April 2017 Cabin Assignments - General Layout

MacFawkes

Artisan
Hi everybody!

As we prepare to roll into our first weekend event of the season, we recognize that there will be some adjustments to cabin/sleeping arrangements.

To help with this, we're posting a general layout for cabin assignments for this event (specifics to come after all pre-registrations are in). For those who haven't been to the new site, there are 6 large cabins, all in a line and across a large field from the tavern building. Cabin 1 is closest to the tavern, and all the cabins are numbered. Each cabin has two large bunkrooms with 10 beds, and two side rooms that each have 2 beds.

Please let me know if there are any questions, and of course Logistics will try to accommodate for all of our players' and portrayers' needs.

So, without further ado:

Cabin 1 - Side Room A: Open/Medical
Cabin 1 - Side Room B: Logistics
Cabin 1 - Left Bunkroom: Warchester
Cabin 1 - Right Bunkroom: Rivervale

Cabin 2 - Side Room A: Healers Guild and Circle
Cabin 2 - Side Room B: Merchant's Guild
Cabin 2 - Left Bunkroom: Healers Guild and New Player Housing
Cabin 2 - Right Bunkroom: Town Guard Barracks/Open Housing

Cabin 3 - Side Room A: Open/Medical
Cabin 3 - Side Room B: Open/Medical
Cabin 3 - Left Bunkroom: Tiatar
Cabin 3 - Right Bunkroom: Lamplight/New Player Housing

Cabin 4 - Side Room A: Open/Medical
Cabin 4 - Side Room B: Open/Medical
Cabin 4 - Left Bunkroom: Bayenna
Cabin 4 - Right Bunkroom: Scions

Cabin 5 - Side Room A: Plot Housing
Cabin 5 - Side Room B: Plot Conference
Cabin 5 - Left Bunkroom: Plot Housing
Cabin 5 - Right Bunkroom: Plot Housing

Cabin 6 - Side Room A: NPC Housing
Cabin 6 - Side Room B: NPC Housing
Cabin 6 - Left Bunkroom: NPC Housing
Cabin 6 - Right Bunkroom: NPC Housing

Tavern Side Room - Mages Guild
 
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Team Prometheus wishes to clarify some confusion that we caused -- and apologize for that!

To clarify:
The Healers Guild and Mages Guild circles here are NEW. If you were invested in the old ones, you're invested in the new ones.

The Duchy of Acarthia provided the resources to have new circles cast for the Healers and Mages Guilds, and get all the current invested setup in the new ones.

If you were invested in the old ones, you're invested in the new ones.
If you were not invested in the old ones, you're still not invested in the new ones.
The old circles still exist. If you were invested in them before, you still are.
When we go to the old campsite for the August 2017 event, we will have access to the old circles. If you were invested in the old circles before, you still will be.
If you get invested into one of the circles in Old New Acarthia between the April-July events, you will not be invested in the old circles come the August event.
But then in September, we're back at our main site, and your investiture to the new circles is still there waiting for you.

The Plot Team apologizes for confusion of our own making. Initially we planned to just handwave this, and say that everything is the same at the new site and call it a day. We had that in mind when we wrote articles for the pre-season edition of the Acarthia Times. Then creative minds had a change of heart. Our bad for causing the confusion - we apologize. We hope to be better organized in the future. But just to clarify once more:

Nobody has lost an investiture. If you were invested in the Healers or Mages Guild circles before, you're still invested now. That hasn't changed.

Further, our intention is that overall, no resources should be lost by the campsite move. Workshops, labs, access to NPCs. Some things - like Deepjugs Tavern and its underground layers - may now be accessible only as module space and with a Marshal. Our intent is that everything is still there. We're still in New Acarthia.

If Team Prometheus has overlooked some singular resource, please let us know right away. Our intent is not to see any PC lose access to anything. Please let us know if we missed something; we'll work it out.

Otherwise, overall, we thank everybody for their patience with the details of moving to a new site, which is hard for everybody. Please just roll with your understanding of details when you can.

Thanks,

Trace Moriarty
Team Prometheus
2017 Acarthia Plot
 
Just a quick update for our players:

Obviously, we're feeling things out for how to best to accommodate all of our players' cabin needs with the new site.

We've had a few questions for how Logistics intends to handle the small side rooms for cabin assignments in the future, which I'd like to address here. To avoid any last-minute confusion with people on-site, we are going to allow people to register to stay in the small side rooms (with some exceptions, such as the Logistics room and Healers/Merchants Guild), with the following prioritization:

1. Anyone with medical needs to stay in a side room, such as anxiety, gender restrictions, or space concerns, will receive top priority to stay in these rooms. Note that this is a priority for OOG concerns only (sorry Biata/Barbarians).
2. Beyond this, we will go with a first-come, first-serve reservation system based on pre-registration forms. If you and a friend both want to stay in a side room, you'll BOTH need to pre-reg early to receive that spot.
3. If we still have open space, we will put cabin overflow into these rooms.

Please let me know if there are any questions about this system, and I apologize for any confusion that may have occurred during last month's game as we adjust to the new (amazing) site.
 
To be clear, the side rooms are not required for medical devices like CPAPs as the cabins all seem to have plenty of outlets for that near the beds at Magic Sky Ranch. Please reserve the side rooms for those that need them for the purposes mentioned in item 1 of Trace's list. At the other sites power may be a medical concern for CPAP users, but at Magic Sky Ranch, I've seen no issue. We had 3 CPAP users in 2 bunk ets and still had extra outlets.
 
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