A number of guilds are beginning to have their members approach level 80. Now theyâ€™re stuck at a cross roads. Do I raid 10s or 25s? Setting a raid to Normal difficulty allows only 10 players to enter. Toggling it to Heroic allows 25.
First question GMs need to answer is what kind of raiding guild are you? Iâ€™m not referring to casual or hardcore or anything like that. Iâ€™m not interested in your style. Iâ€™m referring to your end game goals and intentions. When I formed Conquest a few weeks ago, this was the first question that popped into my head. I felt that it was important for a GM to define what their end game is so that steps can be taken towards achieving it.
I basically had 3 options when it came to guild endgame objectives:
- Strictly 10 mans
- Strictly 25 mans
- Both 10s and 25 mans
Not only that, I had to make a choice for myself as a player. If you think about it in terms of BC, this wouldâ€™ve been tantamount to running SSC, TK, Karazhan, and 2 or 3 resets of Zulâ€™Aman per week. I wanted to commit to no more than 12 hours of raiding per week because a lot of players have other things to do.
Looking at that list, I crossed 10 mans off the list. I am far too ambitious for that.
This left me with the option of either 25s or guild sanctioned 10s and 25s. I had to deliberate this a bit more. Having to organize both 10s and 25s meant extra organizational and logistical work on my part. Since most drops from 10s will be replaced anyway, it made much more sense to me as the GM to stick the guild into the 25s.
Organizational and logistical: Iâ€™d have to plan out raid days for 25s and Iâ€™d have to plan out raid days for 10s. I would have to run 2 separate raid groups which would involves its own unique set of challenges. I have to pick out the days for the right group. I have to ensure thereâ€™s enough tanks and healers. What happens if someone canâ€™t make it? Iâ€™d have to scramble to find replacements. Thatâ€™s too overwhelming for me to do.
Time: 12 hours of mandatory raiding per week is all I ask for. My experience in beta taught me that 12 is the right amount of time to spend in order to clear out all of the raid instances. To ask them to do more would tax their stamina and increase burnout which is something I want to avoid. Throw in 10s and I could be looking at 20 hours a week of raiding. I wonâ€™t even consider that.
Increased freedom and autonomy: By not making mandatory 10 mans, I give them the option of participating in it on their own. From a personal standpoint, I have almost no innate desire to run Naxx 10â€™s. I suppose that was a side effect of the beta. The 10 man instances are nice, but theyâ€™re just not my cup of tea. Between blogging and school, itâ€™s difficult for me to find the time to run 10s on top of the 25s. If players have friends in different guilds, they donâ€™t have to feel obligated to turn down runs with their friends for the sake of guild runs. I make it known that they are on their own. Thereâ€™s always a few people in guild that feel otherwise and Iâ€™m sure theyâ€™re capable enough of organizing runs on their own.
Besides, I prefer Earl Grey.
At the end of the day, I decided to give my guys the choice. They can run whatever 10 man they like on their own time with whoever they want, however they want. Loot Council wonâ€™t be responsible for how the drops are done.
And it becomes one less burden. This belief plays into the concept of the path of least resistance assuming 25s are the primary objective.