Switch Theme:

Starting a School Minature Club [Help!]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Battleship Captain






Howdy DakkaDakka,

I and my friend personally love to have miniatures, and we live in a college town. Perhaps not the best related hobbies during college time, but it sure is fun. Anyways, we are going to start a school club and actually have a large interest pool of 20-30 people right now. I and my friend are going to be the club heads, and I am just wondering if anyone can help understand what I am getting into.

I know it will be time consuming to file all the paper work, and further more all the planning and rallying and I am prepared for that. What I am not prepared for is to manage 20-30 headless chickens running around. It looks like the games the club will be playing is Warhammer 40k, Infinity, and Robotech. I also want the club to encompass painting, and modeling and general trash crafting for terrain on the cheap side.

Too long didn't read? I am starting a miniatures guild/club want advice/stories.

General Advice Questions:
Where can I get stuff for free/affordable to start a club?
How do manage paints, terrains and people to make sure nothing goes missing? (I fear to have demo armies because of this)
I need demo armies suggestions on getting those? - just the models I can paint them.

I will take experience/stories or anything you got just so I can go in knowing what is going to happen.
   
Made in us
Old Sourpuss






Lakewood, Ohio

Getting stuff for free/affordable is going to be the toughie... Perhaps something you could do is try to find a local gaming store near you and see if you could work out a deal, your gaming club will hold their big events (tournaments, 1 day leagues, etc...) at their store in return the store gives you a discount on models bought through the store (with valid "club id" or something along those lines.

Terrain can be managed by keeping everything stored under lock and key when not in use by the club, the same goes with paints. And your best bet for play space would be to talk to a science teacher or art teacher as they tend to have larger tables. As for paints, buy apple barrel or w/e the local art supply store has for cheap acrylic paints. Members are welcome to bring their own paints, but if they'd rather not invest, then we have craft paints (which aren't bad... they just need more thinning).

Demo armies, perhaps talk to the people that are interested in those games and have them be responsible for those armies. So like if I was interested in Infinity, and had played before and had my own force, I could purchase the second demo army and hold on to that. It wouldn't be club property, but you'd have it at the club room when it would be needed.

Source: Ran a Magic the Gathering Club in high school for 2 years.

This message was edited 1 time. Last update was at 2013/06/14 17:18:00


DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in gb
Boosting Space Marine Biker




England, West sussex.

Well maybe to avoid having lots of people turn up at once either have limited space and grow it slowly or try and have multiple meet up days,

If you want cheap stuff, it wont really happen that much, build terrain yourself, make the tables yourself and then charge an appropriate membership fee to cover the expenditure and future costs.

Delegate some stuff to trusted members of the club when it starts, someone who can be a tournament organizer and also someone to deal with memberships and finance.

If you do not want people to be able to "accidentally take" the starter armies try to keep them in a lockable container, keep it locked when armies are not in use, and put minis back when they are not needed immediately, and keep an eye on anyone using them of course. you can also get people to paint them for you, many people just like to paint or really enjoy to paint and play, see if anyone wants to paint a club army, this way you will not be as snowed under.

for getting the demo armies, just buy the starter box for the popular games, be it 40k fantasy or warmachine etc, this is probably the most cost effective way as they come with everything else you will need, dice, rulebook, measure etc.

For painting and building, make people bring their own, maybe have one store glue of each super glue and plastic for any repairs to models that may break in a game, it is not your responsibility to provide all this stuff, unless of course you charge for it in the membership price.

You could also try working with your LGS if you have one be it either getting an extra discount for the club, and you advertise them as the go to place for your members etc, I do not know if it would work or not, but you will definitely not get anything if you don't ask.

Fritz40k forum: 40k only warhammer forum.

http://www.thewarmaster.com

Warmachine Menoth 60 points

SalamanderMarine

High Elves 2000 points

200 points
1000 points
1250 points
1500 points
300 points (in progress)
Tomb kings: 1000
High elves 2000 points


6th ed slate

2/0/3

http://www.games-workshop.com/gws/content/article.jsp?catId=cat440134a&categoryId=1000018%C2%A7ion=&pIndex=1&aId=3400019&start=2&multiPageMode=true

http://www.forgeworld.co.uk/News/Downloads.html 
   
Made in us
Battleship Captain






 Alfndrate wrote:
Getting stuff for free/affordable is going to be the toughie... Perhaps something you could do is try to find a local gaming store near you and see if you could work out a deal, your gaming club will hold their big events (tournaments, 1 day leagues, etc...) at their store in return the store gives you a discount on models bought through the store (with valid "club id" or something along those lines.

Terrain can be managed by keeping everything stored under lock and key when not in use by the club, the same goes with paints. And your best bet for play space would be to talk to a science teacher or art teacher as they tend to have larger tables. As for paints, buy apple barrel or w/e the local art supply store has for cheap acrylic paints. Members are welcome to bring their own paints, but if they'd rather not invest, then we have craft paints (which aren't bad... they just need more thinning).

Demo armies, perhaps talk to the people that are interested in those games and have them be responsible for those armies. So like if I was interested in Infinity, and had played before and had my own force, I could purchase the second demo army and hold on to that. It wouldn't be club property, but you'd have it at the club room when it would be needed.

Source: Ran a Magic the Gathering Club in high school for 2 years.



Yeah it sounds good. My school will provide the club for tables - standard 3x6 collapsing and chairs and the sort. When I said tables i meant creating 6x4 for the club. Are battle Realm tables worth the investment?
   
Made in gb
Boosting Space Marine Biker




England, West sussex.

Slightly ninja'd by Alfndrate.


Automatically Appended Next Post:
Realm of battle tables are expensive!, try making your own from wood, there are many tutorials online, one by miniwargaming.


Automatically Appended Next Post:
The realm of battle does come apart though I guess.

This message was edited 2 times. Last update was at 2013/06/14 17:22:52


Fritz40k forum: 40k only warhammer forum.

http://www.thewarmaster.com

Warmachine Menoth 60 points

SalamanderMarine

High Elves 2000 points

200 points
1000 points
1250 points
1500 points
300 points (in progress)
Tomb kings: 1000
High elves 2000 points


6th ed slate

2/0/3

http://www.games-workshop.com/gws/content/article.jsp?catId=cat440134a&categoryId=1000018%C2%A7ion=&pIndex=1&aId=3400019&start=2&multiPageMode=true

http://www.forgeworld.co.uk/News/Downloads.html 
   
Made in us
Old Sourpuss






Lakewood, Ohio

Actually for the tables you should be able to get away with this (which is why I suggested talking to a science teacher or art teacher):


Those tables are fantastic, should be "easy to find" (if you talk to the right teacher) and almost the right size for a game. If you throw some felt or fabric over them you have a table. Someone suggested getting green or tan tye dye fabric from like a Jo Ann Fabric which works amazingly well and is dirt fething cheap.

The other thing is, send an email to companies that make the games that you want to promote, they may help set you up.

This message was edited 1 time. Last update was at 2013/06/14 17:36:48


DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Blood Angel Captain Wracked with Visions






If it's large enough you may want to consider insurance, and/or possibly becoming an LLC

 
   
Made in us
Sslimey Sslyth




Ok, instead of looking at things like incorporating or stuff, work through the school's system for clubs and organizations. Operate under their auspices and umbrella of the college/unversity can give you a lot of advantages, especially if it's a larger school.

Firstly, the school probably has rooms that can be reserved for gaming. You'll probably be stuck in a position where you'll have to move in and out collpsable table tops for the actual gaming, and set them on top of the tables already in the rooms. Also, a lot of larger schools have storage area that can be rented/reserved by clubs.

Secondly, many schools provide small amounts of financial assistance to their clubs, at least once they've established themselves. This can be additional revenue for the club that can be used to either purchase terrain/material or defray the membership costs.

Thirdly, as long as you adhere to the college/university's policies for clubs and organizations, you'll have some degree of legal and insurance protections without having to go through the trouble of creating an LLC or the like.

Fourthly, having an affiliation with your school can give you built in rivalries with other clubs and organizations that allow you the fun opportunity to set up team tournaments and the like. They affliliation with the school also gives your organization a little more weight in the community because of the association with the name. For example, Emory University Club Volleyball sounds far more impactful than Club Crush Volleyball. This can get you better reception when trying to negotiate things with stores, conventions, and the like.

I do want to admit that working within the confines of a college/university's club policies can be a lot of work. It'll require things to be far more organized than you might want to deal with if all you're really interested in doing is playing some games. I've been a faculty/staff advisor for student organization at Emory University for four years now, and I've seen how much work goes into keeping the group going, but I really think it's worth it.
   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

A "terrain day" is a good way of building and painting up a large amount of terrain quickly, especially with 20-30 people.

If you are in a school, ask if you can borrow the art room for painting and building, and scrounge packing material like foam and cardboard for making hills and buildings and so on.

It will help if you have a few templates printed off for the kinds of stuff you want built so people will know what to do.

   
Made in us
Battleship Captain






SalamanderMarine wrote:Slightly ninja'd by Alfndrate.


Automatically Appended Next Post:
Realm of battle tables are expensive!, try making your own from wood, there are many tutorials online, one by miniwargaming.


Automatically Appended Next Post:
The realm of battle does come apart though I guess.


That was my reasoning, easy storage for the club. I have a feeling much of what the club is will have to come from my pocket. A home made board is about 150$ I have done it, and looking at the 228$ for a plastic (harder to break) modular table that fits smoothly together and coming with a case doesn't seem that much upscale down fall for me.

Alfndrate wrote:Actually for the tables you should be able to get away with this (which is why I suggested talking to a science teacher or art teacher):


Those tables are fantastic, should be "easy to find" (if you talk to the right teacher) and almost the right size for a game. If you throw some felt or fabric over them you have a table. Someone suggested getting green or tan tye dye fabric from like a Jo Ann Fabric which works amazingly well and is dirt fething cheap.

The other thing is, send an email to companies that make the games that you want to promote, they may help set you up.


Talking to companies is definitely on the list. My school will give us a room, I will have little to be able to say where i go.. I do need to find an advisor.

Dreadclaw69 wrote:If it's large enough you may want to consider insurance, and/or possibly becoming an LLC


Hmm, seems to upscale for what we are, if large enough perhaps.

Saldiven wrote:Ok, instead of looking at things like incorporating or stuff, work through the school's system for clubs and organizations. Operate under their auspices and umbrella of the college/unversity can give you a lot of advantages, especially if it's a larger school.

Firstly, the school probably has rooms that can be reserved for gaming. You'll probably be stuck in a position where you'll have to move in and out collpsable table tops for the actual gaming, and set them on top of the tables already in the rooms. Also, a lot of larger schools have storage area that can be rented/reserved by clubs.

Secondly, many schools provide small amounts of financial assistance to their clubs, at least once they've established themselves. This can be additional revenue for the club that can be used to either purchase terrain/material or defray the membership costs.

Thirdly, as long as you adhere to the college/university's policies for clubs and organizations, you'll have some degree of legal and insurance protections without having to go through the trouble of creating an LLC or the like.

Fourthly, having an affiliation with your school can give you built in rivalries with other clubs and organizations that allow you the fun opportunity to set up team tournaments and the like. The affiliation with the school also gives your organization a little more weight in the community because of the association with the name. For example, Emory University Club Volleyball sounds far more impactful than Club Crush Volleyball. This can get you better reception when trying to negotiate things with stores, conventions, and the like.

I do want to admit that working within the confines of a college/university's club policies can be a lot of work. It'll require things to be far more organized than you might want to deal with if all you're really interested in doing is playing some games. I've been a faculty/staff advisor for student organization at Emory University for four years now, and I've seen how much work goes into keeping the group going, but I really think it's worth it.


This really hit home with much thinking. We do have to compile to my school's club codes. HERE, COMES THE CONSTITUTION I have to write.
And i need to find an advisor, wanna do it from over seas? I will try try to hit up the math department, for probability and stats to be the advisor.

SilverMK2 wrote:A "terrain day" is a good way of building and painting up a large amount of terrain quickly, especially with 20-30 people.

If you are in a school, ask if you can borrow the art room for painting and building, and scrounge packing material like foam and cardboard for making hills and buildings and so on.

It will help if you have a few templates printed off for the kinds of stuff you want built so people will know what to do.


Definitely a great idea! going to find some basic templates and things. Might even get to use the machine shop at my school and make some metal terrain.

This message was edited 2 times. Last update was at 2013/06/14 19:57:46


 
   
Made in us
Old Sourpuss






Lakewood, Ohio

Avoid building the tables yourself, if you need "tables" go to Home Depot and buy 3 2x4 boards that you can lay down on a table, cover that with tie dye fabric (seriously it's fething cheap )


That fabric might cost you at most 15 dollars...

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in gb
Preacher of the Emperor





If you have the option of getting free stuff from anywhere, do it. Milk them for all they're worth.

GW gave our old School club a box of goodies when we set up. Do they still do that?

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in us
Battleship Captain






Alfndrate wrote:Avoid building the tables yourself, if you need "tables" go to Home Depot and buy 3 2x4 boards that you can lay down on a table, cover that with tie dye fabric (seriously it's fething cheap )


That fabric might cost you at most 15 dollars...


YOU ARE A FREAKING GENIUS THAT LOOKS great!

4oursword wrote:If you have the option of getting free stuff from anywhere, do it. Milk them for all they're worth.

GW gave our old School club a box of goodies when we set up. Do they still do that?


I am definitely going to ask!
   
Made in us
Old Sourpuss






Lakewood, Ohio

I'm not a genius, people like Eliff and anyone that's a part of the Chicago Skirmish Wargamers, who posted this in another thread, and the idea has stuck with me.

chicagoskirmish.blogspot.com

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Battleship Captain






 Alfndrate wrote:
I'm not a genius, people like Eliff and anyone that's a part of the Chicago Skirmish Wargamers, who posted this in another thread, and the idea has stuck with me.

chicagoskirmish.blogspot.com


Well they get their credits rolling for them. Well done to them!
   
Made in us
Crushing Black Templar Crusader Pilot





Minnesota

I am a big fan of organization and such.

A college will want a proper club to have some sort of bylaws and some minutes. Make sure you have some leadership (president, vp, secretary, treasurer, maybe one more) in place, and a way to do elections. Helps keep people around the next year when leadership is in place. Don't get mad if after a while you are voted out of a position. Don't force people to run the club that don't want to. This is how the club at my uni failed. They thought it would be funny to make their friend president because he didn't want to be. I walked away when I heard that.

You can probably do fundraisers on campus as a way to make some money. Maybe work out with a store to run a tournament or draft for magic (buy box at a discount, charge a bit more for people to play). You could probably get away with selling at MSRP depending how close the nearest store is. Freshmen might not have ways to get to the store easily. If the school allows you to, you may be able to charge member dues, keep it cheap though.

Don't be afraid to branch out. Magic is a great way to find some members and takes up little space. There are plenty of people who play RPGs. Look at games other than GW to get people playing and people into them.

Blackwater Gulch: simple, free rules and a variety of gangs. Great way to start playing
Mantic: KoW rules are simple, armies are CHEAP (even if the models are hit or miss, its about getting people to play!). Dreadball is a great way to run group events, and the buy in is cheap if people start getting interested.
X-wing is really popular, couple core boxes might be a good way to kick things off.
Infinity, warmahordes and others are great games too (I here)

Board games might work too, tons of variety there. Euro style games will keep lots of people involved. Settlers of Catan is always a winner.

And my final points, you are going to have spend your own money if you really want to get things kicked off. You can always try talking to smaller game companies to try to get some things to get the ball rolling. Don't expect too much out of GW though.

As for an advisor, there might be someone in the history department that is into historicals.

   
Made in us
Battleship Captain






sparkywtf wrote:
I am a big fan of organization and such.

A college will want a proper club to have some sort of bylaws and some minutes. Make sure you have some leadership (president, vp, secretary, treasurer, maybe one more) in place, and a way to do elections. Helps keep people around the next year when leadership is in place. Don't get mad if after a while you are voted out of a position. Don't force people to run the club that don't want to. This is how the club at my uni failed. They thought it would be funny to make their friend president because he didn't want to be. I walked away when I heard that.

You can probably do fundraisers on campus as a way to make some money. Maybe work out with a store to run a tournament or draft for magic (buy box at a discount, charge a bit more for people to play). You could probably get away with selling at MSRP depending how close the nearest store is. Freshmen might not have ways to get to the store easily. If the school allows you to, you may be able to charge member dues, keep it cheap though.

Don't be afraid to branch out. Magic is a great way to find some members and takes up little space. There are plenty of people who play RPGs. Look at games other than GW to get people playing and people into them.

Blackwater Gulch: simple, free rules and a variety of gangs. Great way to start playing
Mantic: KoW rules are simple, armies are CHEAP (even if the models are hit or miss, its about getting people to play!). Dreadball is a great way to run group events, and the buy in is cheap if people start getting interested.
X-wing is really popular, couple core boxes might be a good way to kick things off.
Infinity, warmahordes and others are great games too (I here)

Board games might work too, tons of variety there. Euro style games will keep lots of people involved. Settlers of Catan is always a winner.

And my final points, you are going to have spend your own money if you really want to get things kicked off. You can always try talking to smaller game companies to try to get some things to get the ball rolling. Don't expect too much out of GW though.

As for an advisor, there might be someone in the history department that is into historicals.


great advice! historical.. haha! not a bad idea at all. Finding an advisor should not be to difficult.
   
Made in gb
Angry Blood Angel Assault marine




UK

In the UK GW have a community coordinator who helps out school clubs and geting other clubs GCN registered. They'll also send free stuff to a new school club to get them started.
I can't find anything similar on the US website, but it may be worth asking at your local store or phoning customer service.
   
Made in us
Blood Angel Captain Wracked with Visions






 cormadepanda wrote:
Dreadclaw69 wrote:If it's large enough you may want to consider insurance, and/or possibly becoming an LLC


Hmm, seems to upscale for what we are, if large enough perhaps.

Legalzoom does packages that you fill out yourself for $99 and makes the LLC, not you liable for any damages claimed.

 
   
Made in us
Battleship Captain






Lorizael wrote:In the UK GW have a community coordinator who helps out school clubs and geting other clubs GCN registered. They'll also send free stuff to a new school club to get them started.
I can't find anything similar on the US website, but it may be worth asking at your local store or phoning customer service.


Yeah calling them seems like the best idea.
Dreadclaw69 wrote:
 cormadepanda wrote:
Dreadclaw69 wrote:If it's large enough you may want to consider insurance, and/or possibly becoming an LLC


Hmm, seems to upscale for what we are, if large enough perhaps.

Legalzoom does packages that you fill out yourself for $99 and makes the LLC, not you liable for any damages claimed.


I will definitely look into that.
   
Made in us
Blood Angel Captain Wracked with Visions






What about something like a Code of Conduct too. Just simple things like the Dakka Rules (be polite etc.). That way if there are people causing mischief you can warn them and tell them why their behaviour is causing problems, especially if they are younger and/or parents may get involved.

Keep a diary of important things that happen too

 
   
Made in us
Longtime Dakkanaut






 Dreadclaw69 wrote:
What about something like a Code of Conduct too. Just simple things like the Dakka Rules (be polite etc.). That way if there are people causing mischief you can warn them and tell them why their behaviour is causing problems, especially if they are younger and/or parents may get involved.

Keep a diary of important things that happen too


That right here is one of the most important things posted on this topic ATM.

+1 for you sir!

Adam's Motto: Paint, Create, Play, but above all, have fun. -and for something silly below-

"We are the Ultramodrines, And We Shall Fear No Trolls. bear this USR with pride".

Also, how does one apply to be a member of the Ultramodrines? Are harsh trials involved, ones that would test my faith as a wargamer and resolve as a geek?

You must recite every rule of Dakka Dakka. BACKWARDS.
 
   
Made in us
Battleship Captain






 Adam LongWalker wrote:
 Dreadclaw69 wrote:
What about something like a Code of Conduct too. Just simple things like the Dakka Rules (be polite etc.). That way if there are people causing mischief you can warn them and tell them why their behaviour is causing problems, especially if they are younger and/or parents may get involved.

Keep a diary of important things that happen too


That right here is one of the most important things posted on this topic ATM.

+1 for you sir!


It is excellent advice as well.
   
Made in us
Crushing Black Templar Crusader Pilot





Minnesota

If you get to be an actual school sponsored club, you don't need to worry about insurance and stuff, as all your events will be school sanctioned and so forth... blah blah blah boring stuff. Maybe through something in with membership that people take their own risk when bringing items to the club.

Work with the school on your code of conduct. You may be able to find a way to ban people that misbehave, or at least getting them removed from the area.

And don't be afraid to talk to other companies (such as mantic and such), as they may sponser some goods too. Even something like a couple of their small free rule books is enough to get people playing something.

   
Made in us
Battleship Captain






sparkywtf wrote:
If you get to be an actual school sponsored club, you don't need to worry about insurance and stuff, as all your events will be school sanctioned and so forth... blah blah blah boring stuff. Maybe through something in with membership that people take their own risk when bringing items to the club.

Work with the school on your code of conduct. You may be able to find a way to ban people that misbehave, or at least getting them removed from the area.

And don't be afraid to talk to other companies (such as mantic and such), as they may sponser some goods too. Even something like a couple of their small free rule books is enough to get people playing something.


Yeah, definitely going to have a punishment system.
   
Made in gb
Longtime Dakkanaut






Cheltenham, UK

A lot of stuff you're worrying about just isn't necessary/relevant at this stage. I wrote a couple of articles for the Ancible Magazine back in issues... oh, 5 and 6, I think it was, called The Ace of Clubs, based on my own experience of setting up a club, seeing it decline, almost die, limp back into life and eventually grow (mostly not, I hasten to add, under my leadership) into one of the UK's largest and most successful clubs. Since then I've been the GCN rep for Gloucestershire and the environs for the last three years.

When you're starting you need three things: a venue, games to play and people to play them. Everything else is a distraction.

Things like better tables, terrain, demo armies and suchlike need to be allowed to grow from the enthusiasm of your members, otherwise you risk placing the burden of creating and managing these things entirely on yourself and you will burn out.

A good venue should have enough tables and chairs to accommodate your anticipated turnout for the first three months or so - if it turns out to be too large or too small then you can always move later. If it also has storage, parking and refreshment facilities, that's good but don't get hung up over these things to start with.

As for things like a committee, code of conduct and bank account, just don't sweat it until you need it.

I strongly encourage people who already have an established group and who want to make sure it survives long-term to create a committee and to have a proper code of conduct and bank account. But if you're letting the want of these things stop you from getting started, you're missing the point.

If you have games you want to play, somewhere you want to play than and "20-30" people interested in playing, what are you waiting for? Roll dice! Have fun!

Everything else will follow.

R.

   
Made in us
Battleship Captain






 precinctomega wrote:
A lot of stuff you're worrying about just isn't necessary/relevant at this stage. I wrote a couple of articles for the Ancible Magazine back in issues... oh, 5 and 6, I think it was, called The Ace of Clubs, based on my own experience of setting up a club, seeing it decline, almost die, limp back into life and eventually grow (mostly not, I hasten to add, under my leadership) into one of the UK's largest and most successful clubs. Since then I've been the GCN rep for Gloucestershire and the environs for the last three years.

When you're starting you need three things: a venue, games to play and people to play them. Everything else is a distraction.

Things like better tables, terrain, demo armies and suchlike need to be allowed to grow from the enthusiasm of your members, otherwise you risk placing the burden of creating and managing these things entirely on yourself and you will burn out.

A good venue should have enough tables and chairs to accommodate your anticipated turnout for the first three months or so - if it turns out to be too large or too small then you can always move later. If it also has storage, parking and refreshment facilities, that's good but don't get hung up over these things to start with.

As for things like a committee, code of conduct and bank account, just don't sweat it until you need it.

I strongly encourage people who already have an established group and who want to make sure it survives long-term to create a committee and to have a proper code of conduct and bank account. But if you're letting the want of these things stop you from getting started, you're missing the point.

If you have games you want to play, somewhere you want to play than and "20-30" people interested in playing, what are you waiting for? Roll dice! Have fun!

Everything else will follow.

R.


Thank you, good advice here as well.

Dakka you are all so good on this club stuff. It is about time America joined the ranks.
   
Made in us
Fixture of Dakka






 cormadepanda wrote:
Howdy DakkaDakka,

I and my friend personally love to have miniatures, and we live in a college town. Perhaps not the best related hobbies during college time, but it sure is fun. Anyways, we are going to start a school club and actually have a large interest pool of 20-30 people right now. I and my friend are going to be the club heads, and I am just wondering if anyone can help understand what I am getting into.

I know it will be time consuming to file all the paper work, and further more all the planning and rallying and I am prepared for that. What I am not prepared for is to manage 20-30 headless chickens running around. It looks like the games the club will be playing is Warhammer 40k, Infinity, and Robotech. I also want the club to encompass painting, and modeling and general trash crafting for terrain on the cheap side.

Too long didn't read? I am starting a miniatures guild/club want advice/stories.

General Advice Questions:
Where can I get stuff for free/affordable to start a club?
How do manage paints, terrains and people to make sure nothing goes missing? (I fear to have demo armies because of this)
I need demo armies suggestions on getting those? - just the models I can paint them.

I will take experience/stories or anything you got just so I can go in knowing what is going to happen.


Your first issue is to have steady players, and a place to play.

You fix that, the rest falls into place. As to games, you all play the same game on different nights, and everyone knows what is going on, in the event some guys don't show up, then come in the next week or day.

1. Where can I get stuff for free/affordable to start a club?

FREE STUFF- online. print out cardstock scenery, make some copies of it on harder cardstock, print it on cardstock, or paste it to cardboard.
Rules sets, games, paper figures- online.
Dumpster dive for scrap for scenery and home made terrain.

Collect up some small funding or discuss the stuff you want and budget it for hobby/ craft shops, model shops, building supply stores, stationary stores...

2. How do manage paints, terrains and people to make sure nothing goes missing? (I fear to have demo armies because of this)

You don't. That's why you put together two sets. One for YOU, one for general consumption. Then you could always put in a no gakker rule, to keep people from nicking your gear.

3. I need demo armies suggestions on getting those? - just the models I can paint them.

buy them cheap off of discount sites, swap and trades, or ask people to donate their old gak.



At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money. 
   
Made in au
Three Color Minimum






Lots of good tips in this thread!

I ran a local club approx 10 years ago for a few years and we had roughly 20 members. I cannot agree more with having a code of conduct - it allows you to draw a line in the sand with what is acceptable in your club and deal with those who break it appropriately.

I also agree with hitting up wherever you can for freebies/discounts - I managed to even get GW to give me a box of scenery so anything is possible

For demo armies just look for any previous edition starter sets/old models eg:

(randomly plucked off google)

These are handy for a few reasons:
> Old models (not classic/rare however) are less tempting to steal.
> They look better than proxies and still usally follow the rules.
> simple starter 'snap fit' models are perfect for continual stripping and repainting - great for painting classes/tutorials/new painters.

This way you can stress less about the models used for demoing - you shouldn't need many either, most demos should be confined to quick example games to give people a taste of the hobby.

Table wise it is pretty easy to make your own modular tables and an excellent project for the club; perhaps make one table a year as a club project.

The thing I found worst about the club I ran was once word started getting out many parents decided our club would be the best place for little timmy to be dumped for a few hours every month - i actually had to enforce a minimum age rule after a club regulars ork army was pretty much thrown off a table! - however as a college club I doubt you would have to worry about this!

Swan-of-War wrote:
And Jesus said unto the Pharoahs, "Thine army is cheese!" and flipped the table into the sea. And this was good.
Judges 4:21
 
   
Made in us
Battleship Captain






Grot 6 wrote:
 cormadepanda wrote:
Howdy DakkaDakka,

I and my friend personally love to have miniatures, and we live in a college town. Perhaps not the best related hobbies during college time, but it sure is fun. Anyways, we are going to start a school club and actually have a large interest pool of 20-30 people right now. I and my friend are going to be the club heads, and I am just wondering if anyone can help understand what I am getting into.

I know it will be time consuming to file all the paper work, and further more all the planning and rallying and I am prepared for that. What I am not prepared for is to manage 20-30 headless chickens running around. It looks like the games the club will be playing is Warhammer 40k, Infinity, and Robotech. I also want the club to encompass painting, and modeling and general trash crafting for terrain on the cheap side.

Too long didn't read? I am starting a miniatures guild/club want advice/stories.

General Advice Questions:
Where can I get stuff for free/affordable to start a club?
How do manage paints, terrains and people to make sure nothing goes missing? (I fear to have demo armies because of this)
I need demo armies suggestions on getting those? - just the models I can paint them.

I will take experience/stories or anything you got just so I can go in knowing what is going to happen.


Your first issue is to have steady players, and a place to play.

You fix that, the rest falls into place. As to games, you all play the same game on different nights, and everyone knows what is going on, in the event some guys don't show up, then come in the next week or day.

1. Where can I get stuff for free/affordable to start a club?

FREE STUFF- online. print out cardstock scenery, make some copies of it on harder cardstock, print it on cardstock, or paste it to cardboard.
Rules sets, games, paper figures- online.
Dumpster dive for scrap for scenery and home made terrain.

Collect up some small funding or discuss the stuff you want and budget it for hobby/ craft shops, model shops, building supply stores, stationary stores...

2. How do manage paints, terrains and people to make sure nothing goes missing? (I fear to have demo armies because of this)

You don't. That's why you put together two sets. One for YOU, one for general consumption. Then you could always put in a no gakker rule, to keep people from nicking your gear.

3. I need demo armies suggestions on getting those? - just the models I can paint them.

buy them cheap off of discount sites, swap and trades, or ask people to donate their old gak.


Dmyze wrote:Lots of good tips in this thread!

I ran a local club approx 10 years ago for a few years and we had roughly 20 members. I cannot agree more with having a code of conduct - it allows you to draw a line in the sand with what is acceptable in your club and deal with those who break it appropriately.

I also agree with hitting up wherever you can for freebies/discounts - I managed to even get GW to give me a box of scenery so anything is possible

For demo armies just look for any previous edition starter sets/old models eg:

(randomly plucked off google)

These are handy for a few reasons:
> Old models (not classic/rare however) are less tempting to steal.
> They look better than proxies and still usally follow the rules.
> simple starter 'snap fit' models are perfect for continual stripping and repainting - great for painting classes/tutorials/new painters.

This way you can stress less about the models used for demoing - you shouldn't need many either, most demos should be confined to quick example games to give people a taste of the hobby.

Table wise it is pretty easy to make your own modular tables and an excellent project for the club; perhaps make one table a year as a club project.

The thing I found worst about the club I ran was once word started getting out many parents decided our club would be the best place for little timmy to be dumped for a few hours every month - i actually had to enforce a minimum age rule after a club regulars ork army was pretty much thrown off a table! - however as a college club I doubt you would have to worry about this!



Both of you offer good advice, thank you.
   
 
Forum Index » Dakka Discussions
Go to: