Skip to content
ARTICLE · 04 / 04 · BUSINESS & LEADERSHIP

Forty Volunteers and a Dragon.

9 MIN READ·PUBLISHED MAY 2026·FILED UNDER LEADERSHIP · ORG DESIGN

The short version: a forty-person raid is a high-performing company with no salaries, contracts, or HR, so the systems have to carry everything. Three did: an economy that kept the floor high (loyalty buys priority, not a discount; status decays), blameless logs (total transparency and total safety at once), and a bar so high that belonging enforced it. And the best version of the team was the one that capped its own hours.

A clip survives: A Few Good Men — Rite of Passage. Yes, that guild.

01Anecdotal hook

My parents were teachers, but the house ran on what we called “automation” back then.

My mother taught WordPerfect 5.1. My father built a new stream inside a Dutch teacher-training college on how people and computers get along with each other. So the Commodore 64 in the house wasn’t a toy — it was the family trade, one generation early.

I went the way you’d expect: a little programming, a lot of games. Dune II, Warcraft, SimCity, Commander Keen. Then the internet rearranged everything — Quake 2 and Diablo became the evenings, StarCraft the weekends. On metered dial-up you planned matches like they cost money, because they did. By sixteen I had a second and third set of friends I’d never have met otherwise, and a 2v2 and 3v3 Quake habit that kept me, on a good season, somewhere in the top tenth of the ladder.

World of Warcraft is where it stopped being a hobby and became an education. I joined a raid almost by accident, and then I was one of forty people learning a single boss one wipe at a time. The guild was A Few Good Men, run by a Swedish veteran who went by Hellfish. The core got tighter, the nights got longer, and over a couple of years a group of unpaid volunteers became the top guild on the realm — and then a name on the global boards.

None of us were paid. Nobody could really be fired. And it remains one of the highest-performing teams I’ve ever been part of. I’ve spent twenty years wondering why.

A 1980s breadbox home computer and a boxy CRT monitor on a dark desk, lit by a single warm rust light fading to absolute black.

02Conceptual swing

A forty-person raid forces you to admit something uncomfortable: it’s a company. It has a product (a dead dragon), a delivery problem (forty people executing a complex sequence flawlessly, together, on a Tuesday night), a labour market (rival guilds, always poaching), and none of the levers a real company leans on. No salaries. No contracts. No HR. No authority other than what you earned that week.

Take those away and what’s left is the part most organisations would rather not look at: people show up, do hard coordinated work, and stay — or don’t — based purely on whether the system around them is fair, legible, and worth their evening. The guilds that won weren’t the ones with the best players. They were the ones with the best systems. And the interesting part is that we didn’t just use those systems. We designed them.

A long dark banquet table lined with many empty high-backed chairs receding into blackness, lit by a single warm rust light.

03Framework

One — we built an economy, and what we rewarded wasn’t what you’d guess.

When a boss dies it drops a handful of items for forty people. How you hand those out quietly decides whether the guild survives the month. The common currency was DKP — Dragon Kill Points: you earn them for showing up and performing, you spend them on loot. We built our own version, and three design choices in it have stayed with me longer than anything I learned in a classroom.

  • Priority, not price. Your accumulated points never made loot cheaper — everyone paid the same flat price for the same item. What a big balance bought you was priority: a multiplier on your standing that decided, when two people wanted the same drop, who was first in line. Loyalty moved you up the queue; it didn’t let you extract more for less. Most companies do the opposite. They reward tenure with a better deal — and then wonder why it curdles into entitlement.
  • Inflation correction. Points quietly decayed over time. A balance you’d banked three months ago didn’t let you coast; standing tracked what you’d done lately, not what you’d done once. Most organisations let reputation compound forever, and end up quietly governed by people living off a single old win.
  • A starting pack. New members were handed a stipend so they could gear up and contribute fast, instead of clawing from zero behind everyone else. We invested in the newcomer’s floor on purpose — because the floor, not the ceiling, is what wins.

The throughline: a dragon doesn’t fall because one person was brilliant. It falls because forty people clear a minimum bar at the same instant. So we built the economy to keep that floor high — reward loyalty with priority and trust, let status decay so it stays honest, lift newcomers fast. Durable performance is a property of the floor. Almost every pay plan I’ve seen since optimises the ceiling.

Two — measure everything, blame no one.

Full logging became non-negotiable early: every action by every player, recorded. If a healer missed a dispel at second forty-two, the log showed it plainly — not to point a finger, but so we’d know to move someone two steps left on the next pull. That’s the whole distinction: the log existed to fix the next attempt, never to litigate the last one. A mistake had no consequence beyond the learning. You usually saw your own error before anyone else mentioned it, fixed it, and moved on. Total transparency and total safety, at the same time. Most organisations manage exactly one. They measure people and use it against them, so the numbers get gamed — or they stay kind by staying vague, so nobody improves. Our data was safe, so our data was honest, so we got better. That is the entire trick, and almost nobody runs it.

Three — the bar to stay was the brand, and it enforced itself.

The guild was attractive to join precisely because it was hard to remain in. “Having played for AFGM” was a portable credential — it opened nearly any door on the realm. But the interesting question is the one a manager always asks me here: how do you hold a high bar when you can’t fire anyone, can’t dock pay, can’t do anything except not invite them back next Tuesday?

The answer is that the bar enforced itself, through three quiet mechanisms. First, the logs made contribution public — being carried wasn’t a secret you could keep; it was visible to all forty, and that was its own slow, unbearable pressure. Second, the roster was deliberately bigger than the raid, so a seat was contested every single night; a spot you can lose is a spot you respect. And third — the part that surprised me most — almost all of the correction was self-correction. People benched themselves before anyone asked. A player going through a heavy stretch at work would message an officer and step down to the bench for a month, on their own, because they could see in the logs that they weren’t holding their end and cared too much to drag the night down. The formal conversation — always from an officer, always framed as “you’re not getting the reps right now,” never as punishment — was the rare exception, not the tool. When belonging is the reward, the cost of slipping is losing the thing you value most. You almost never have to reach for a stick that isn’t there.

A worn open leather ledger beside a small brass balance scale, stacked coins, and an ornate piece of armour on a dark table, warm rust light.

04Invitation

I should be honest about the other side, because it’s part of the lesson. For a stretch it tipped into something the people around me openly wondered about. I had friends I hadn’t seen in months stand outside my apartment and leave again, because I was mid-fight and genuinely couldn’t get up to open the door. When the game ran a timed world event, I carried my whole rig to the kitchen store where I worked, logged in at nine the second my shift ended, and played in the dark shop until three in the morning. “Commitment” would be generous. It was closer to a loss of proportion.

What happened next is the real business lesson. A new expansion changed the game, and instead of grinding harder we did the opposite — we put it on a clock. Three hours a day, four nights a week, not a minute more. A big share of the top players made the same shift at once. And we stayed the top guild on the realm anyway. The bounded team was sharper than the unbounded one: fewer hours forced better preparation, smaller egos, fewer wasted pulls. Unbounded intensity feels like performance, and for a season it even looks like it — but it’s a phase, not a strategy, and it burns the exact people you most want to keep.

Eventually I couldn’t make even three nights fit around work, training, and the friends who’d stood outside that door. So I stepped away.

That turned out to be the heaviest lesson of all: leave a team while you still love it. Most people do it the other way around — they stay until the love is gone, and leave a worse version of themselves than the one that arrived. Walking away from something good, while it’s still good, is one of the hardest disciplines there is. I’ve had to relearn it more than once since, in rooms with real salaries.

But I’ve never run or joined a team since without checking it against that raid: Is the floor high enough to win? Is the measurement safe enough to be true? Is staying hard enough to be worth it? Is the pace something a good person could actually keep?

I never really stopped seeing the world this way, either. I still can’t play a game normally. Sitting next to my six-year-old son, a new creature wanders onto his screen and I’ve already read its mechanics — the tells, the cooldowns, the safe spot — like I’m scanning a log. The raid ended twenty years ago. The wiring it installed never left. Which is maybe the last lesson: the systems you spend your evenings inside don’t just shape what you do. They quietly rewrite how you see.

A single old CRT monitor glowing faint warm amber in a pitch-black room with an empty chair pushed back from the desk.