Erie Isle Wiki: Elders Guidelines and Responsibilities

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** DRAFT DRAFT DRAFT ** THS IS A WORK IN PROGRESS, NOT OFFICIAL YET **

Group Leaders / Staff

 

The groups in Erie that are most successful:

 

Above all... give a sense of MOVEMENT.  The groups that are most active and effective in sim have activity happening a lot, have their GMs in motion, and have their players in motion.

 

1) Use group chat a LOT, both for IC and OOC reasons.  Pop up a couple times a day and say, "Hey what's going on?"  Encourage your people to do the same

2) Use notices to keep people up to date on what's happening

3) Give people IC authority, with _specific_ jobs to do.  Put someone in charge of recruiting, someone else in charge of other things.

4) Be here. If you're a GM group leader, and find yourself spending a lot of time on alt, your players _will_ notice.  Part of being a gm group leader is being here on a regular basis and being available to your folks.  Leaders who are absent significant amounts of time will see their groups drift in the absense of leadership.

5) Hold regular meetings.  Weekly or every other week.  In the meeting don't just tell people whart's going on... ask them.  Who has encountered what? Find out about their encounters with other groups, and use the meeting to determine what your group's IC reaction will be

6) As group leader, a big part of your mission is identifying a clear, strong identity for your group.  What is your focus? WHat is your ultimate goal  Roleplay it. Don't spend too much time OOC, spend time IC being a leader.

7) If you need something done, consider whether it's something you can ask a player to do.  Give your players stuff to do that supports your mission

8) Listen to your players.  Get feedback, both ICly and OOC.

9) Support player initiated RPs.

10) Make recruitment a consistent priority. Remember that normal attrition and people moving from sim to sim means that if you aren't recruiting, your group is shrinking.  New blood on a regular basis is important.

11) Defend and be loyal to your players, and they'll return it.  Make sure they know ICly that if someone in your group is harmed, then everyone else will do what they can to help.

12) Encourage the players to move on stuff when you aren't around. Get them used to it.  If's _very_ often that I see the groups halted and not doing much of anything because the GMs are away. That tells me we aren't giving peope the room to get out there and make mistakes.

13) Remember... if someone makes a mistake ICly... it's a roleplay opportunity to get out of it.

14) Remember... if someone makes a mistake OOCly... it's a learning experience, and not the end of the world.  

15) Be respectful, even when you disagree.  Nothing will end a relationship faster than a sense of contempt or anger. As a GM you represent the entire staff... people will assume that the things you do, we all do.

16) Follow the rules yourself.  Don't _ever_ make exceptions for yourself in the sim, because they'll be noted and talked about.

 


15. Group leaders – Do a gun check before allowing someone in your group. No one wants their group to be blamed for having griefers or rule breakers in it. Require that your members have a character profile in their SL profile or picks... If it’s in their picks, they should say something like “Info about Erie Isle in Picks”. 

16. Group Leaders - Have a second in command that is trustworthy and committed who can pick up your slack. But make sure they ALWAYS run major decisions through you first. The player groups need to be more approachable. Assign SEVERAL in your group with the sole purpose of informing and talking to potential recruits. (Try not to use the word Gang... Use player group) Destroying the clique feel will build a stronger community as a whole.

17. Group Wars - Group wars are allowed in the Erie Isle sim. However, because of the potential for the community to be damaged, please observe these guidelines: 
a) GM's should take special care to ensure that ooc hard feelings do not develop. Make sure your teams are oocly talking to each other.
b) Group fights should be monitored, if possible, by a third party gm.
c) Set agreed upon rules for any group fights, invasions of bases, etc. Do not allow your groups to do so without guidance and monitoring from staff.
d) Group battles should take place away from the main shopping area in the center of town.
 

Useful information:  Faction Leadership Class Notes


Page last updated Oct-16-2009 12:00 AM by Colleen Marjeta