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Old Aug 02, 2005, 01:05 AM // 01:05   #1
Ascalonian Squire
 
Join Date: Jul 2005
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how do you start a guild does it cost gold where do you go to start one.
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Old Aug 02, 2005, 02:17 AM // 02:17   #2
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it cost 200g i think to start the guild, i think. then 2k for the cape and a sigil for the hall if u want one. The cape and Hall are optional. The Hard Part is getting People to join your guild. And Trust me you dont want to go around advertising your guild. thats not the best way to get good people. I like to recruilt People after doing a mission with them or something. You get to know what kind of people they are and that way you can avoid the wrong sort of people. Hope i Helped
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Old Aug 02, 2005, 02:48 AM // 02:48   #3
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it cost 100g to form a guild last time I checked...

You can form a guild if you have the gold at any "Guild Register". These can be found in Ascalon City, Lion's Arch and probably the other major cities as well.
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Old Aug 02, 2005, 03:01 AM // 03:01   #4
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thx that helped a lot
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Old Aug 02, 2005, 03:03 AM // 03:03   #5
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any other advise anybody can offer.
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Old Aug 02, 2005, 03:27 AM // 03:27   #6
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perhaps some punctuation lessons lol seriously it is rather hard to understand what you are saying have a good day
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Old Aug 02, 2005, 03:56 AM // 03:56   #7
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Guild: The Black Hand Gang
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The guild hall is an emotioninal road for some people. Well they need some help: Call InGuild guild hall answers for more information(PM me! I was born to know a lot about the subject)! Or if you are in the game, wisper me. my name is Zatarus Festar or Con of Asguard.
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Old Aug 02, 2005, 04:14 AM // 04:14   #8
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Quote:
Originally Posted by EF2NYD
perhaps some punctuation lessons lol seriously it is rather hard to understand what you are saying have a good day
haha...


Perhaps some punctuation lessons? Lol. Seriously, it is rather hard to understand what you are saying... Have a good day!

=/


also, my tip for guilds is to make sure that you, as a guild leader, stay vigilant. Don't let your captains kick random people just because they're your friends (in my opinion captains shouldn't be allowed to kick). Another thing, keep active officers; makes the underlings of your guild look up to and respect their commanders, so you don't have leavings. Lastly, reconize that until you have a guild hall, many people will bail out of your guild, so until then, keep your close friends in the guild to keep it alive.
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Old Aug 08, 2005, 10:11 PM // 22:11   #9
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Join Date: Jul 2005
Location: In....... oh g2g
Guild: The Black Hand Gang
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Quote:
Originally Posted by thetrojansheep
haha...


Perhaps some punctuation lessons? Lol. Seriously, it is rather hard to understand what you are saying... Have a good day!

=/


also, my tip for guilds is to make sure that you, as a guild leader, stay vigilant. Don't let your captains kick random people just because they're your friends (in my opinion captains shouldn't be allowed to kick). Another thing, keep active officers; makes the underlings of your guild look up to and respect their commanders, so you don't have leavings. Lastly, reconize that until you have a guild hall, many people will bail out of your guild, so until then, keep your close friends in the guild to keep it alive.
I coulden't of said it better myself.....
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Old Aug 08, 2005, 11:27 PM // 23:27   #10
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Search button, Search button ppl!
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Old Aug 08, 2005, 11:34 PM // 23:34   #11
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if u plan on recruiting truly active people then a guild hall is a must, and cape is good to. If you are not an active player i would not reccomend being the leader of a guild. If you are not active people tend to leave. So also tell people in your announcement if your ever going on a long trip or something.
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