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Why I refuse to support my FLGS
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2406188" data-attributes="member: 19675"><p>I've seen it work a couple of different ways, with different levels of sophistication.</p><p></p><p>Some do it like a club, with dues, and then the group votes on what to buy with the dues money. Some of those groups even have bank accounts to gain interest...but treasury work can get ugly if their are trust issues. </p><p></p><p>Other groups had 1 D&D guy, 1 GURPS guy, the RIFTS dude, a HERO person, etc.</p><p></p><p>If someone wanted to try a new system, he could (if he got approval) buy the core stuff for the game, and if the game wasn't immediately popular with more than 50% of the group, he'd be responsible for reimbursing the group. At that point, the game he bought becomes HIS property- he has "bought out his partners." If the game simply falls out of use (people get tired of it over time), then the group could just hold on to it for later or sell it to a used book or game store or donate it to an appropriate charity (some libraries, veterans groups, and even military bases LOVE to get gaming supplies).</p><p></p><p>If trust in general is an issue, you could adopt a "library" system, where the books are kept in one place, and there's a sign-out sheet with dates. That way, everyone knows who has what books and for how long.</p><p></p><p>(I'm VERY close to doing that with my novels, RPGs and my CDs...all of which I currently loan out pretty informally and very frequently)</p><p></p><p>In a group like my current game, where D20 is the only game, decisions are pretty easy to make.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2406188, member: 19675"] I've seen it work a couple of different ways, with different levels of sophistication. Some do it like a club, with dues, and then the group votes on what to buy with the dues money. Some of those groups even have bank accounts to gain interest...but treasury work can get ugly if their are trust issues. Other groups had 1 D&D guy, 1 GURPS guy, the RIFTS dude, a HERO person, etc. If someone wanted to try a new system, he could (if he got approval) buy the core stuff for the game, and if the game wasn't immediately popular with more than 50% of the group, he'd be responsible for reimbursing the group. At that point, the game he bought becomes HIS property- he has "bought out his partners." If the game simply falls out of use (people get tired of it over time), then the group could just hold on to it for later or sell it to a used book or game store or donate it to an appropriate charity (some libraries, veterans groups, and even military bases LOVE to get gaming supplies). If trust in general is an issue, you could adopt a "library" system, where the books are kept in one place, and there's a sign-out sheet with dates. That way, everyone knows who has what books and for how long. (I'm VERY close to doing that with my novels, RPGs and my CDs...all of which I currently loan out pretty informally and very frequently) In a group like my current game, where D20 is the only game, decisions are pretty easy to make. [/QUOTE]
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