So here are my ideas, in no particular order, for Next Year. Please encourage and add on. Also, throw in any ideas you have on when to play next summer.
1. Dungeon crawl! For those of you not familiar with a dungeon crawl, it is where the DM creates an elaborate map. When you come to keyed sections on the map he reads a short narrative and mayhem ensues. It adds a sense of exploration to the game because there are no DM controls. The players just wander around finding what they find and drawing their own conclusions. Also, the playing time can be easily controled because it includes many little encounters none of which are the linchpin of the story so they can be easily skipped or turned into narratives.
2. Slow reveal! No dungeon crawl is complete without a slow reveal map. We (read, "Sleeper") will come up with some sort of contraption to hide the unseen parts of the map from view adding to the tension and intrigue of the scene.
3. Narratives! I want each of my encounters to have a short paragraph of what the players see, hear, smell, feel and fear. This level of detail takes a while, but I enjoy it and I feel it makes me a better DM.
4. Puzzles! (For Brian) I will include puzzles to solve that don't involve role playing or skills.
5. Stuff! (For Sleeper) I will continue to add more mysterious stuff. Also, if we can get organized about our magic items list I think I can use your magic items to create fun encounters of their own. Furthermore, I think we can toss in a bunch of extra little magic items and consumables which won't effect game balance.
6. Levels! In an effort to save time I propose we level Friday night, Saturday night and Sunday afternoon to save time from the mid-day Saturday level.
7. Critical Effects! I propose we drop my add on critical effects to 1's and 20's. The game is complicated enough and they just slow things down. 1 is auto failure, 20 is auto hit plus whatever the power says.
So please encourage and add on!