← Back to docs
Setup Docs

Guilds — Designing Team Play

Should This Adventure Use Guilds?

Guilds add a team layer on top of individual progress — good for cohort-based programs (a bootcamp class, a department-wide rollout) where a bit of friendly competition or shared accountability helps. For a purely self-paced, individual course, they're often unnecessary overhead — skip them if there's no real "team" behind the players.

Creating Guilds & Setting Capacity

Set up guilds with a name, color, and logo so they read as distinct on the leaderboard, and a capacity if you want to keep group sizes even. Uneven guild sizes skew any XP/BLOO comparison between them, so capacity matters more than it looks like it should.

Guild XP/BLOO Pools

Each guild accumulates its own XP and BLOO total from every member's contributions, separate from any individual's personal balance. This is what powers the guild leaderboard — a team's score is a sum, not an average, so a highly active member can meaningfully carry a smaller or quieter group.

Assigning Players — Manual or Bulk

Assign guild membership at enrollment (see Enrolling Players & Assigning Roles), either one at a time or as part of a bulk-enrollment batch — the same batch you use to bring in a whole cohort at once is the natural place to also set their starting guild.

Running a Guild Leaderboard Moment

Guild standings are most motivating when they're actually visible, not just theoretically trackable — call them out in a live session, screen-share the leaderboard at a kickoff, or post an announcement when the standings shift. A leaderboard nobody looks at doesn't do anything.