SystemReset/Easter13AGMAgenda

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I have amended this page in accordance with the summary of the AGM to act as a convenient reference for the rules changes. No guarantee is made about the accuracy of the information I've added. --Tea

1) Treasurer's Report

2) President's Report

3) Appointment of Committee:

role jointly)

Further nominations for exec positions can be taken up to and including during the meeting itself.

4) Appointment of next year's Referee Team:

There has been one proposed ref team:

This ref team is still looking for a fifth member in order to run the game to their satisfaction.

5) Motions for changes to the rules of the game:

1) Alterations to Elemental Elf physrepping

We propose that the elemental elf physrep requirement be altered to the following: "The physrep for an Elemental Elf is coloured make-up on face and (ideally) all visible skin. This may either be a solid colouring or lines of the given elemental colour (Dark=Black, Light=White, Earth=Brown, Air=Blue, Fire=Red, Water=Green). Elemental Elves have pointed ears, but it is acceptable to cover lack of physrep with a headband or hat."

Reasoning:This is to make elemental elves a less daunting physrep requirement to new players, allow for more creativity with appearance and to compensate for some of the OC problems with physrepping Tomten and Drow. The requirement for solid make-up if pointed ears are lacking is the differentiate from an elemental human physrep.

Comment: This motion PASSED at the AGM

2) Permit thrusting attacks with collapsible-tip polearms

This motion is to permit collapsible tip polearms to be used for thrusting attacks, subject to the normal rules requiring two-handed use and polearm competency checks. Individual fighters will be required to be certain they are wielding a collapsible-tip weapon before making any thrusting attacks. Empire permits such a mix of weapons, and has not had above-average issues with people being stabbed with unsafe weapons.

Tea volunteers to turn some spare core into a collapsible-tip spear or two to populate the armoury and therefore supply new players with such weapons if they wish to learn how to use them.

Comment: This motion PASSED at the AGM

3) All players get 6xp per interactive they play

All players now get 6xp per interactive to divide between the characters they played at the interactive however they like. (This does not intend to change the rules on how long you must play a character for before you can award them XP).

Comment: This motion PASSED at the AGM

4) This motion will be withdrawn if motion 3) passes.

Short version of this motion: "Everyone gets 6xp a week. The maximum per character stays as it is".

This motion is intended to fix loopholes in wording, as described below.

Propose change of wording to "All players gain 6xp a week to be split amongst characters played at that interactive. If a character is between 240 xp and 360xp then that character may only gain up to 5xp. If a character is above 360xp, then they may only gain up to 4xp. Any xp that cannot be assigned to any character is lost.

The XP is calculated according to XP earnt, not XP spent - it is fine to be saving up for an expensive skill or merely forget to update and spend your xp for a while, but not to use this to try and qualify for the faster rate of further xp gain after level 4 or 6.

If you monster an interactive for at least 30 minutes but do not play any of your characters you receive 3XP as if you had monstered a linear."

CURRENT WORDING to be replaced: "Interactive xp is awarded for attending aninteractive based on the amount of XP your character has already gained. If your character has less than 240XP (end of Level 4), then you gain 6XP for that character after each interactive. If you have at least 240XP and less than 360XP (end of Level 6), then you gain 5XP for that character. If you have at least 360XP, then you gain 4XP. The total is based on the amount ofXP the character has gained, not the amount spent - it is fine to be savingup for an expensive skill or merely forget to update and spend your xp for awhile, but not to use this to try and qualify for the faster rate of furtherxp gain after level 4 or 6. If you monster an interactive for at least 30 minutes but are unable to play any of your characters you receive 3XP as ifyou had monstered a linear.

If you play multiple characters with XP levels such that they are in different groups, then you gain XP for the character that currently has the lowest amount of XP and you may not assign more XP to the highest-level character than they would gain if they were the only character played. For example, if someone plays Bob the fire mage on 160xp and Ben the Johnite on 250xp, he will gain 6XP for the interactive, but can spend a maximum of 5XP on Ben."

Reasoning: this will simplify working out how much XP you gain in a week, as it's always 6; it also removes the perverse incentive to play a third character and never give them any XP so you have more to spend on your main characters. For example, while John and Justin were both in the 240-360 range, I gained 5xp a week, of which at most 5 could go to either character- but had I played a pointless beggar PC for half an hour every interactive, I would have had 6, which I could split up solely between John and Justin, leaving them better off because I played them less. This is a bit silly. I do also believe this tweak simplifies the system, however.

This motion was defunct due to motion 5.3 passing

5) Playable Fuegans

Fuegans should be confirmed as a player race and their racial package etc. made public on the website.

We have had one Fuegan PC played by Luke as a test of the race for players, and numerous NPCs for plots. They should be public.

Comment: This motion PASSED at the AGM

6) Delete dwarf racial physrepping option of facepaint

Remove the physrepping option for dwarves of: a large solid block of silver/white/grey on both cheeks. Addendum: The refs may either provide some IC reasoning or just declare it has Always Been That Way (TM).

Comment: This motion PASSED at the AGM

7) Backstab to the head

Motion: In the 'backstab' skill, the wording "strike them in the rear of the torso" should be replaced with the wording "strike them in the back of the head or torso"

Reasoning: This allows people to e.g. knock people out using subdual damage by hitting them on the back of the head which people seem to find very intuitive and also means that subdual backstab is closer to through backstab in effectiveness (because people wear helmets much less than they wear torso armour).

Comment: This motion FAILED at the AGM

8) Different emotions for mind control and alchemy

Motion:

The mind control miracle 'Induce emotion' should have its list of available emotions (Lust, Gluttony, Greed, Sloth, Wrath, Envy, Pride, Ennui, Paranoia, Remorselessness.) replaced with the following list: Anger, Calm, Sorrow, Joy, Regret, Pride, Fear, Passion, Impulsiveness

The alchemy lesser psychological effects should also be replaced with the same list.

Reasoning:

I find some of the current emotions boring, difficult to roleplay or obscurely named so I've proposed a list I like better.

Comment: This motion PASSED at the AGM

9) Shorter duration alchemical psychological effects

Motion: The alchemical psychological effect potions should only last 5 minutes but each one should produce enough to affect 3 people.

Reasoning: 30 minutes is an awfully long time to roleplay some of the effects (e.g. agony) 5 minutes is the same length of time as mind control miracles so this would make things easier to remember.

Comment: This motion PASSED at the AGM

10 )Make the effects of Blessing 4 easier to remember

Motion: Blessing 4 should also protect against DISARM

Reasoning: I think it was an oversight that blessing 4 doesn't protect against DISARM, also it would be easier to remember the effects of the miracle if it did protect against disarm.

Comment: This motion PASSED at the AGM

11) Change levels 4-6 of Streetfighter

(For informational purposes, levels 1-3 remain as:

  1. SINGLE damage with a weapon of up to 18" in length and parry with an off-hand weapon of up to 18". [unchanged but fluff cut for clarity]
  2. SINGLE damage with an off-hand weapon of up to 18". [unchanged but fluff cut for clarity]
  3. SINGLE damage with an on-hand short weapon (of upto 36" in length). [unchanged but fluff cut for clarity])
  4. Pick one of: They can do SINGLE damage with an off-hand short weapon. OR: They can use a" buckler of up to 15" in size. OR: May wield a 42" weapon in their on-hand for Single
  5. Pick one of: They can do SINGLE damage with an off-hand short weapon. OR: They can use a" buckler of up to 15" in size. OR: May wield a 42" weapon in their on-hand for Single
  6. May call DOUBLE with a 24-36" weapon. (permits ambidex doubles)

Submotion if passed: Streetfighter 6 does/does not stack with backstab. (Jim's motion may make this unnecessary)

Notes: it's intentional that you only get 2 of the 3 abilities from levels 4 and 5. Are you a kender/dwarf? Don't take 42"s, Do you hate bucklers or not want to buy one? Don't take them. Do you want to swash and buckle? Take a 42" rapier and a buckler and swash away. Do you not want any of these things? Buy warrior. You'll probably be better off! Don't like fighting? Probably buy something else. Don't like LARP? WHY ARE YOU READING THIS???

Comment: This motion PASSED at the AGM

12) Introduce a LOOSE call for close-range archery

If you are in a situation where you could trivially shoot a target (bow drawn/crossbow loaded, aimed, clear line of fire), but you are less than two metres from them, you call LOOSE [Damage call] instead of shooting. You must then drop or re-quiver the arrow and put a new one on the bow.

This call is to make close-range archery safer, not to provide tactical advantage.

Reasoning: close-range archery can hurt OOC and bows aren't exactly overpowered right now.

Comment: This motion PASSED at the AGM, with the amendment that damage called using LOOSE does not get the "through" or "strikedown" flavours

13) Election of a System and Setting for the Game

(Note: this motion requires a 2/3 majority due to constitutional implications)

At the 2014 AGM, The Society shall hold a Vote for a new Game. Each Game shall be proposed as a combination of Refteam (The Members who will run the new Game for the initial year), System (a complete set of Game rules) and Setting (the fictional world in which the Game is based). Games should be submitted in line with the normal deadline for motions, but this AGM encourages widely publishing the Game well in advance.

The Vote will be conducted using the STV system, with the intention of electing ONE Game to be run for a year. The decision as to what happens subsequently shall be left to the 2015 AGM: possible outcomes could includerunning a different Game, the same Game with different refs, or if the Game ran was not CUTT, reverting to CUTT. We view that as a decision that is better made at the time, when the situation is clear.

The default expectation will be that the future of the Game will run on a CUTT-esque model of a refteam which changes yearly while retaining the System and Setting. If a Game wishes to run by a different model, they should specify that in their proposal.

Relatedly, the Constitution specifies the Game as "a medieval Live Action Roleplaying game". This will change to "a Live Action Roleplaying Game" if this motion passes, but does not imply any other change in the Game ran at this time.

Rationale

Various people have drafts floating around for replacement systems for CUTT or for other LRPs they'd like to run of a similar scale. We propose giving them that opportunity. We are hopeful that the main outcome from the motion will be a creative discussion of the various things people write, so that even if a system is not chosen as a replacement for CUTT it will still exist as a possible thing that could be run in some manner.

14) Inflict length spiritual buffs should have the same drawbacks as blessings

Motion: Inflict length spiritual buffs (e.g. preservation and the armour miracles in valour) should have the same requirements as blessings, the person they are cast on should be required to keep the strictures of the priest.

Reasoning: Otherwise there is consequence free transferable power

Comment: This motion FAILED at the AGM

6) Any Other Business

7) Rejoice!


Discussion

If you want to discuss the motions before the AGM, do so here. This is not to suggest changes to the motions, rather to talk about why they should/should not be voted for, if people wish to do so before the AGM.

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Last edited July 11, 2013 8:20 pm by Drac (diff)
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