I have been apart of the creation of a couple guilds in the past, but I have never wanted to take on the role of “the Man” before. I was helpful in these guilds with recruiting, finances, and such though. I was the co creator of a guild in Vindication called <Dread and Breakfast>, I created <Mayhem> in Cyclone for the guys in Vengeance (I just created it and handed over GM to the real GM when he arrived), and I almost created a guild called <Grumpy Old Twinks> in Cyclone last year. Not even being a major part of managing those guilds, I learned the pitfalls of running a twink guild. When I finally decided to give <Twink Info> a go, I had some good ideas of what to do. In this series of posts, I plan to outline some of the issues facing Twink guilds.

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Enchanting
This is very important if you are rolling a new guild and plan to have any level of rerolls happening. I know this goes without saying, but it is often overlooked. I have joined up with a couple guilds in the past that had no in house twink enchanters and there was a lack of old school enchanters on the server. If you could ever find 30 Spell Power to weapon, the enchanter wants 50-100g tips. No big deal really, but if you are financing several twinks, that can become quite costly, not to mention the time wasted spamming trade looking for the enchant.

When creating <Twink Info>, I spent several nights on level 1 toons on various servers. I would sit in org checking out the auction house to see what the economy was like. I typed /who 19, 29, etc over and over again since I really wanted to avoid getting on a server with an existing twink guild. I spammed trade for the rarest of twink enchants. In Ruin, I found Medivh’s economy to be just right and found several rare enchants available.

What solutions are there if you are on a newer server or even an older one where all the old school chanters have quit playing or transferred off?

  • Roll your own enchanter
  • Invest lots of gold into scrolls and bring them over with you. This, of course, is if you xfer to a server.

Rolling your own enchanter sounds like a lot of trouble, but it might not be as bad as you think. Even though, for <Twink Info>, I found local enchanters and brought some more rare scrolls with me, I brought a level 70 with some of the rep enchants. Mainly he had hunters and rogues covered. Well, I also brought my 80 druid and decided see if I could solo AQ20 and MC. Well, the good news is that I can solo some stuff in both instances. I could put the 1st AQ20 boss on 3 day farm tbh, but with 8-9 80s in our guild now, we are going in and smashing them both. I decided to drop 450 Alchemy on my 80 Druid and learn enchanting. In 2 weeks, I now have 30 Spell Power to Weapon, Healing Power (+15 SP) to bracer, 15 and 25 AGI to weapons, 22 INT and 20 Spirit, and more. I plan to continue on until my main is the ultimate twink guild enchanter. No tips for my guys!

This will be a series of Twink Guild GM in training posts as I learn the ropes and discover the pitfalls of running a twink guild. There is much to discuss, so I plan to break it down into bite size pieces over the next couple weeks. If there is anything about running a Twink Guild that you want me to cover specifically, please let me know. Keep in mind that I am new to this too. Learning under fire. Luckily I have 3-4 Twink guild GMs in <Twink Info> too.

Thanks for reading Twinkinfo.com, I really appreciate the opportunity to share.

Related posts:

  1. Wanna Start Your Own Twink Guild? – Part 2
  2. A Guild for Twink Info?
  3. Twink Info Guild Vision
  4. Twink Info The Guild Formed
  5. Twink Info Europe