Posted on December 15, 2025 09:58
@director That makes sense now. I thought that the members thing was what you were referring to but I am totally surprised to hear that moving funds to and from the organization like that wasn't intended. I definitely did that thinking I'd need reserve funds and had no idea how much I needed upfront on staff. I'd seen a couple of posts about bankruptcy before I really got started on hiring so I was conservative with the funds. I didn't think putting back 10% of the total starting amount was too much but I could be uninformed on that.
If the idea is really to only use a certain portion of funds each season toward new fundraising then I'd personally be interested in some kind of percentage or time-delayed cap on that. If the aim is to simulate (or mostly simulate) real fundraising, then could it be worth looking at having like a Fundraising staff member (Development?) like we do with the Health staff which has varying effectiveness and has an associated hiring cost to get some kind of ROI (% based on total invested)? Corps then have to make smart decisions about how much they want to spend on staff and members in the current season vs. putting away for future gains/"giving" it to the fundraiser to store for the season (and get a % return on the amount invested at the start of the new season). For example, say a corps decides to spend 900k on staff and members and gives 100k to their fundraiser who has mediocre stats. At the end of the season that fundraiser has taken that unused 100k and returned 112k to the player to be used in the next season (12% ROI due to mediocre stats). Another player decides to spend more on staff upfront including their fundraiser and only gives 60k to the fundraiser to "invest" but hires a fundraiser who has a better stat, so their ROI % is a little higher. They start the next season with 73k (~20% ROI because of the better stats). If it'd be % based like that, there would need to be a cap for sure on what a "100" fundraiser looks like, maybe stopping at 20-30% ROI since modern markets really don't go much higher than that YOY.
That same Fundraising/Dev staff could have a dollar limit on the amount of funds they could work with each season (like $100k-$1mil or some other number that is decided to be a good stopping point). I'd think of this like the board of directors deciding how much the overall budget is for each year since DCI is largely non-profit. What to do with excess funds if they remain? Save them for next season for hiring (well, you can't invest past x dollar amount, so might as well). FMA does this now and folks don't have many issues with having large $ values just sitting there once things are upgraded.
I think if it was the same limit across all accounts that would make sense. FMA has a system where rehearsal points have to be used to "acquire" funds over time. A set limit on a staff member like that would allow corps to grow at a more steady rate, and those who return each season to "invest" into that fundraising can in turn gradually grow their overall funds to spend on members and staff (but with the same cap on "invested" funds) much like we see with corps today. The longer they've been around, the more likely it is to have a set base of fundraising and even get some kind of lowish ROI (like say, <10% per season). In the long-term a system like this would see returning players usually at the top, with a chance for new players to eventually catch up and be in finals, semis, etc with perseverance.
The biggest issue I see with a system like this is ensuring players don't "cap out" in terms of what they can hire for members and staff each season. I see this now with FMA where some players can max out their staff (after like 10 seasons) and find themselves scoring 99-100 every subsequent season with little effort. To prevent that, there might be a few options but first that comes to mind is ensuring there is dynamic scoring at the top levels where players scores are compared to each other and not a maximum attribute/value. I'm not completely sold on that though either as a solution. But people like rolling dice, right? xD So maybe throw in a d20-esque system where the narrative is played out by the "GM"/director? Give prelims, semis and finals a unique rule where each caption is set into a bracket with a range of potential scores then let them play out in a Pass/Fail system on whether one element of the show really shines through in one competition vs. another? Someone rolls a d20, gets a nat 20 on semis and their brass caption really scores at the top of their bracket? They roll a 10 on the next one, so they score middling results but more or less in line with how they've performed in previous shows? I wonder how something like that might work and if it'd hold water after many seasons. In concept I like it, but players do like to have autonomy also and I'm not sure the feasibility of something like that.
I could go on but that's a lot for now. Thanks again for all your work and attention!
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