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Effective Party LeadershipFollow

#1 Jul 03 2006 at 2:26 PM Rating: Excellent
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.
#2 Jul 03 2006 at 2:50 PM Rating: Good
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Great post! I wish that more people took party leadership seriously. It should be more than just sending out a bunch of /tell Playername pt?
#3 Jul 03 2006 at 2:56 PM Rating: Good
hey that was a good post ^.^ , it was interesting to see lots of things in there that i actually bear in mind with starting a pt on top of things i sometimes neglect :P

one thing though when it comes to dealing with jerks, but especiailly horribly geared players ...

they tend to have the side of at least one of the players >.<

for example, i made a pt with a good setup. now the pld thought it would be ok to wear really lame attack gear, not even a hauby just a Dsteel buckler and emenet mantle. after seing his poor performance and shoddy gear i decided to replace him.
anyway he promptly told me i was on his blacklist and before i knew it the whm had left to reform a pt with him, leaving my pt pretty facked :D

moral of the story : check your players gear before you set out, even though it can be rude. theres no need to be 1337 about it, but there is a line
#4 Jul 03 2006 at 3:03 PM Rating: Good
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I'm proud i show most of the qualities you describe, but theres always room for improvement! Nice guide, lets hope more people read it.Rate up
#5 Jul 03 2006 at 3:43 PM Rating: Good
Where were you yesterday?! Smiley: laugh

Awesome post.
#6 Jul 03 2006 at 3:45 PM Rating: Decent
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Very nice.

I'd rate you up, but there really isn't a point.

- The Weaponsmith
#7 Jul 03 2006 at 6:42 PM Rating: Good
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Excellent post!! rate up!! informative and precise I hope all party leaders read it.

And next time I encounter a bad leader ill just give them the link and hope it goes through the thick head =)
#8 Jul 03 2006 at 7:51 PM Rating: Good
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290 posts
Post-of-the-Year Candidate - BANK ON IT.

Edit: You can rate up Excellent posts and it will boost the overall karma. You are free to try on both the OP and my posts. ^^;

Edited, Jul 3rd 2006 at 8:52pm EDT by Zoelef
#9 Jul 03 2006 at 8:05 PM Rating: Good
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This is one of those things that everyone needs a copy of taped next to their monitor
#10 Jul 03 2006 at 8:28 PM Rating: Good
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Great post, I hope people read this and take it to heart. I try to follow every one of those rules when I set up a party. I kinda lack in the "know where to go" before you set up a PT, but with the level zone guide I should be better off now.

On a side note, sometimes chosing an exp zone based on party is better than a zone before the party. Try to match the people with what they can kill best and you'll have people braggin about big numbers and great exp in no time :)
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#11 Jul 03 2006 at 8:52 PM Rating: Good
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Mindel wrote:

#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.


<3

Also, don't forget to check how many people there allready is in the areas you can go to! Too many people just say "Let's go to [XXX location], the xp there is zomgbbqpwn!" and doesn't realise that the area allready has as many parties as it can carry. Yes, I know, sometimes there just are no free camps anywhere. But usually if one or two areas are crowded the third will be pretty empty.

Take Labyrinth of Onzozo for example. Nowdays people crowd Bibiki Bay leaving LOO open. I know that Bibiki is nicer, but if 75 people your level are allready leveling there you'll get much better xp in LOO.
#12 Jul 03 2006 at 9:51 PM Rating: Good
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Mindel, Id like to ask your permission to add this tidbit of information, or a link, to the FFXI Wiki. It only seems correct to ask ^_^ This simple bit of increadibly useful information would be a great addition.
#13 Jul 03 2006 at 9:58 PM Rating: Good
Loose Cannon *BANG*
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Excellent post! This should be stickied somewhere. I don't care where. Just sticky it! This is extremely important for the game. Sure, we all could use help on things like what stats are good for what jobs kind of info, but in a game where you deal with other real people you should consider this kind of information a game stratgey.
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#14 Jul 04 2006 at 12:05 AM Rating: Excellent
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Mia great post <3

A few things to note specifically about leaving an experience points party:

Living in Japan, I play with mostly JP parties. Most (not all) prefer to begin and end a party together, with few exceptions. If you are the leader and have JP members in your party, wait for them before heading out to camp so that you go together (this is just polite), and make sure they are aware of any changes in party dynamics before they take place. There can sometimes be confusion as to whether or not you are disbanding the whole party when a single member leaves, so try to clear this up before their replacement gets there (or give decent warning as to when the party is disbanding).

Some (but most certainly not all) JP players will not tell you they are close to levelling if you give a <disbanding party> @ however long notice. I haven't had it happen very often, but every so often I'll see someone from a party I just disbanded start seeking again with "@200" or something ridiculously low in their search comment. Asking TNLs before saying your disbanding time is sometimes a good idea.

There are many cultural factors that have been discussed in previous posts, so I see no need to rehash old arguments here, but I think one of the key things to remember is that as Mia said, as a party leader you are responsible for the morale of your party. You don't need to go out and learn about Japanese customs to party well with JP players, just be considerate and polite. You'd be surprised at how many of those "JP ONRY" seeking players will join your party after you send a polite tell explaining your party setup and camp. Also, never underestimate the power of a good reputation, once you've made a few parties yourself.

Good luck!
#15 Jul 04 2006 at 10:41 AM Rating: Good
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This is very well done Mindel!
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