13 Tips for Aspiring Party Leaders
In the course of leveling my WHM, I started exactly one party on my own. It was a miserable experience. I didn't know what I was doing, who to invite, where to go. I was a wishy-washy leader, looking for her team members to make all the choices. That party was crap. Five people had five different plans, five different agendas, and it didn't seem like any of them even came close to one another.
Since that time, I've leveled bunches of other jobs and I have learned a very important lesson about experience parties. While we tend to focus on numbers, and argue about which jobs are better at which roles, we tend to neglect the single most important variable in the party equation: Morale. A happy, energetic party is an efficient party. An efficient party gets good exp, and that's what we're all standing around with our flags up for, right? As a party leader, your most important job is to keep the team's morale as high as possible.
Morale is a notoriously hard thing to maintain. Bickering, indecisiveness, boredom, and frustration will eat away at it until everyone is just bitter and annoyed. Having gone through the leveling grind with the mindset of being a party leader, I have made a number of observations on how to get the most out of your exp party, and why it's so very important to have a strong party leader. Of course, you don't want to act like a dictator, or wave your yellow dot around like it's a crown, but it's important that every party have one person coordinating all the trivial little things that make a party work.
#1) <I want experience points.>
So, you've camped out at the AH for all your new toys. You've got your food, some stealth meds, and a warp cudgel ready to go. It's time to start inviting people! Or is it?
Before you even look at who's seeking, think about where you want to camp. I recommend this awesome campsite guide, which covers not only the popular camping grounds, but lots of great out-of-the way spots that will put a little variety in to the leveling grind. Search the areas to see who's already there. Count how many yellow names you see in your level range. It's safe to assume that each yellow name represents an experience party. Make a little list of camping spots, in order of preference, and scratch out any that are already overcrowded. Whichever spot's on the top of the list is where you're going to take your party-- though you should try and make sure you have at least one backup just in case!
#2) <Team up?>
Now that you know where you want to go, it's time to start searching for people. I will only cover this briefly, because the technique of putting together a good party is a topic that's just too complicated for this guide. At first, search just within a two level range (command: /sea all inv <low level>-<high level>). If you are planning to tank or pull, look for members that are within one level of you, if possible.
Remember the basic party dynamics: Tank, healer, support, damage. You will want to find a tank and a main healer right away, followed by a support job. The tank should be at the higher end of your level spread, while healers and supporters can be at the lower end. Damage Dealers should fall in the middle. Once the core of your party is together, you can expand your search a little, but do make sure to keep the members' levels close. Also make sure you invite someone that can pull!
When you start sending tells to people, keep in mind that you are making a first impression. Even if you are just inviting the very first member, they are more likely to respond positively if you seem like you know what you're doing. Use the autotranslator, and include as much information as you can. Remember that while many people will accept any invitation they receive, some folks who play more in-demand jobs may be a bit pickier and the "feel" they get from your /tell may mean the difference between <Yes, please.> and <No thanks.>.
I use tells like this for the first few invites:
<Excuse me...><Experience points><Looking for members><Garlaige Citadel>47-49<Team up?>
Once I have a few people in the party, I start listing the jobs I have.
<Excuse me...><Experience points><Looking for members><Garlaige Citadel>PLD DRK RDM 47-49<Team up?>
If you're having trouble getting people to join, don't be afraid to call it quits. It's rude to keep people tied up in Jeuno, in a three-person party that's going no where, when they could be seeking!
#3) <Gather together.>
Once you have assembled your party it's time to set the ground rules and get ready to head out. Pick a spot to have the party congregate. I like to assemble in Port Jeuno by the Home Point, since the AH is right near by. The Sanction NPC in Whitegate is a convenient alternative depending on your level and chosen camp(s). Remind your team mates to grab signet/sanction, and give them the opportunity to buy any food or other items they need. Some members may not be in town, as they prefer to use the Outpost Teleportation system to get around. Don't insist that they return to town to set out with the party-- there's no need for them to burn a warp item so long as they know where to meet you!
#4) <Ready!>
You and your party have arrived at camp. Before you start, take a 5 minute break. Ask your team to take care of any food/libation/biological needs before getting underway, so you minimize breaks and downtime. While they're away, check the clock. Plan to take a break in an hour's time, and let your party know when the next break is coming. While buffs are getting cast and food is being eaten, confirm with your puller regarding which mobs you want pulled. It's OK to say "anything that's VT or IT" or "Nothing IT++", since you want to leave your puller the autonomy to do his job. If you have a THF or a BRD, this is the time to go over stuff like first vokes, party positioning, etc.
You also want to decide on a skillchain. This is another good opportunity to let your DDs use their autonomy, as they are familiar with their weapon skills and often know what chains well with what. Once you have agreed on a chain, re-confirm it with the Party, both to make it clear and to demonstrate that the matter is no longer up for discussion. The party is starting up now, and it's time to show that your experience party is not just adrift!
#5) <Away><Short time>
Your fellow players are real people with real lives, and occasionally they will have to step AFK to attend to something. This is OK in small doses. If the member is non-essential, feel free to continue pulling. Unless you are overhunting, you should be able to continue killing the same mobs, just not as quickly. If the member is essential, or more than one person needs to go AFK, call a 5 minute break and let everyone get in a good stretch.
If a certain member is chronically going AFK, you need to step up and ask them to leave. Be polite: "JoeBlow, it seems like you have some RL stuff to deal with at the moment. I'm sorry, but I'm going to find a replacement for you." It's OK to give them another chance (perhaps the RL stuff is now taken care of, or that Power Rangers marathon is finally over), but don't let it continue unchecked. It is unfair to you and the rest of your team to allow one member to leech or disrupt exp constantly. If the person gives you a hassle after you kick/replace him, just blacklist them and don't let it bother you. I know how much it stinks to be the bad guy, but you need to be concerned with the exp and morale of your other team mates.
#6) <Who is the leader?>
Occasionally you will encounter a player or players who want to control everything. They will override you, try to take the party to a different camp, and generally be annoying. Now, you don't want to be a dictator, but a party can't prosper with more than one leader. Talk to the player privately (via tells) and resolve the matter. Either they will agree to trust your leadership, or they won't. If they refuse, maybe you're better off without them?
#7) <Let's rest for a while.>
Some jobs are more tiring than others to play. To help keep everyone attentive and refreshed, plan a break every hour or so. They don't need to be long breaks-- 5 minutes is usually enough. This gives everyone a chance to stretch, grab a drink, use the facilities, and take a breath.
#8) <death>
In an experience party, people die. Losing exp sucks, but it's just a part of the game. The fallen member should be given the best raise your party has available to it-- and if that means eating a raise 1 at 65, so be it. Unless there's a willing WHM standing near by, it is unfair to make your whole party wait for one member to get a higher raise. If you are leaving town without a WHM you might want to make it clear to your team mates that they will be expected to take whatever raise they can get. Remind folks that there are reraise options available if they are really concerned about it, but be firm that you will not accept 15+ minutes of downtime while a WHM travels over hill and dale to raise. Hopefully you will be raking in enough exp that it doesn't matter.
#9) <I'm sleepy.>
Being real people, your party members will need to leave at some point. Hopefully they will give you enough notice to have a replacement come to camp. As soon as one member lets you know they're leaving, ask your other team members if anyone else needs to leave soon as well. You don't want to invite a replacement to arrive half an hour before the party breaks up. If many people are planning to leave, you might consider fighting with 5 people people, or just call it quits so those who still want to exp can start seeking for a new party. I prefer to find the replacement myself, rather than ask the disbanding member to search. Keep the party in the loop regarding the replacement's progress. It will keep everyone happy, and let them know that you're on the ball. If your party is going well, members may suggest replacements from their LS. This is great, because LS people tend to chat, and chatting tends to boost morale a lot.
#10) <fun> & <excitement>
As a party leader, you need to be observant. As I said at the beginning of the guide, your main job is to keep the party's morale as high as possible. Disruptive or underperforming members will drag your party down, and your team mates will not likely say anything until they just decide to leave. Remember, folks are more likely to complain to their LS about your crappy party than do anything to help you improve it. Sadly, in this realm of party management, you're totally on your own. If a member of the party is leeching, woefully under-equipped, or just being an idiot, kick them. You have to be the bad guy some times!
Parties that banter are more fun than parties that don't. Try to get some conversation going in party chat. Make up creative nicknames for your team mates. You want to foster a playful and friendly atmosphere, because if your team mates are happy, they will play harder. They'll also be a lot less likely to care about minor imperfections that your party might have! Ask around: many people will say they prefer a chatty 4k/hour party to a silent 8k/hour party. If you can strike a balance between those, you know you're doing something right!
#11) <Disbanding party.>@10<minute>
You've been exping for a while, having fun, taking breaks. It's getting late now and you think it's time to call it quits. Tell your party what you're planning, either in terms of time (I think we should finish up in 20 minutes) or even chains (Let's do 2 more chains before we quit). Be firm, but also take in to consideration people with very low TNLs. Most people will be happy to stay to get someone less than 1k of exp to level up.
#12) <Can I add you to my friend list?>
Make note of good players you exp with. Make a point of politely asking them if you may invite them to future parties. Not only will this make them feel like great players, but it may make your life much easier the next time you're putting a group together!
#13) <Good night!>
Well, the party's done at last. The BLM is D2ing people, the WHM is teleporting others. The last part of your job is just to make sure everyone's gotten where they wanted to go. Feeling stranded at the end of an exp party leaves a bitter taste in anyone's mouth, and it's a good idea to double check that no one's left in a bad spot. Of course, you're not responsible for someone choosing not to bring a warp item and having to walk to Jeuno from Rolanberry, but try not to leave them in the basement of the nest with no sneak and no way home.