THE LONG OVERDUE BUSINESS MEETING!
This month I'm going to deviate
from the normal "What's New" format. (granted even that format has not
really been inforced yet). Instead I am tacking up the agenda for the business next
weekend (Feb 8). Please look it over so you can form opinions about the topics
below.
1) The Group &
"What do we want out of the Circle?"
After talking with Sean I really realized that what other want out of the group differs
from what I want (I know.."DUH", but it finally sank in). Would like
to take a few minutes and have folks really explain what you'd like to see the group
doing.
A) What do you want most out of the Circle?
Let's hear from everyone.
B) Circle weekends:
Here is what I am going to propose: I would like to expand the 2nd weekend of the
month idea to the whole year. Every 2nd weekend I'd like the group to get together one way
or another. The only exception I think would be December as no-one has enough time around
Xmas. I miss playing Chris' board games or even my own stash of odd games.
Movie nights too. Remember Poker nights or just camping up on the land. I
know Mom and Dad this year have burned through 5 years supply of firewood. Maybe in
April we could earn the group money at the same time we clean up the blight some and split
them some more.
C) Adventures:
To me these are the mainstay of the circle, but I've realized this may not be so for
everyone. Do we want to change the way we Adv? Many LRPG's do not rely of
woods but on plot tools and combat only. I do we want to move that way?
For a long time I have wanted to do Fair type events. Make some booths, play games,
hold tournaments, prizes etc. This idea was tabled as folks would rather ADv.
Any interest yet?
2) Memberships & Circle
Costs
A) How much do we need to cover the land?
This is the basic number we need to know before we look at adjusting membership
amounts. This figure is about $3,000. (Taxes: 2200, Ins: 300 Mowing:
200, Road: avg 300 a year). That comes out to about $175 year per member as the
membership stands now.
B) Membership Focus (Event Fees vs Yearly Fees)
There are few ways to fix the circle finances.
1) We up event fees. In other words Advs will cost more but if you don't play
you are not paying for something you did not get.
2) We up the yearly fees. We will still have event fees but the advantage
here is that is we did it right the circle could run in the black and start covering for
more than just Advs. If we do decide to get together monthly then wouldn't it be
nice to go back to the old days where the group buys the pizza and beer. Camp out
nights would not just have to be bring you own. There would be a distance discount
for our southern members who could not practically be part of all the monthly events.
3) Food Charge: This one charge alone would solve a ton of our problems.
Every person who attends an Adv (not sure about mystery dinner) pays 20-25 dollars
for food. This is above what ever event charge you might pay, it included monsters
and guests (who will be eating with us). The only exception would be Full memebers.
With this dues and event fees could go to the Advs and not to the feeding
everyone. Regardless of if or how we change dues, we really should vote this in.
Here is a possible membership model:
The big difference here is doing away
with the $30 a year membership. Members can choose to be Part-Time Members, but if
they do so they would most likely not be eligible to play in more one Adv every other
year.
4) Joint Memberships: Couples who share a household, would be elidgable to
purchse a memebrship jointly. This does not apply to Part-Time Members. Joint
Full Time members won't have to pay event fees but they would still have to pay food
charges.
C) Votes:
It seems silly to make a issue over Voting. It has never been a used nor is it want
I think most people want. Malcolm suggested last year that all levels except the 30
a year get a vote. The more I've though about it the more I agree. I know this
raises the question of why would anyone be a full member then when it is seriously cheaper
to be a Junior member and pay for an adv or 2. I don't know if there is
an financially sound reason. I do it not to cut cost but for the circle itself.
It's a personal thing for any of us.
D) Adventure Reimbursement:
Proposal: From now on AM's are to be reimbursed not the amount of their receipts (or
the max adv allotment). Instead they are paid back for that amount minus the player
event fees and food costs.
[ex: I run 3 junior members and have 2 monsters: I have $300 in receipts.
The Circle reimbursed me $110. The other $190 ($30 X 3 players & $20 x 5
people for food) I collect from the everyone who came.]
This way it falls entirely on the AM's to collect Adv fees.
E) Adventure Reimbursement Amount:
The max amount a member would be reimbursed would be dependent on the AM's
membership level.
F) Circle Debts:
I know this might be a tough subject but we should address how we should handle old dues.
Do we cover old debts first or does payments go to new year's dues initaially?
What about if Adv season is looming and players are not paid but need time? Do we
allow players to retroactively change membership levels?
G) Changing Circle Fiscal year:
Just and idea to make Circle year more in tune with events. I was thinking
of having it start in May. Our 2 big bills hit in Feb and Aug so this might not
work.
H) What membership is everyone going to sign up for this year?
Be nice to have everyone state what they plan on doing this year. Bringing
checkbooks to the meeting would be a great idea.
3) Characters
A) Crafters:
Create new caste (see email date 8/21/02)
B) Rogues: 2 spells per period. 1 sphere & special ability or
just 2 spheres
C) New Special Ability: "Can cast _______ one level higher"
D) New Classes/New Names
E) Master Level Classes: at level 13 people get 5th level spells.
At this point charcters should get a boost in abilities.
F) Character Advancement: Every odd level (after level 1) characters
would earned an Advancement Point. These points could be spent on buying new spells
or skills, but they could also be used to purchase abilities the character would otherwise
not be able to obtain.
# Advance points by Level
Level Pts
3 1
5 2
7 3
9 4
11 5
13 7* Bonus for reaching master
class level
15 8
etc.
What Advance Points can purchase:
Cost Description
1 Skill point
1 Up your max Skill restriction
1 New Spell in the sphere(s) of your
class
1 Able to cast a specific three 1st or
2nd lvl spells per day in the
sphere(s) of your
class (this spell is not upgradable)
2 Able to cast a specificthree 1st or 2nd
lvl spells per day in a
spheres not available
to your class (this spell is not upgradable)
2 Able to use 1 more level of weapon
& armor (ei Mage could use
blue)
2 1 more Hit point
2 Able to cast three 3rd or 4th lvl
spells per day in the sphere(s)
of your class
(this spell is not upgradable)
3 Able to cast three 3rd or 4th lvl
spells per day in a spheres not
available to your
class (this spell is not upgradable)
4 Know a spell outside your sphere(s)
6 Know another sphere, not resereved
7 Know a reserved sphere (Battle,
Divination)
If you wanted upgrade an advancement it would cost you 1 pt plus the difference between
the new advancement and the old.
For example if a scholar had spent 2 points to learn Damage Shield 2. He or she then wanted
to purchase the whole spell (either to cast it more often or to be able to upgrade it).
The whole spell costs 6. He/she would have to spend 5 more points:
6 - 2 = 4 +1 (upgrade cost) = 5
I'm sure we can think of more Advancement ideas too
3) Skills
A) SpellCraft
B) New rule: Skills can only be countered by other skills
C) Set a Max Skill Levels:
Only Druids can have a Direction Sence higher than 7
Only Rogues can have a Trap or Lock Skill higher than 7
Only Preists can have a more than 7 General
Prayer points
Only Mage can have a Spellcraft skill of 7 or higher
Only Scholars, Diviners and Inquisitors can have a Truthsense skill of 7 or higher
No player may have more that 10 points of Luck. They also may not purchase more than
5 points of Luck. The remaining 5 points have to be earned during games.
D) Defined what each level of skill does: See Skills section of site
E) Monsters have Powers: Like skills these cannot be dispelled by spells
(they can be countered by skills though). See Undead for examples
4) Weapons
"To be Light or not to
be Light. That is the question."
A) Cost of change: If we
go light or lighter do we add to the dues this year the cost of a set of monster weapons
or R&D to make our own.
B) Changing the Age: If we do go to essentially fencing weapons I vote we advance
the ShadowLands from the Dark Ages into the Renessance. That would sit much better
with me than Broad swords that can be wielded like riding crops. Armor could be
changed to non- dispellable talismans that add hit points. Would finally explain why
we don't actually wear armor.
5) The Combat System
This could be a big one. Might want to break for lunch beforehand. Major topics are:
A) Switch from a hit point system to a Strike system
B) Casting Phase. After that very limited casting in combat
C) 3 types of damage
D) Only 2 effects other than Spells
E) No calling Names of Hung Spells, just level
6) Calendar
A) March 8 -9
B) April 12-13
C) May 10-11: Caslieon's Contests.
D) June 14-15: Elemental Adv. 2
E) July 12-13: Newbie 2
F) August 9-10: Atu's Hounds
G) Septemeber 13-14
H) October 11-12
I) November 8-9