[Deptheads] GM Badge Requirements
mike fryer
darkbeerdrinker at gmail.com
Mon Sep 8 10:09:19 PDT 2014
You need to be able to go into the con knowing you have your hours set up,
not having to hope a game lasts for a certain amount of time.
Volunteers have alway gotten full credit for a game that did not run as
long as they were there to run it.
12 hours would be ok, but the addition requirements only apply to board
gaming. I think department heads could require extra things, like a 101.
When I ran Catan qualifiers, I spent the entire time keeping an eye on the
games. I didn' t play other games. I think it is odd that we allow people
running a game to play in other games. Playing in the game they are running
is fine, if there is room.
But, this is a board gaming issue mostly, I don't think any other
department has this issue.
12 hours for a badge would be con wide. Any additional details should be
worked work between Shane and Tim, IMHO.
Mike Fryer
On Sep 8, 2014 9:25 AM, "Tim" <tim at stugiii.com> wrote:
> Why not make it real “clock” hours?
>
>
>
> *From:* Deptheads [mailto:deptheads-bounces at strategicon.net] *On Behalf
> Of *Tanya Aldrich
> *Sent:* Sunday, September 07, 2014 10:21 PM
> *To:* deptheads at strategicon.net; Shane Sauby
> *Subject:* Re: [Deptheads] GM Badge Requirements
>
>
>
> Are hours credited based on scheduled hours or actual hours an event
> takes? I assume this means the event also has to run, regardless of method.
>
>
>
> Where you thinking a GM had to accomplish all 4 tasks? I think that's
> asking a bit much. First, you determine if an event becomes a tournament. I
> never asked for Alhambra to be one, it just was. Second, not everyone
> probably feels comfortable doing 101s. If you were thinking of all 4 tasks,
> then I suggest making it 16 hrs and the other 3 tasks give you double hours
> (see my across two days suggestion below). But I think 16 hrs might be
> pushing it.
>
>
>
> I think upping to at least 12 hrs of games is fine. Twelve hours barely
> gets a board game GM to the same number of player hours as an RPG GM,
> assuming a 4 player game, and few board games require the constant
> participation of the GM. After all, nothing says that if your players don't
> need you in constant attendance that you can't play a game while GMing a
> board game, as long as you are accessible.
>
>
>
> As for the other suggestions, I would at least suggest stating ...
>
> 8 hrs if that includes one tournament.
>
> 8 hrs plus a 101.
>
> 12 hrs across two different days, provided one is a day you have trouble
> filling, and they get a 2 hrs for 1 real hr up to 4 real hrs max. That way
> someone can't run a little 1 hr game on a hard to fill day and expect it to
> fill the extra 4 hrs needed.
>
>
>
> Or as mentioned earlier, 12 hrs, but tournaments, 101s, and games on hard
> to fill days count 2 to 1 in hours.
>
>
>
> My two cents.
>
>
>
> Tanya
>
>
>
> On Sep 3, 2014, at 3:13 PM, Shane Sauby wrote:
>
>
>
> Good afternoon everyone,
>
>
>
> I was considering changes to the general rule of qualifying for a GM
> badge. At the moment, it is running 8 hours of games. This is not a lot
> of work for what they get in return. I ran 12 hours of games (4 Power Grid
> World Tour events) and it took about forty minutes of my time all together.
>
>
>
> I have thought about several changes I would like to make and was
> wondering how much leeway I had and what others thought of my ideas. I
> have listed them below, but would be interested to hear any ideas you may
> have.
>
>
>
> Run at least 12 hours of games
>
> Run at least one tournament of any size
>
> Run at least one gaming 101
>
> Run games on at least two different days
>
>
>
> Shane Sauby
>
> Boardgames Supervisor
>
>
>
>
>
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