Oooh... how much I missed this... apologies guys, but like Bane I have a bit of a bee in my bonnet about this... and didn't catch the discussion until recently.
1st point... the club wasn't dying per se (sorry to disagree Bane!), it was more like an old married couple making love, we got stuck in, did our bit, farted occasionally (and then rolled over and went to sleep). The problem was that players stuck to games that ran in long campaigns (oh how I miss them) and therefore there was little movement between groups and new players had a 'feel' of intruding. The introduction of 8 week rotations resolved that problem created greater interaction and the opportunity to play a LOT more games, but at a cost! The cost was the inability to play campaigns and long scenarios to a conclusion, which was a shame but accepted by all for the greater good! The sop (to those of us desiring to play campaigns was the option to run multiple (
non contiguous) 8 week rotations,
using the same players. Good examples of this... Sarge's Stormbringer or COC romps,.Garuda's flirtations with the pathfinder beast series and superheros, and some Bane's Galleons o Galleons... and the list goes on!
Some of these games have run successfully for years, and brought much joy (and suffering) to GM's and players alike. I would hate to loose them.
The problem it seems is that we don't have enough games to satisfy demand! What a nice position to be in, but also how irritating... everyone at the club has the potential to play in, or run a game, (and yes I do mean everyone... I even played in a game Gaz ran once!). Then problem is that some prefer to play rather than GM. That's fine up to a point, and that point normally being what if *I* haven't got a game. Everyone is far too polite to moan in person about there being no games, probably because the response is "well why don't you put one up!" and being honest, that's a very fair response.
sometimes there are games up that I personally dont fancy. a couple of years ago there was a rush of (misguided) folks playing nothing but 4th Ed. I hated 4th ed from the moment it arrived to the moment it departed the club, we had one rotation with 4 games on, 3 of them 4th Ed and a game I put up to preserve my sanity and that of the few souls who hadn't got a game that rotation. I know some of the players out there don't like the idea of GM'ing a game, either because it is simply not convenient or because you've not done it before,
I welcome unreservedly Bane and Eomak's solution to the latter problem. the 8 week rotate the GM freeform session sounds great and could lead to all sorts of interesting styles and gameplay! But that for me is only part of the issue. Getting new GM's involved solves one problem, but it does not address the others. so in addition to Sarge's base 'rules' perhaps we could consider another!
1.
Game size. I have to admit that I enjoy my campaign games (and so do many others) and that's a problem, because such games suck in players like a dry sponge. Sarge's Cuthulu game, Garadu's heroes game, Banes Galleons o Galleons have variously had up to 8 players on occasion. Whilst the GM's are to be applauded for being able to cope with so many players and keep us all entertained, that's just too many to allow good role playing. Moreover it denies those players in larger groups a chance to establish their characters and help create the game, so its not ideal for either player or GM. The optimum group size imao is 4. If we were to stick to that, we would liberate players and GM's for other games, we could have up to 6 running each week, which increases variety and engagement. To do that we need GM's to put games forward! To that end I would propose that limiting group size to 4 (and by exception only increase above that if we have an odd man out!) - and yes I know that means that some games like the long running campaign games might suffer.
On another point whilst we are looking at how the club runs and how it works we may wish to consider other changes. The club runs for the benefit of the members, and to promote fantasy role playing. some other things to consider whilst changing things might be:
2. Where are the girls! Regrettably role playing is a male dominated pastime. We had some success attracting ladies to our group, and, their presence imao really helped game play and role playing. So whilst we are talking about changing things, can we also look at how we increase the appeal to everyone?
3. Write ups. I know some folks out there are really good at writing up the events that took place within the games. It strikes me that we could use these to help promote our game. what about externalizing some the better ones as examples of what we get up to? This may promote the club and help with attracting new players (and yes I am looking at you Bane!).
4. The locks on the doors after 9pm may keep some of the teaching riff raff out!
(only joking about the last one Mr B!
I realise this may provoke a bit of discussion the intent isn't to be deliberately provocative but whilst we are looking at things this may be an opportunity.