Oh dear, much shame....I will chuck a few things in though, some in my defence, some to make a point:
1. Shame on you Viggi, for publicly saying that these problems are insurmountable, after what you did before, and exactly why did you submit a list of games that you have no intention of running?
Apologies for any confusion, having said I had a load of games in my head I would love to run, I was expecting the challenge to name them and so jumped the gun and listed them, not as a list to run at the club but a kind of list of games had in my head.
2. Rotation Length
When the rotations were first being discussed we came up with 8 weeks as a classic compromise, i.e no one was particularly happy with it.
Some wanted longer rotations of 10-12 weeks. I actually preferred a shorter 6 weeks, but 8 weeks won out and I think is the best compromise, I really wouldn't change this.
3. What is the club for?
I don't really think the length of the rotations is the problem here
The real question is this, what is the club for?
Is it for a group of roleplayers to run their own games, within the very few guidelines the club has, I.e 8 week rotations, and that is it.
If so it is succeeding very well, a subset of players are getting exactly the games they want, with the players they want and the gm they want through continuation games. New players are welcome but they take pot luck and will inevitably experience the tacked on 4th table that someone stumps up with a week to go, no choices. As I don't attend anymore, I would assume this would result in new players disappearing after a few weeks. I would (and did at clubs attended in the past).
This takes experienced GMs and excellent players out of the mix as they go from game to game in the same group. This seems to have evolved over the last year or so. I will emphasize I am not criticising anyone for this, as the club operates this is completely acceptable.
If, however, the aim is to mix players and gms more, or encourage and recruit new players and keep them, the current system is failing.
Even if the aim is a bit of both it is failing.
4. No appetite for rules
We used to, when I first attended the club, have a committee, a chairman, a treasurer, etc. When key members left nobody really wanted to fill those rolls. After all, we are all grownups, right? Who needs rules.
The end result of that was the club ended up as two groups of 7 or more players, not mixing with no rotations.
The website Scott created then gave us the tool to run the rotations and things started to work again.
Inept spoke of a constitution, I have no idea where that is, if it exists, maybe I would call it an agreement between a bunch of people.
I think the club needs more structure to operate as all would like, and yes, to occasionally stop people doing what they want to do how they want to do it. The problem is nobody wants that job.
5.Who cares?
How many have contributed to this thread?
Seems to me the majority of players are happy with the status quo, they are in several continuing games with their friends and have no interest in changing things. Fair enough.
That was why I said nothing will change.
Bottom line I think there needs to be more rules, agreed by the club, a clear constitution, agreed by the club, rules for rotations, behavior, what new members can expect, we even used to have a membership card that got us a 10% discount at Waylands Forge!
Anybody want to do that?