Service Commitments
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Why We Have Service Commitments
Threads of Damocles is not a business and we do not have customer service. We are a co-op, working on a "Community Based" plan. The GMs are contributing Time, and other people must contribute other things to make the Campaign happen. This is a very evolved theory and you can read more about the TERM concept here, and more about Community Based Games here.
Every member of the group is obligated to some Service Commitment. The specific policies on Service Commitments are set by the season. Service Commitment is not "guest starring" - you should expect to spend most of your Service Commitment time doing minor roles or work.
The point of casting is not to penalize you or make you miserable. It serves two purposes:
- Players should work on the service and technical side of the operation from time to time to have some sympathy for Cast, and get a better idea of how to work with them.
- We simply need Cast, and if everyone doesn't pitch in and do it every once in a while, the games won't work
How it Works
Playing games generates a certain number of Service Commitments. These must be discharged with Service Credits. When you have 3 Service Commitments you must discharge at least 1 of them before you can play again. This is to avoid people “leaving things to the end of the year.” In particular, while we realize some players may expect their character to die and be available to cast in the latter half of the year, we need Staff for the first half of the year.
Currently: Each games generates 1 service commitment. However you can only owe a total of 4 Commitments per season. So if you play every game the last two are "free" (note that a service commitment is not a full weekend - this works out to about the same as previous in 1936 - one weekend per season of tech or two of Monster/UC).
So if you play three first season games, you will owe 3 Commitments. You must then discharge one.
What if there isn't space available: We don't want a disproportionate number of Cast for Game 3. Once you have 3 Service Commitments due, the GMs may choose to invoke them at any point. It is better not to wait.
Can I store them for next season?: We will probably allow one Service Credit per season to roll forward. By the last season, if you play most of the games, you'll have one "extra" half season's worth, and won't have to miss any of the dramatic final games. However you can't Monster/UC for a season and never have to have a Service Commitment.
Can I get by without missing any games to do Service Commitments?: Easily - you can take time off to help out before and after, or you can do Swing Cast (see Character Signup Types
Buy Outs: Service Commitments may be "bought off" for $25 per credit. This is in keeping with the $50 per credit rate set in 2002.
There is a $15 discount for anyone who buys off all thier credits before December 1, for the next year. The cost will be $85 for the season. Note - most additional revenue goes towards pre-payment of the Annual Insurance Policy.
Service Credits
Working at games, or on specific authorized projects outside of games generates Service Credits. Service Credits may now be earned for single days of work, rather than for an entire game, which makes it possible for persons willing to take a fair amount of time off to accomplish their Service Commitments by aiding in load-out.
As Needed Basis
We cannot take an unlimited number of persons offering to do Service Work in order to “get it out of the way,” or “get their credit in” at the last minute. We are absolutely not obligated to open additional slots for Service Work of any type in any game.
If we do not need additional Tech, or you cannot meet the basic capabilities, we will move you to Monster/UC, whichever you normally play.
Persons who are permanently on the roster for Tech, UC, NCC, will receive first pick of roles when there are a limited number available versus persons trying to fulfill Commitments. As we flesh out the season, we hope to have information about Casting opportunities available. However, lack of information about upcoming games does not in anyway negate Casting Commitments.
Luck of the Draw
You will probably work at least the minimum hours, and the GMs will allow you to leave without prejudice after you have worked the maximum listed hours – i.e. that’s the point at which you can in conscience go to bet even though we’re still up working on stuff.
However, Tech shifts are “luck of the draw.” You may luck out and get a game where your Tech shift is to sit and take names or shuffle props, or one where it is to shovel pigeon dooky. That’s the nature of the beast.
We cannot tell you in advance "which games will be easier," nor would be have any vested interest in doing so if we could. In general, the work at the outdoor games is somewhat harder, however we also open more roles.
Capabilities for Service Commitments
You must meet the basic Capabilities for the type of Service Commitment you select. When fulfilling Service Commitments, you pay the rate of your Character Type for the game, just as anyone else would. If you have disabilities listed on your Player Information, we will allow you to discharge your Service Commitment in a manner which you are able to do.
Character Types Defined - along with basic Capabilities you will need to meet in order to perform the work of the given Type.
M/UC and Tech generate Service Credits - FRC does not.
Swing Cast for the entire Season takes care of ALL Service Credits
Other Potential Opportunities
Occasionally the Campaign may post opportunities for “Specialist Tech” – a situation where we would like to make use of a special skill or ability that you have, and would be willing to give tech credit for it.
Be reasonable about project length - people who tech in game spend a minimum of 26 hours doing work. That's two full weekend days doing nothing else, or at least a week of weeknights. If you are thinking of a project that you can get done in "a couple of evenings" that isn't necessarily going to work out to a full credit.
Failure to deliver - if you accept a "Specialist Tech" position - then we expect you to deliver, and we realize that means your giving up a weekend or most of a week of freetime. It is not okay to cut corners, reduce work, or farm out the project to others and take credit for it. We need the project done to spec.
Don’t be unrealistic about credits - Everyone in the group has strong skills of various types that they contribute freely. We can’t give tech credit every time someone helps by lending a skill. Also, this sort of thing tends to be fun, and result in accolades, while casting is about covering the ugly necessary work that has to get done but that nobody wants to do.
“I Want you to Want my Resource, so I can get Service Credit for it!”
We are happy to hear offers, but much of the time we can’t use them. We cannot work a specific skill into our planning, just so someone can get Service Credit for it. Some skills we already have plenty of. Some tasks we feel need to be handled by individuals with a certain level of experience in similar projects. For whatever reason, understand we may not be able to accept your offer. It is important to understand that our responding “it’s possible that we may need that and we’ll let you know” does not free you of obligation to fulfill Service Credits to the Group.
Capabilities for Food Service Tech
Catering and Facilities – hand select Food Service Tech. Individuals may be chosen for experience, compatibility, physical abilities, suitability for climate and timetable, culinary abilities, etc., depending on the needs of the game. The say of the person heading food service for the game in this regard is final. We do not need a superabundance of Food Service Tech and may often decline people because we have enough help already.
Capabilities for Vehicle Tech
If you own a heavy vehicle your vehicle may be able to Tech for you. Days for which vehicle Tech Credit is given are indicated in bold below. A heavy vehicle is a SUV or truck with substantial cargo capacity. It goes without saying that the capacity must be usable to haul general cargo – items which may be soiled, wet, or rough wood, and must be able to pass over the better roads at the Gammons Property. If what contacts the interior of the vehicle is a major issue, then we cannot make use of it in this capacity. You may earn vehicle tech credit by A) being available during the entire period to drive the vehicle or B) leaving the keys for the vehicle to be driven by regular cast or tech who are substantially familiar with its operations. 1936 cannot assume responsibility for damages (because we aren’t worth anything), and any misadventure must be treated by the insurance policies of the owner and driver involved. We will accept reasonable terms and conditions as long as they are not too Byzantine.
What it’s worth in Credits (Example)
Day
Hours
Min Hours
Max Hours
Spec Tech
Veh Tech
Tech Credit
UC/Monster
CreditOut of Game
8
12
1
.5
0
0
Thursday
2pm – 10pm
8
10
1
.5
1
0
Friday
2pm – 12am
10
12
1
.5
1
2
Saturday
8am – 2am
18
20
1
.5
2
Sunday
8am - 4pm
8
10
1
.5
1
Monday
10am – 7pm
8
10
1
.5
1
0
RED Not offered this game
GREEN You could do this and also CC
ORANGE You cannot do this and also CC
* You must contact GM about special projects you might be able to do.
Note – a full weekend of Teching generates 4 credits, a full weekend of Monster/UC generates 2 Credits.
