When this topic first came up, and I had free time to spare, I made some notes to myself about different possible fee models that we could use. I shared these notes with the rest of the committee while we were discussing it, and I was asked to place them here for everyone to read. Please note that these were written quickly, and only reflect my thoughts on the subject. They do not necessarily represent the views of anyone else on the committee, and in fact it’s entirely possible that people don’t agree with this. But, they are presented here in the hopes that it will be of benefit to everyone:
[size=150]Possible alternative approaches for fees[/size]
Flat fee for each event
This would be a simple, fixed fee charged per event for gear usage, e.g. perhaps $500 per event to use the NZLARPS gear library.
Pros
• Very simple system
• Fairly easy to target the required charge – estimate annual storage expense, divide by number of events expected to use gear library over the next year, to come up with charge per event
Cons
• Does not take into account relative size of event
• Does not take into account relative length of event
• Does not take into account differences in amount of gear used, and wear & tear to gear
• Assumes that all events have very similar levels of gear usage
• Ignores possibility that some attendees don’t come for whole event
This could be modified to take into account such matters as whether an event would be a ‘day’ or ‘weekend’ event. Could also perhaps use a differing charge based on various criteria such as number of attendees, or total budget size.
It could also perhaps be modified to a fixed charge per day or part thereof that gear is used, so that a normal weekend event would be charged three fees (as it uses gear across Friday night, Saturday and Sunday morning), and a day event is charged just one fee.
Fixed fee per head fee for each event
This would be a simple charge for each attendee to an event, e.g. $5 per person.
Pros
• Simple system
• Total amount scales linearly with the number of attendees
• Higher number of attendees also likely means more gear used, so event would be paying a higher charge for using more gear
Cons
• Unpredictable cash flow – cannot make reliable predictions of number of attendees much time in advance. If fee is set based on expected number of attendees, could find at the end of the year that we have significantly over or under charged compared to our goals.
• Ignores possibility that some attendees don’t come for whole event
• Does not take into account relative length of event
• Does not take into account differences in amount of gear used, and wear & tear to gear
• Ignores differences in gear usage because of higher or lower numbers of crew vs players
• Last-minute drop-outs might mean that an event doesn’t pay as much for gear that is taken out and used, even though nothing else is different
This could be modified to make a distinction between ‘day’ and ‘weekend’ events, e.g. perhaps $5 per head for a weekend event, $1 per head for a day event. The downside to that would be that GMs might feel they have to start charging to crew at day events, whereas some recently (e.g. most recent Teonn day game) have been free to crew at.
Fixed fee per crew member for each event
Considering that it is largely the crew who use the Society gear, a slightly different approach to the one above could perhaps be taken, in that the charge would still be based on a headcount, but only counting the number of people crewing. But while the crew might be the ones directly using the gear, players still receive the benefit of the crewing being better equipped, so in the end the benefit likely evens out across the two groups, and thus this idea is perhaps of little help. It might also encourage GMs to add costs for gear only onto the crew price, which would be a bad outcome, as crewing is the cheaper option for those without the spare money to afford to play (e.g. students).
Fee per ‘time block’ gear is used
Most weekend events could be divided into roughly five or six ‘time blocks’ that the gear would be used over, roughly: Friday night, Saturday morning, Saturday afternoon, Saturday evening, Sunday morning and, if play continues over into it, Sunday afternoon. A fee for each of these ‘time blocks’, could be charged, so that instead of a fixed fee for an event, or daily fixed fee, the charges could be broken down to roughly match the usage patterns of a game, so that instead of charging one $500 fee, five $100 fees are charged, leaving open the possibility of a game altering its usage of the gear to suit the budget – although if most events use the same format for the time then it arguably becomes the flat fee option. It could also be very hard for many games to not use the gear on Friday night or Sunday morning, and it is really nonsensical to say that a game won’t be charged a fee so long as they don’t use any gear on Saturday morning (and unreasonable to expect them to).
Alternatively a fee per time block per person could be charged, say $1 per time block per person, which would mean that for an event like Chimera where a person might only turn up for one session out of six, the event only incurs cost for that one session for that person, but someone who participates in the entire convention would incur a $6 fee. Both these approaches might also suit something like the first Sabbat, which only took place over Saturday afternoon, Saturday evening, and (I think) Sunday morning.
Pros
• Matches more closely to the actual usage in terms of time gear is used and perhaps number of people using it
• Fits reasonably well to the model of an event like Chimera
• Gives event organisers some flexibility around when they use gear to minimise cost
Cons
• More bureaucracy for someone, trying to keep track of which ‘time blocks’ a game took place over, and how many attendees there were at each
• Possibly doesn’t fit so well to less standard event models, such as night-based weekend events like Witch House
• Could be very hard to predict cash flow in advance, if the latter approach is used
• Last-minute drop-outs might mean that an event doesn’t pay as much for gear that is taken out and used, even though nothing else is different
Percentage of revenue fee
A percentage of the total revenue of an event is ‘charged’ by the society to a project, e.g. 5% of the total revenue of an event must be considered as an ‘NZLARPS overhead’ cost that projects must meet as one of their costs.
Pros
• Works well around different pricing structures for different events, and scales well for events of different sizes. Also should fit well to different lengths of events. In some ways at least, more ‘equitable’.
Cons
• Could be relatively difficult for non-financially-minded people to understand
• Could be hard to predict cash flow in advance
• Last-minute drop-outs might mean that an event doesn’t pay as much for gear that is taken out and used, even though nothing else is different
• Doesn’t take into account differences in amount of gear used, and wear & tear to gear