Gotta say, I think the Mods do a great job. Any time I've had an issue, it hasn't taken long to get a response. Mahz does the best he can with what he can, I've never doubted that. I've never seen a reason to doubt that, either. Yeah he's been gone a while but the house hasn't burned down, either, and he works hard to get things moving when things go down.
Those of us who've been around a while know what happens when the Mods get very visible and very proactive--it's usually not a good thing. Some people talk about not liking how the Mods seem absent, disconnected. I would've PAID for this problem earlier in the Guild's history, when it felt like the people who were made Mods weren't really RPers first, but chatters in Spam. When it felt like the "little guy RPer" got left behind. It hasn't felt like that at all since the Guild went back up after it's fall.
I never had a clique. I just RPed. And RPed. And, somehow, someway, I became a Mod for a short amount of time. Then I became a chat moderator for a short amount of time. Now I'm just a RPer again. Seems the more time you spend outside of RP sub-forums, the bigger the "cliques" issue is for you.
Also, from personal experience, some of the Mods are more active than you think. Some of them like it that way.
I know who Rilla is. He's an awesome dad and a great writer, and he's really funny. I didn't always know him. I had to go out of my way to find out who he was, but it was worth it. Ditto Hank.
I'm glad Arena is the Arena, I'm glad NRP have their own sub-forum, I'm glad Tabletop has a spot just for them now, too. You can always debate a re-organization of the Guild, but this doesn't constitute a "problem" for the Guild in my mind. Just differences of opinion. As it is, I think Mahz is right: the way the Guild is set up is something that marks it unique.
Increased community involvement projects could do a lot of good on a few of the issues raised. I'd encourage this. Heck, depending on what it is, I might even offer help/advise.
Those of us who've been around a while know what happens when the Mods get very visible and very proactive--it's usually not a good thing. Some people talk about not liking how the Mods seem absent, disconnected. I would've PAID for this problem earlier in the Guild's history, when it felt like the people who were made Mods weren't really RPers first, but chatters in Spam. When it felt like the "little guy RPer" got left behind. It hasn't felt like that at all since the Guild went back up after it's fall.
I never had a clique. I just RPed. And RPed. And, somehow, someway, I became a Mod for a short amount of time. Then I became a chat moderator for a short amount of time. Now I'm just a RPer again. Seems the more time you spend outside of RP sub-forums, the bigger the "cliques" issue is for you.
Also, from personal experience, some of the Mods are more active than you think. Some of them like it that way.
I know who Rilla is. He's an awesome dad and a great writer, and he's really funny. I didn't always know him. I had to go out of my way to find out who he was, but it was worth it. Ditto Hank.
I'm glad Arena is the Arena, I'm glad NRP have their own sub-forum, I'm glad Tabletop has a spot just for them now, too. You can always debate a re-organization of the Guild, but this doesn't constitute a "problem" for the Guild in my mind. Just differences of opinion. As it is, I think Mahz is right: the way the Guild is set up is something that marks it unique.
Increased community involvement projects could do a lot of good on a few of the issues raised. I'd encourage this. Heck, depending on what it is, I might even offer help/advise.