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Revision as of 21:42, 24 November 2009

Project: Reboot is an organizational initiative within Clan Arcona that is designed to streamline the leadership structure of the clan and intentionally develop leaders for the future growth and excellence of the unit. This document is intended to give the case for change behind the initiative and how Project: Reboot is practically applied to the leadership within the clan.

Case for Change

Our case for change is that the Brotherhood's traditional positions are often overlapping and seemingly redundant. The old hierarchy is also limited to what works best for the simple-minded generations of leadership before us. Times change and so do we... or we die. The Summit wanted an operating model that was both dynamic and focused on the needs of the membership. The most common feedback we received during discussions and polling was that people wanted more one-on-one time with their leaders. We feet obligated to ensure that and, thus, make it one of the primary objectives in the reorganization.

The other feedback we received was that leaders wanted to feel empowered - to create real and lasting change within their units. We are giving every leader that opportunity moving forward. They will be rewarded for their successes, and coached to overcome any perceived failures (opportunities). It creates an atmosphere to nurture leaders, not force them into the high-tiered leadership without the experience and tools necessary to succeed. It is also our hope that this creates further cohesion and team building within the sub-units of Arcona.

Structural Changes

Along with the philosophical changes that will accompany Project: Reboot, there are a number of very practical organizational changes that will occur. The Consul will still steer the ship, and he will still be assisted by a Proconsul. Any additional tasks to assist the Consul will be assigned to the Rollmaster(s), and those titles are assigned on a case-by-case basis.

We are creating a layered leadership format. The Consul will speak to a vision, the Proconsul will ensure that vision, and the execution of that vision will come from House Leaders (Quaestor, Aedile, Battleteam Leader). The titles within this system are a bit different, though.


Project: Reboot Title Brotherhood Equivalent
Consul Consul
Praetor Proconsul
Magistrate Rollmaster
Zone Leader Quaestor and Aedile
Circle Leader Battleteam Leader


General membership will be assigned to Battle Teams. No exceptions. Each team will be lead by a Battleteam Leader and responsible - directly - to one of the House Leaders, not both.

Brief Job Descriptions

Consul - The Consul of Arcona is charged with casting a vision for the clan and developing the senior leaders within the clan. He acts as a conduit for the Dark Council down to the clan, and vice versa.

Praetor - The Praetor is the right hand man for the Proconsul, ensuring that his vision is implemented into the clan, working closely with the House leaders to see it come to fruition.

Magistrate - The Magistrate works on special project for the Clan Summit, sitting outside of the normal chain-of-command and reporting directly to the Consult.

Zone Leader - Zone Leaders are responsible for one or more circles (battleteams) within a House. The work closely with the Clan Summit and Circle Leaders to see that the vision of the Consul is executed.

Circle Leader - Circle Leaders are the first-line leaders within Arcona. They lead a team of 4-8 regular members, with their primary responsibility being to meet the needs of their members.

Practical Implications

The changes at clan-level leadership are mostly semantic in nature. They are made to place the Consul position more in line with the other Dark Council-level positions within the Brotherhood. As with the other DC positions, the Consul will be afforded the right to have a Praetor (Proconsul) and Magistrate(s) (Rollmaster) when necessary. Also, like the other DC positions, the Praetor is the main member being trained to replace the Consul when he feels it is time for him to step down from the position.

The real changes come at the House level. Here, there is a major transition in the way that Quaestors and Aedile (now Zone Leaders) will work. Instead of being responsible for a House of 20-40 people, the Zone Leaders will now be solely responsible for overseeing and developing one or more Circle Leaders (Battleteam Leaders) under their command. This allows the Zone Leaders to focus more on vision execution and leadership development rather than day-to-day membership concerns. Zone Leaders will have the authority and power to create any changes they deem necessary...take away a team? Done. Add a team? Done. These leaders will have great responsibility, and only the most proven Circle Leaders will be chosen for this position.

The other major change with Project: Reboot comes in the restructuring of how battleteams are led. When a member joins Arcona, they will be placed directly into one of the battleteams, coming under the direct supervision of a Circle Leader. It is this Circle Leader's job to ensure that the member has every tool necessary to succeed as a member of the Brotherhood. Day-to-day interactions with the members is the Circle Leader's number one priority as a leader. The true grind of leadership is now placed back into the laps of the first-line leaders, and Circle Leaders are empowered to lead and grow their members with much more authority and leeway.

Long-term Plans

Long term, as we grow, the vision is that Aediles will be phased out... and we will simply have Quaestors (Zone Leaders). Quaestors will manage their subordinate leaders and assist, but the actual leadership grind will come from Battleteam Leaders who are given absolute creative authority to stir their members and move in directions they want - fictionally and actually. In addition, as leaders emerge, the Zone Leaders will have the power to create any changes they want, making for a fluid and ever-changing structure that fits the needs of the House at any given time.

The lasting hope, however, is that teams will become small, individualized units comprised of anywhere from four or five members to nine or ten. In this way, teams will become more cohesive, and the overall goal of a quality member experience will happen more regularly and efficiently.