Basic Guide for the Beginner Group Leader
By Malritch
For the past 5 years of
MMORPG gaming it has been my experience that an effective leader
adds a whole other level of enjoyment to the game for many people. I
have always found myself drawn to, and enjoying, the company of
those who are decisive and organized. When grouped with a leader who
has these qualities, I believe you find much more satisfaction and
sense of accomplishment at the end of your gaming session. Far more
comfortable in a support role, I have always been a reluctant leader
but you can learn much from just following adventurers with those
qualities. It will definitely make you more comfortable when it
comes your time to lead an adventure of your own. Employing steps
from this guide, that I prepared more for my own organization than
anything, has helped me become a more effective group leader and to
find success in the adventures I have planned.
For extended exploration
party hunting, or just a general pick-up group, to boost the
enjoyment and effectiveness of your group, as leader, you should
take some steps to organize yourself. Some, or most, of these may
seem simple common sense to those who have some MMORPG experience
but if you have little experience with group leadership these may
help a little. Note that this is geared more to an extended hunt
with a regular group or guild but many of the steps can be put into
action fairly quickly in a pick-up group situation as well.
1. Pre-planning and Preparation:
a) Basic Information:
Date, Time, Start Location and Objectives should be given in advance
via email, message board, or website if your group has access to
one. I like to set two start times, one for when the group should be
forming up and another about a half hour later for when I really
want the group to start on the adventure/hunt. Don�t be afraid to
enforce the start time. If someone is late� they can catch up.
Nothing agitates people like being on time and then sitting around
for an hour while the group waits on stragglers to show up. Make
sure you let people know what your objectives/goals are for the
hunt/adventure. Not much is worse than wandering around aimlessly
without any idea what your searching for or hunting down.
b) Rules & Guidelines:
Pre-listing your rules of the hunt is a good idea. The email,
message board, or website is also a good place for this information
so that anyone coming to join has a good indication of how things
will be run. If they can�t operate under your set of guidelines then
chances are you don�t really want them with you anyway. (More on
that in section #2)
c) Participants:
Have a good idea of who is joining in for the adventure. Again, this
is something you can determine by having people reply to your email,
message board thread, or in-game. It is also a good idea to have
some indication of what skills they have so you may determine how
best to assign Specific Duties. (More on that in section #3)
d) Background:
The amount of background needed will vary on the type of adventurers
you hang out with. Some, like my regular fellowship, like to
role-play a bit while adventuring. You may want to generate a
background story to set the mood and/or give purpose to the
adventure. Other more technical groups may want specific knowledge
of what mobs/encounters may be in the area of the hunt, waypoints,
etc.
2. Lay down Specific Rules:
There are always those
surprise encounters where all hell breaks loose and all your
planning and preparation go right out the window but it is still a
good idea to set up some basic rules and guidelines for your group
to follow. Here are some I employ, in no specific order.
a) Preparation:
Make sure your group has all the necessary supplies for your
adventure. This will vary depending on the amount of time you
anticipate your group will be on the hunt. Medics need to have an
appropriate amount of Stimpacks and Medpacks. Others need to have a
good supply of Traps, Powerups, Attribute enhancing foods, etc. You
don�t need unintended downtime due to crafting requirements.
b) Pulling:
Make sure your group always pulls from range
on unfamiliar mobs. (Gives your group the chance to run like hell if
you need to.) Also a good idea to pull from range on social mobs
utilizing group members with traps and ranged weapon skills to
scatter and confuse any extra critters that may want to join in the
fight. Use of traps to slow or inhibit your prey allows you to kill
or badly damage a mob before it even gets close enough to melee.
You�ll take less damage, deaths and downtime.
c) Travel:
Make sure you get your group to stay tight during travel. Some
characters have the ability to move at a better rate than others but
you can�t let the slower ones straggle behind too much, especially
if your navigating around hostile mobs. The auto follow feature is
handy, but there are times when you will need your group to maneuver
individually in order to pass through cities, buildings, and areas
where there may be an overabundance of mobs.
d) Healing:
Make sure your group stays tight to the medics
so they don�t have to run around trying to heal. If you are all in a
6M radius of your main medic then he/she doesn�t have to scramble to
heal you. (Range for healing does increase for Combat Medics as
their skills increase so check with your healers to see if that
radius can be expanded). Make sure when camps are set up than anyone
in the group with entertaining ability is using their skills to heal
mind wounds and that medics are tending the wounds of health and
action. If done quickly and effectively you�ll be back
adventuring/hunting in short order with minimal downtime. (More on
Camps in section #4)
e) Chat:
Because I have no access to the �Squad Leader� skill that allows for
a separate command chat that appears in the middle of the group
members screen, I like to keep the �Group Chat� channel clear of
other banter. Have your group use �Spatial Chat� for anything not
really relevant to your mission. That way the important information
will stand out better.
f) Behavior:
If hunting with people you are not really familiar with you�ll want
to set rules for what you do, and do not, find acceptable language,
behavior and ethics. Most often I group or lead a specific bunch of
adventurers that have been together for a long, long time and this
problem is seldom an issue. Let your group know what kind of
consequences you will impose on behavior you deem unacceptable and
follow through if those guidelines are broken.
3. Delegate Specific Duties:
The biggest key to
success, in my opinion, is to surround yourself with quality people.
Adventurers with the skills and maturity to handle the
responsibility of specific duties. I believe it is very important to
empower your group members by delegating responsibilities to them.
It not only enhances their game experience, it also allows them to
learn and grow into a point where they are more comfortable in
leadership roles themselves. Here are some duties that I assign when
putting together a mission. Note that depending on the size of your
group, more than one of these duties may fall on a single player.
a) Combat Leader:
I use this group member to be the main assist and mob puller in most
cases although he/she is given the power to call upon other members
to utilize their skills in pulling (such as use of traps) and
assigning others to melee. In essence he/she is my battlefield
coordinator. I assign an alternate member to assume the Combat
Leader role if the group encounters problems like death, link dead,
and emergency situations that may arise.
b) Main Medic:
Being a medic myself, I usually take on this role. If the group is
larger than 6 people. I highly recommend having support healers in
charge of specific group members. Again, assign a back up to take
the Main Healer duties should the need arise.
c) Travel Leader:
Many times it is easier to assign another to actually move the group
from place to place. It leaves you, the group leader, with hands
free to command and instruct. Assign a �driver� for the group. Ask
other group members not to private tell the driver while in motion.
It distracts him/her from getting the group safely to the next
destination without incident. Again, assign a back up to take the
Travel Leader duties should the need arise.
d) Keeper of the Peace:
Assign a group member to keep and call out a Loot/Harvesting order
for kills as well as a Camp making rotation if you have multiple
members with such skills. (See more in section 4.)
4. Delegate Specific
Loot/Harvest/Camp Rotation:
Developing a set order in
which things are distributed keeps experience flowing more evenly
and everyone feeling like they are contributing and gaining
something by being in the group. I suggest an Alpha Order
(alphabetically by first name) to facilitate this on both
Looting/Harvesting and Camp Making. Currently some of the /group
commands in SWG aren�t functioning. It is hard to tell what is being
looted, harvested, etc. I would recommend staying away from a
�Master Looter� until they have the system to the point where you
can see that information and until you are very comfortable with
those you are grouped with.
5. Designate Specific
Goals/Missions/Objectives:
Wandering aimlessly for
hours without any direction from a group leader frustrates the hell
out of most adventurers. It is your responsibility to make sure that
you are giving, maintaining, and keeping the group on track to
whatever goals, missions, and objectives you have as a group and
what process you want to employ to see the successful completion of
those objectives. A simple who, what, why, where, when type of
formula will work for the basics that you need to pass along to your
group when setting up the adventure
6. Decision Making:
If you struggle with
making decisions quickly and giving directions to others you may
need to rethink being a group leader until you are more comfortable
doing those things. Your group will expect you to quickly handle
emergency situations. Your group will need you to command well to
get them re-organized in the face of chaos. You need to be a little
tough while being fair. You need to heed constructive, good advice
from your group members and be flexible when their solutions to
predicaments may be better than your own. Be strong enough to admit
when you make a mistake and give credit to those around you who have
preformed well. When you do so you will earn respect. Right or
wrong, make decisions quickly�often times you learn and grow far
more through the lessons of failure than of success. In the end
though� you�ll win more than you lose.
7. Ending the Adventure:
I like to end an adventure back in a city cantina. I try and make a
point of thanking each member for their contributions and get some
feedback on how they thought the adventure went. Analyzing what
worked and didn�t work will make your future leadership endeavors
better especially in the early experiences of a new game like SWG.
Regards,
Malritch |