12:43 AM EDT, Friday morning, 7/25/2008
Here's what I'm working on so far:
Intelligence & Logistics Officer -------------------------------------
- Same power as Officers, except has no power in raids, and has no authority in making decisions regarding guild changes.
- Generates ideas to bring to the officers for debate.
- Analyzes situations and gives input using logic.
- Generates a functioning raid system.
- Eases strain on other officers by allowing brainstorming to be focused on one or two individuals, but all other officers can come up with ideas, optional.
Idea 1 (3 strike system) ------------------------------
- Can solve behavior problems.
- Must be posted in General or have its own section so all members and potential applicants are aware of the system.
- Main thread posted in Officer section that keeps track of strikes.
- Main thread poster must be online often in order to keep original post updated.
- Original post must contain examples of violations that allow strikes to be added.
- Officers post in thread with guild member name, strike #, and reasoning.
- "Fool me once, shame on you. Fool me twice, shame on me. Fool me three times, you're gone."
- Gives enough chances for someone to fix themselves up but does not give a mile to those who continually screw up.
- Members are warned when they have one strike left. Can be used as a psychological weapon.
- After 6 weeks of good behavior, a strike can be removed.
3 strike rules (Causes for a strike) ---------------
1. Sign up for a raid and fail to show up without editing sign up to change to no attendance with a proper reason.
2. Asshattery during raids.
3. Cursing out any officer, co-GM, or the GM.
4. Intentionally manipulating the movements of mobs in order to disrupt a raid.
5. Continous mic spamming during a raid to require a global mute.
6. Attending a raid while under the influence of any substance that impairs raid performance.
7. Intentionally pull a boss when not told to do so.
8. Failure to listen to proper raid instructions given by any officer, co-GM, or the GM.
9. Intentionally pull when the raid is not completely ready and the main tank has not counted down until a pull.
10. Any event not listed here impowers the officers, co-GMs, and the GM to add a strike using their own discretion.
Ares Denton · Fri Jul 25, 2008 @ 05:43am · 1 Comments |