Cambridge University Treasure Trap Annual General Meeting 2012 - Minutes
"CUTT has money, enough to carry on renting rooms, scout camps and drinks for months. With everything going in and out CUTT has a turnover of about £2000, and makes a small profit of one or two hundred a year should we need it. We have about £1000 saved. No rise in subs this year!"
TT is in it's Nth year when N was then evaluated as nine. The society appears to be doing fine, ticking over generally and also acquiring new people, which is nice.
This was postponed till later in the meeting due to the lack of likely volunteers at the time and it was hoped that as more latecomers arrived that it would be easier to find people for the positions.
This was postponed till later in the meeting for the same resin [sic] as the election of the Exec.
The sole proposed ref team was
Head Ref: James Robson
The ref team was elected with 15 votes for and 1 against.
Motion: Adjust to dwarf racial physrep requirement to be horns or "A large solid block of silver/white/gray on both cheeks. The front of this block may contour the cheek shape, but it should be a large roughly rectangular shape"
Reasoning: Some AGMs ago we changed the dwarven physrep to replace the requirement for fake beards with horns or makeup, as a fake beard wearer, I can guarantee that was a good thing. But...
This year we have had a lot of dwarves in play, during this time the practical failings of "facepaint markings of metalic snazz on cheeks" became clear: most metallic colours do not show up against human skin, the dwarves in play either looked like humans, or like sick humans. The only way to actually tell if they were a dwarf was to OC ask the player. This is no disrespect to the people doing the makeup jobs, but simply something we didn't fully consider when we changed the rules: the contrast between the colours and human skin. Also "facepaint markings" does not specify what, leading to quite a large disparity between dwarves, making the job even harder.
The most important part of racial physrepping is "should be obvious to people what race you are", sadly the current dwarf make up does not manage this. The new makeup requirement is based on experiment by Chevron using silver facepaint in blocks that stood out very clearly across the room.
The motion PASSED with 17 votes in favour, 0 against and some abstentions.
Motion: The rite *Eyes of Suffering* currently requires you to know information about the state of injury of other people in order to use it. The purpose of the rite is to ascertain the injury status of other people - so the whole thing is a little counter-productive.
I propose changing the requirements of "at least two witnesses, at least two of which must be injured" to "at least two witnesses, at least one of which must be injured".
After minimal discussion the motion PASSED with 19 votes in favour, 0 against and 2 abstentions.
Reasoning: Helps prevent double-buying Subterfuge just for backstab poping.
After some discussion this went to a vote which tied with 7 people voting in favour and 7 people voting against hence the decision went to the president who decided that the motion should be PASSED.
Details: The current Streetfighter tree is wholly replaced by the following new version:
Streetfighter increases in price to now cost 6xp per level.
A "buckler" is defined to be a shield no larger than 18" in any dimension.
Reasoning: Currently, the streetfighter tree is approximately the worst source of melee combat power in the entire game, especially at low to mid levels. This overhaul is intended to make it a bit more competitive with Warrior and Wilderness, but without making it outshine either. Level 8 represents a slight tightening up of the current wording, and the bastard sword use has been removed entirely and spun off into a side skill due to its complete uselessness for subterfugers (as currently phrased)
After some discussion a vote was held. The motion FAILED to pass with 5 votes in favour, 10 against and several abstentions.
Motions 5 and 6 both required Motion 4 to pass and therefore as it failed they were skipped over.
Seconder: Jim Motion: Adjust the wording of streetfighter to replace specific references to dagger, cosh, sword and mace to be "weapon of up to length X". (where X is the same length as that level of streetfighter gains access to currently)
Streetfighter currently requires the weapon be a dagger or cosh derivative, this excludes anything that is an axe/hatchet derivative plus possibly some others that I haven't thought of. It is different to all other weapon skills (melee, weapon competency, empower magic weapon 2, empower spirit weapon) which allow the player to choose what weapon they wish to use.
This seems at odds with its description: "street weapons" and "weapons of the thugs trade" to me implies something that can easily be hidden, or could be carried because it is not a weapon ("no officer, this is not an weapon, it's a woodcutting tool!").
Also - axes and hammers are cultural weapons to dwarves, yet any of them that decide to be subterfugers decide to abandon axes and pick up daggers instead?
This would not require an adjustment to the backstab skill as backstab explicitly specifies only the length of the weapon and whether it is sharp or blunt.
The motion PASSED unanimously. It was additionally noted that the glossary section of the website might also require editing.
Motion: Make the strictures of Sordan and Vivamort public on the website
Reasoning: While keeping these strictures OC secret made sense several years ago when they had just been adjusted, they have now been constant for several years, during which many refs and players have seen them. As a result, their secrecy only serves to mystify newbies, which isn't really very useful or welcoming.
It was demonstrated that almost everyone in the society knew what the relevant strictures were and the point was raised that people's OOC knowledge of what the strictures are does not necessarily need to be restricted for the strictures to be relatively unknown in play.
The motion PASSED with 21 votes in favour, 1 against and 1 abstention.
Proposer: Rowena Paren
Seconder: Christian Bates
Define RESIST as:
Calling RESIST indicates that the previous call did not effect a targeted individual in the manner described by the rules system. Either they are immune to it or possess some capacity to mitigate it's effects (i.e. blind fighting). If the previous call was a MASS or WIDE call then one person calling RESIST does not have any effect on the other people caught within the range who should take the effect unless they can also resist it by some fashion and also call RESIST.
Rewrite all the skills on the website that currently use NEGATE/TAKEN to use RESIST instead.
Reasoning: Currently NEGATE in the calls system specifies that if called it negates the entirety of a mass or wide effect. However there is no skill in the system that allows someone to negate the entirety of a mass or wide call so they all have a 'call TAKEN instead' to mass or wide effects clause. This seems fairly unnecessary when we could just have one call that means "That call did not effect me individually"
After some discussion the motion PASSED with 22 votes in favour, 0 votes against and 3 abstentions
Motion: Alter Grey Magic Dispel-on-other spells to make them easier to use and fit better into the call system.
The current "Dispel Effect On Other" spells in the Grey magic tree are a real pain in the backside to use effectively. As they stand, you cast the "dispel effect" spell after the effect has been called, leading to a confusing retcon and a fair amount of awkwardness. It would be simpler to change the wording of Dispel Damage to be similar to the lower-level Repel Magic, and Dispel Magic to be similar to the lower-level Dissipate Magic, but still targetting another person rather than the caster.
The resulting four spells (rewording the targetting-self caster at the same time for clarity and ease of comparison) are listed below:
After a brief discussion the motion PASSED with 24 votes in favour, 0 against and 1 abstention.
Motion: XP is to be allocated on a per-character, per-interactive basis, for characters who have seen half an hour or more of uptime in that interactive. Characters below level 4 gain 6XP per interactive, characters between level 4 and level 6 gain 5XP per interactive, and characters level 7 and above gain 4XP per week. This replaces XP allocation per-player.
The motion FAILED with 1 vote in favour, 19 against and 4 abstentions.
Reasoning: It's too confusing at the moment and it's something we could simplify. Then we can put all the DAC descriptions in one place. Any spells/racial packages/other abilities that give you DAC will also now just give you DAC.
Motion: Make Combat Awareness and Agility have the same skill description and add together for the purposes of giving DAC. So if you have a total of 4 of any DAC skills, you get a point of DAC.
After some discussion where it was clarified that the motion was intended to make all the trips of DAC equivalent to the racially given DAC and hence would be able to be used in Heavy Armour this went to a vote and PASSED with 10 votes in favour, 8 votes against and 8 abstentions.
Reasoning: Having 2 DAC skills in 3 separate trees is odd if we let them all add together. Whichever way we arrange it, one type of mutliclasser is going to be disadvantaged. I suggest we change the Subterfuge DAC one since it's the one I could think of an amusing name for. That way Wilderarriors, Wilderfugers, and Warterfugers will all be equal in that respect.
Motion: [if unifying DAC passes] Change the name of the DAC skill in Subterfuge to 'Slippery' with same description as the other DAC skills and the ability to contribute to a point of DAC by adding to them.
The motion PASSED with 16 votes in favour, 0 against and 8 abstentions on the condition that the word Slippery would never see the light of day again and be replaced by something else. Dodge was suggested as an alternative.
The following people were elected to form the executive committee for 2012.
President: Megan Williams
Secretary: Rosemary Warner
Treasurer: Jim Blackshaw
Keeper of the Vaults: Geoffrey Willoughby
David Proctor was appointed as Banquet minion
David Proctor was also appointed as safety officer. It was agreed that he may appoint deputies as required when he is unable to attended events.
No one volunteered to be the armoury minion. Web minion/website running will be sorted out by email separately. Clare volunteered to provide SRCF access.
Another motion for rules changes that had not been submitted by the deadline for inclusion in the agenda was put forward.
Motion: Make the damage buff granted by berserk unnatural rather than natural.
Several people were concerned that they had had insufficient time to consider the effects of this motion if it were to pass. It was therefore noted that they could vote against the motion and it then could be brought up again at another AGM where hopefully it would be submitted by the deadline for inclusion of the motion within the agenda so that it could be appropriately considered before hand. The motion then FAILED with 6 votes in favour, 10 votes against and 9 abstentions.
And there was much rejoicing. Also an interactive.