It's to vet potential candidacy, neither of which is the topic at hand. This entire thread is about calling into question the people doing the vetting, and how their approach is insufficient. I'm sorry if I shattered your reality that this is a private cigar club where only you get to discuss things."

Sensing the derail, Fred attempted to take the discussion offline. "Drecca, I'm not interested in getting into a shit-slinging contest with you, here. If you want to fill my inbox with that stuff, go ahead."

"Or, y'know, you could stop being wrong," replied Drecca, "Being held accountable isn't the same as being in a shit-slinging contest. Hopefully, you'll learn to stop mixing up the two, before this thread gets deleted."

Was Drecca wrong? No. But his heavy-handed approached wasn't winning any favors. Disgust with amateurs makes it easy to cross the line from firm to cruel. It's so easy to be right on the internet -- the efficacy of your argument is measured by how fast you can copy and paste a URL. Empathy, on the other hand, is a little more challenging to prove; establishing its presence requires a historic examination of behavior in matters of distress. 

...which is probably why so many gamers don't bother. 

The endless and infinite cycle of death and re-birth, of wiping and running back to the boss for another attempt has a way of permeating the psyche. We're convinced that each new interaction is a clean slate. Why linger contemplating former misjudgments if the boss is dead and loot is being distributed? Whatever mistakes were made are no longer relevant, and contemplating the past only wastes time before the next pull.

---

On February 11th, the topic of undercutting came up. Initiated by Bovie, it was a casual reminder to the members of the guild that auctioning items for less than your fellow guildy shouldn't be considered a personal attack.

Many of the members that played the AH used mods to calculate their posting prices during the bulk posting of goods. Undercutting manifested algorithmically: victims were simply based on the lowest current buyout price. AH add-ons examined these current buyout costs, computed newer, lower costs, and automatically plugged them in during post. The add-ons were mindless and obedient; they harbored as much ill-will toward any individual player as a vending machine holds against the human charged with restocking its selection of junk food.

But if you don't use an auction house add-on, have never used an auction add-on, have absolutely no concept of how auction house add-on works...it is easy to see how one might be singled out by a fellow guildy in an undercutting. Not everyone knows of the existence of The Undermine Journal.

Various guildies reinforced Bovie's stance, hoping to bring clarity around the issue, as well as diminish its perceived importance as a slight against an individual. Even Falnerashe, who normally shied away from the forum, threw her 2c into the ring: "It's the AH. Who cares?"

The most significant post on the topic came from Goldenrod, who used his own experiences gaming the AH to paint a picture. The mage wholeheartedly agreed with the sentiments shared by Bovie, Fal, Guns, and the like, but took it a step further to explain his positioning. He never once claimed to be an expert in economics, but spoke of seeing opportunities to corner certain markets, working with other players, brokering deals that dictated both price and volume for maximum profitability. To Goldy, as it was with a great number of players in WoW, the AH was just another raid boss to defeat.

Unfortunately, someone did not agree with his approach.

Fred (via Daliaah) joins Mature and others
on Deathwing-US to defeat Mobus,
Vashj'ir

Not Safe For Work

"I see censorship is alive and well in this forum," Drecca wrote, "I'm sorry for calling out a fellow guildy whose ethics bend as they need to. I now know that exploiting Tol Barad is an unforgivable offense, but forming an oligopoly is perfectly acceptable. To hell with the moral compass. Yes, I took and aced economics, too. It is reprehensible that you charge guildies for cuts because they bought the pattern on the AH, and you have the audacity to patronize us with comments like, 'When I'm done making money, I'll let you in on my secrets.' Nevermind the fact that you police the guild vault militantly, disallowing anyone that isn't on the 25-Man from pulling gems. The spirit of guild cooperation is indeed alive and well in DoD."

Goldenrod responded.

"Tol Barad was an exploit of game mechanics. The Terms of Services of WoW clearly state that you aren't to utilize known bugs/issues that gain you unfair advantages -- there is no such statement regarding the AH. Everything I, or any gold maker does, is allowed, so long as it falls within the realm of the existing game's rules. I also never charge guildies for the cut: the only time I've asked for payment is if they have no source gem, and I provide one from my own resources...and even then, it's far below cost."

"I also never meant to treat you as a second-class citizen, and if you feel I have, I apologize -- I simply can't provide gems for all of the 10s as well as the 25. If the members of the 10s would like help with gems, I'd be happy to accommodate if they reach out. As for the sharing of my strategy, I'd be happy to share it one-on-one with interested parties -- I'm just not ready to post it publicly on the forums."

Goldenrod's clarification and apology went unanswered; none was needed. Drecca aired his dirty laundry for all to see, and it was clear that he considered himself (and his groupies) as dejected and marginalized. Eventually, he aimed the barrel directly at the guild leader.

Drecca soon began calling me out on my leadership tactics, informing me of my inappropriateness. Simple, thoughtful advice (such as making negative Karma hidden from view) eventually gave way to shameless pandering on behalf of Herp Derp's constituents.

On one occasion, Ben posted a joke link to the off-topic forum which (unsurprisingly) took visitors to a site not fit for viewing in the workplace -- something many of us did during breaks at the office. Goldenrod politely provided some direction to Ben's increasing thoughtlessness, stating simply, "You may want to note links like these as NSFW, as a courtesy to those who might get in trouble for following the link at work."

Ben's response to Goldy? "lol i dunno what that means." Stereotype: perpetuated.

I felt compelled to remind Ben of his growing irresponsibility and demonstrated lack of respect for fellow guildies, writing:

"Perhaps one day when you get a job, you'll learn."

That evening, I was treated to a scathing letter from Drecca in my private messages, admonishing my choice to publicly shame Ben. How dare I? What gave me the right to embarrass Ben in front of the guild, pointing out that he couldn't obtain employment?

To that, I simply replied: Couldn't?.....or wouldn't?

Understanding the difference required context: Ben's history, what he was like, what he was capable of, what he had done -- and what he was starting to do again. But if considering the context of the bigger picture isn't high up on your priority list, then why wouldn't you jump to conclusions?

After all, every time we're undercut on the auction house, it's a personal attack on us...

...isn't it?

There was a day that Drecca and I agreed on nearly everything. That day was now a distant memory.

Thursday, March 12, 2015

4.30. Two Birds One Stone

"Cho'gall"
Artwork by Oliver Krings

World of ExcelCraft

Team OverKill

Raid Times:
- Fridays: 9:00pm (tentative)
- Saturdays: 6:00pm - 1:00am

Tactician: Zedman

Zed's filled 25 since coming on board, late Wrath. Can't commit to a full-time schedule, the wife/kid thing is standing in the way of that. Perma-filler has value, but not if he's leading a team the same night as progression.

25-Man Risks:

Eternaal: Has been showing regularly, but get the vibe that he comes and goes as he pleases. Most likely going to stick to his pal Dexi. He's also pushing Zedman to add a third night on the roster, which means he wants hardcore 10 progression -- safest bet will be not to count on him for many more 25s. High risk.
Makiazo: It was my understanding that Mak wanted to be a part of progression. Not sure what's up here. Going to have to meet with him.

---

Juicebox Bandits
Raid Times:
- Tuesday: 7:00pm - 10:00pm
- Thursday: 7:00pm - 10:00pm

Tactician: Cheeseus

Fine with him back in the guild, he's apologized profusely for any damage caused via Eh Team. What's done is done. As long as he stays the fuck away from the 25-Man, there'll be no issues. Those in JBB do not appear to possess they same drive to manipulate loot as Crasian did. Told Cheeseus to push JBB for achievements, but to respectfully keep them behind 25 as much as possible. No poaching.

25-Man Risks:
Gunsmokeco: I think he's struggling to make up for the Eh Team shit, follows the same logic as why he chose to step down as healing lead in Cata. I don't believe he's going to shaft me, but will keep an eye on it.
Teras: He's helping with the 25 here and there on Horateus, but his loyalty is always going to be to Falnerashe, so wherever she goes, he'll follow.

Larada: He goes where progression goes. Hasn't given me any indication that’s changing, not in several years, at least. EDIT: My god, Larada, how many teams do you plan to join???
Bulwinkul: Not particularly keen on him hanging with his old Eh Team buds, but without Crasian fueling the loot fire, should be ok. If he goes off on another drunken tirade and targets Falnerashe like he did Lexxii, if Teras is privvy, I can count on both of them leaving the guild. As such, noting as high risk.
---

Team H.A.M.

Raid Times:
- Tuesday: 7:30pm - 11:00pm
- Thursday: 7:30pm - 11:00pm
Tactician: Raziei

A la Zedman, Razzy's always been a perma-filler. "Hard As a Motherfucker"? Really, Raz? Really?
25-Man Risks:
Tastyslug: Larada's alt. Pretty sure he is on every 10-Man team now.
Palmabomb: Hellspectral's alt. Hasn't passed out mid-raid for many months. Doesn't mean it won’t happen, but he's been proving to be a changed (read: sober) dude. Low risk.
Jlo: Neps's alt. Hasn't missed a raid since 40-Man Naxx. I expect it would take an act of God to keep him from 25-Man. Low risk.

Gunsmokeco: Isn't he in JBB? Need to chat with him about this.


---

No Rush No Flyers
Leader: Bovie

I have faith that Bovie will not sink the ship. Very clearly defined team rules, raid times, and brings old-school knowledge from TBC.
Raid Times:
- Tuesdays: 8:00pm - 10:00pm
- Wednesdays: 8:00pm - 10:00pm
25-Man Risks:
Borken: Love him. He’s adorable. Wish his Shaman could fill the 25 more. Otherwise, no risk.

Larada: If NRNF accidentally runs the wrong instance, he's hosed for progression (but can't the same be said for any of these teams that run early week?) Also indicates he's on multiple teams. Need to straighten this out with him, marking as high risk until then.
Klocka: alt of Sir Klocker. Like Neps, will take an act of God for him to sabotage the 25-Man. Low risk.
Tantaria: alt of McFlurrie. Sadly, McFlurrie's stepped out of progression, but does not risk the 25.
---

Recovering Raidaholics
Tactician: Joredin

Joredin's old-school DoD. Is one of the reasons Tactician exists. He'll not jeopardize the 25-Man, nor will the likes of anyone on this team (Rebornbendar, Goreden, Breginna, etc...all good people).

Raid Times:
- Tuesdays: 8:00pm - 11:00pm
- Thursdays: 8:00pm - 11:00pm
25-Man Risks:
(none)

---

I clicked into the spreadsheet cell just below Recovering Raidaholics, and typed a new team name.

Herp Derp

Without filling out any additional info, I selected the entire row of cells and painted them all red.

Giving one final glance to the empty leader column of the freshly created blood-red row, I sighed, then closed the spreadsheet to get it out of my sight. The clock on the desktop reminded me of how much time I'd spent editing the document: nearly an hour.

You’re not going to be unemployed forever. How do you expect to keep this up?

Technically, I was playing World of Warcraft...

...but I wouldn't exactly call this "playing".

The 25-Man Progression Team defeats Nefarian,
Blackwing Descent

Corruption From Within

February 27th's prospects brightened. Blain had lobbied for a third tank for some time. In a surprise move, we were offered up a helping hand by none other than Drecca; he'd recently completed the leveling (and moderate gearing) of a second paladin, aptly named Dreccax. This alt was free from the shackles of the 10/25 shared raid locks in Cataclysm. Blain put Soot and I back on tanking Nefarian and Onyxia, while a class with a different kit could field Nef’s adds. I took absolutely no offense to it. I'd strip Mature to the nude and die in the first three seconds if it meant a guaranteed a kill.

Hopefully it wouldn't come to that.

---

Back into phase three, once more. Instead of struggling with constructs off by myself at the far side of the arena, I was toe-to-talon with Nef, barely able to make out what was happening. Animations and spell effects filled every exposed inch of the screen. Drecca had the adds well under control, his timing swift, his moves surgical. When the raid's health dropped dangerously low in the last few minutes of the fight, Drecca's Divine Guardian softened the blow just enough to squeeze out those last remaining bits of damage we so desperately needed. The great dragon roared and slumped to the ground by our hand...for the 2nd time.

Excited cheers of relief filled Vent. Finally. What a rush it was to be able to put the dragon to bed. Three weekends of work on a single boss was going to take some getting used to -- we had Wrath to thank for that. And this was only normal mode! 

I whispered to Blain, inquiring what possible nightmares the heroic version of this encounter might contain. His research told the tale of Geddon-inspired living bombs, mind controlled players that shouldn't interrupt their hypnosis, and players purposefully leaping off of the pillars, back into the lava, lest they wipe the raid. We were going to have to build this team up further if we expected a fighting chance.

The adrenaline finally subsided, and we snapped our screenshots. Blain snapped us back to reality, the blood elf rogue vanishing through Goldenrod's freshly spawned portal.

"Hurry up, people. Get over to BoT."

---

Cho'gall proudly wore the mutations of an old god's redesign: dozens of independently blinking eyes protruded from the hideously deformed ogre's body. Before his transformation, a mere grotesque ogre might only invoke disgust. Gazing at Cho'gall now could unhinge the mind.

The two-headed ogre harnessed both fire and shadow in his assault. Flame's Orders infused the massive Twilight's Hammer with fiery strikes, complemented by pools of lava throughout the throne room. Shadow's Orders blanketed us with AoE shadow damage, cascading across the team. Tank swapping was non-negotiable: Cho'gall's Fury debilitated the current tank, suffering a 20% increase in damage, forcing them out of the line of fire.

Conversion hit multiple raiders at once, enslaving them and boosting the damage they turned back on us. I'd interrupt a group with Arcane Torrent, Mangetsu handled the next group with Shadowfury, Bulwinkul used Warstomp, and so on. Blain positioned melee tightly in a moon shape along Cho'gall's backside, with ranged not too far away, so that any players targeted for conversion could be handled with a single AoE interrupt or stun, while out-of-range stragglers were dispatched swiftly.

Cho'gall made it clear he would not be insignificant. We also had to deal with a corrupting adherent -- a sort of mini-Vezax from Ulduar. Adherents lobbed shadowy missiles at the group while blasting us with Depravity, more shadow AoE damage. The tank afflicted with Cho'gall's Fury pulled the adherent away from his master, and Jungard took a team to break off and bring it down fast -- tank switching complicated this part of the fight far more than was necessary.

The 25-Man Progression Team defeats Cho'gall,
Bastion of Twilight

Naked Lunch

Adherents were a problem either dead or alive; Cho'gall's Fester Blood saw to that. A living adherent with festering blood violently sprayed shadow damage and spewed corruption until our own blood turned. The festering blood of a dead adherent, however, manifested as black globules of sludge bursting from the body, slowly creeping towards Cho'gall, laying down a thick, gelatinous trail of corruption in their wake.

Jungard once again led the task force against this Blood of the Old God, joined by Hellspectral and Bulwinkul. Hellspectral unleashed a freezing barrage of Howling Blasts on the black blood, while Jungard danced and wove between the globules, cleaving them apart while avoiding the corruption. From afar, Bulwinkul summoned the power of night and day, raining stars down and igniting the blood with the fury of the sun. For precious extra seconds, Mangetsu tossed Shadowfury their way. The creeping blood stopped dead in its tracks while Hellspectral's Death and Decay ate through the blood like acid.

Throughout this ordeal, every player in the raid had an additional responsibility: each managed their own corruption bar, which grew with every mistake made and every bit of damage soaked. The bleakness of the situation grew with the corruption, compounding upon itself. Our strengths soon turned to liabilities; spraying one another amid bouts of projectile vomiting, causing our targets to gain corruption, inevitably leading to the expulsion of more stomach contents. Players quickly learned to spin, and face away from one another, if they felt another wave of nausea coming in.

When Cho'gall reached 25% health, the final test began. Purple smoke filled the room and tentacles burst forth from the violet mist, a solitary eyeball atop each one, quickly focusing its hypnotic glare onto a member of the raid. Tentacles required immediate attention; the most effective killing strategy for them was one Blain had employed countless times before. One player was designated the MA or "Main Assist", and all damage was focused on to that person's target.

Cho'gall's Fury continued during this final burn, as did shadow damage and pools of flame. Increasing rates of corruption caused even the sharpest of players to become violently ill. Some were quick to face away, sending chunks of half-digested food out towards the emptiness of the purple mist. Others remained overwhelmed, struggling to cognitively process so many moving parts of the encounter simulatenously -- and they doused us with their lunch. We learned very quickly that even after getting a solid handle on phase one, the transition, and eventual digestion of phase two, the encounter could spiral out of control well before Cho'gall was in danger of dying.

With a half-dozen significant attempts on our belt, the clock ticked towards 7:00pm, signifying the final minutes of the raid. There was an overwhelming vibe of gusto and tenacity not felt in weeks. Blain and I agreed, one more attempt for the night...the famous last pull.

It all came together on that last attempt of the night. The great two-headed ogre fell to the ground, dead. His dozens of eyes gazed no more.

February 27th was a glorious day for Descendants of Draenor, with not one, but two entire instances cleared. The heroic road ahead would test us like we had not seen since our earliest days. The 25-Man progression team stepped up and demonstrated exceptional focus and skill that Sunday. I was proud of their dedication to the guild they called home, despite the incredibly steep shift in raid difficulty -- something we could all agree on.

All...but one.