The Third Year Goodbye is run over three days at Little Abbington Scout Camp. It begins during the afternoon of the first day (often a Friday), and continues IC until late evening. During the nights the players are Time-Out or Time-Ish (no 3am goblin raids). There follows a whole-day time-in on Day Two, and the final Time Out is given around midday on Day Three. The 3YGB is preceeded by build-up in interactives, and several (2-3) linears during Lent/Easter? Term. There is normally some kind of flange which prevents a character dying until the third day (or at least halfway through the second).
The 3YGB is run for a group of 4-6 characters who, at some point on the Friday (possibly before Time In), are upstatted to 480xp. At the end of the event these characters are retired and may not be played again except as DPCs with Ref permission. The upstatting is done by the characters' players, with the final character sheet being approved by the 3YGB Team. No player should character a 3YGB two years in a row, and priority is given to players who (by graduating or otherwise) are leaving the system.
The plot of the 3YGB should be big enough to interest upstatted PCs, but should not necessarily make significant changes to the setting. The scope of the possible changes to the setting that the 3YGB could result in need to be cleared with the Ref Team during Easter Term. The actual 3YGB should not be set in Grantabrugge (for, I hope, obvious reasons), and often takes place somewhere other than the Prime Material.
What is needed for the 3YGB Team is a small group (2-4 people) who work well together and are committed to and excited about producing the 3YGB. Experience isn't a major factor - anyone who started attending TT during or before Michaelmas 2006 has sufficient experience of the system and setting, although more recent recruits may want to read some of the IC histories that have been written. Actually, even long-toothed veterans should have a look and see what they missed whilst it was happening.
Anyone who is interested in running the 3YGB should contact the Ref Team during the first few weeks of Lent Term, whether you have a cool idea (or ideas) about what you'd like to run or would like to help develop and implement a cool idea that someone else has come up with.
The Outline needn't be very long or detailed, but before the 3YGB Team is confirmed they need to agree on:
Once the Team is announced they need to send out an email asking who is interested in charactering the 3YGB. They will then recieve a large number of emails saying "maybe". Once they have threatened/bribed people into confirming that they want to be on the 3YGB, or have selected the lucky few if there is oversubscription, the Ref Team will provide them with the relevant characters' character sheets, backgrounds, and any other relevant information. They will also forward the characters downtimes to the 3YGB Team (although they retain the right to censor the above if they feel this is necessary).
Also as early as possible (at latest during the Easter Holiday) the 3YGB Team should inform the Ref Team of what lead-up they require in terms of Interactives and Linears. The 3YGB Team is expected to aquire any physreps they need, play NPCs (or brief monsters) for the Interactive lead-up, and to run the lead-up Linears, unless they specifically agree otherwise with the Ref Team.
During the 3YGB the current Head Ref (that is, the Head Ref for the following year) has the authority to give a final ruling on all game-related issues. After the 3YGB the 3YGB Team and the incoming Ref Team should discuss what, if any, IC fallout there should be, with the incoming Ref Team having the final say on the matter.
You may well have a brilliant idea that you could write up into a 10,000 word plan with every piece in place. Don't.
Not only will you want to keep your plan flexible, it will greatly help your team cohesiveness if you don't make the final decision on what exactly it is you're running until you are all there. Your team-mates will have their own cool ideas, and part of the fun is fitting them together and/or coming up with new ones until you have a concept that you are all happy with.
Choose your team based on who will work well together, as well as on who wants to do it. Remember that different people have different strengths and weaknesses, and be honest with yourself and others about yours. Skill-sets that you will want to have represented on the team (or be aware that you are weak there and plan to work around) include:
Given the enlarged size of the society this year, the size of the 3YGB Team should be between two and four people. I very much recommend that you elect one of the team to be the final arbitrator of internal disputes. When running an event there is rarely the time for a fully democratic decision-making process and having a pre-agreed person to make the final decision saves a lot of time and confusion. There is no good excuse for not having a leader - if you can't decide on that detail then chances are you won't be able to make other important decisions. I also recommend that you have at least one non-finalist on the team - the lead-up during the Easter term doesn't mix very well with Finals.
Record any major decisions you make and, once a decision is made, stick with it. Likewise, do not repeatedly bring up issues that have already been settled unless circumstances have changed significantly. Be prepared to drastically alter your plans to respond to PC action, they often come up with a plan far cooler than you could ever have anticipated. Never allow the PCs access to a path of action that you won't allow them to take - if you are not prepared to let them lose the battle then make the penalty for failure be owing a debt to whoever you'd already lined up to bail them out.
Plot-wise you'll need to decide what the theme of the 3YGB is going to be, what the backstory to it is and what exactly it is you're doing for the leadup and on each of the days. Unless you are majorly changing the format of the 3YGB you will also want an IC explanation for upstatting the PCs and for preventing them dying until at least halfway through.
Keep the plot sufficiently simple so that the entire Team can understand it. Rule-of-Thumb: if you can't explain an idea in 30 seconds or two sentences then it's either too complicated or you haven't completed the idea. Make sure that you have bits of plot/IC activity that can be cut if you're running out of time, plotdumps to ensure that the Party have the required information, and things you can throw out there to keep the PCs busy if you need time to think.