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design vs ?


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rank (in order of importance, 1=highest, max(items)=lowest)

corps admin

concept

source music

mm experience

mm talent

drill design

guard design

music arrangement

staff reputation

corps reputation

pre-season instruction

mid-season instruction

mid-season changes to show

other (please specify)

1 - CORPS ADMIN

2 - MONEY

3 - MM (close to 150 of them, preferably)

4 - staff reputation (staff quality)

5 - corps reputation (slotting)

6 - mm level of commitment (weekends? full time once HS gets out? full time once college gets out?)

7 - mm talent

8 - mm experience

9 - design (includes drill, music arranging, guard)

10 - concept (explained below)

11 - source music

The top 3 are existential issues. You will not have a corps in the absence of any one of them.

Items 4 - 11 affect competitive ranking.

Some of the categories you listed are inseparable, IMO. For instance, staff reputation is inevitably tied to their quality, including pre-season instruction, mid-season instruction, etc.

Similarly, design is an interdependent combination of music, drill and guard. You could argue how many captions/points each one accounts for, but that would ignore the result of their coordination with each other.

The show concept itself is not important. Convincing judges that the concept has intellectual content behind it is what matters. Pursuing that goal is not just design, but also (maybe moreso) an exercise in debating at critiques.

Oh, and since we like top 12s in this activity...

12 - food truck

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rank (in order of importance, 1=highest, max(items)=lowest)

corps admin

concept

source music

mm experience

mm talent

drill design

guard design

music arrangement

staff reputation

corps reputation

pre-season instruction

mid-season instruction

mid-season changes to show

other (please specify)

ADMIN (coordination + money/fundraising + volunteers is all part of this equation and gives the rest of the organization the ability to just do its job)

Concept and Design. (music, visual, guard... etc. you can design your way up above the rest of the pack, its not about making a hard product, but an innovative, engaging, and challenging product)

Staff instruction (good teachers can make that design attainable)

MM (talent+desire to learn makes the impossible possible, there a consistently lots of rookies in some corps at the top of the food chain and it matters not)

Changes during the season. (improve the show/challenge/impact)

Corps reputation (history's of success establish future success)

Other... (return rate of veterans. While its not as crucial to success as the items listed above, it does wonders for morale. high return rates means a high quality of life and a loyal and family-like atmosphere)

Equipment. (good musicians play good gear, maintained equipment gets you from A to B without a hitch or mid season money pit... but this likely falls under admin)

show likability. (its not crucial for success of placement, but it does sell t-shirts)

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Other: Top Priority---loyal and dedicated membership base. Without a strong dedicated membership, all the rest is moot.

You're not going to build a loyal and dedicated membership base of the rest of the listed criteria aren't in place first. History has been very clear in that regard in both DCI and DCA. And even so, a dedicated membership without the rest of the list would just be a mob milling around...

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