Hey folks,
A few changes will be coming starting with the next event.
1. Logistics will now be at the healer's guild. You will arrive, get your cabin assignment, unload at your cabin, park your car, and return for envelope and tags. ( not necessarily in that order) This will eliminate the late start we experienced because the NPCs couldn't do makeup all at once in our tiny bathroom upstairs. We moved the makeup downstairs so we now have a makeup area, with table and large mirror.
2. New start time- We will begin a soft lay-on at 9pm. What does that mean? It means no matter where you are at 9pm, game begins and you may start role-playing. During that time, there will be no large fights. There might be some rp sent out, maybe a module hook, and maybe some small crunchies in the distance, but that is all.
3. There will be no more OOG opening ceremonies. We will only hold IG opening ceremonies if something about the plotline demands it and will post it in advance on the IG forum boards. If there are any new weekend rules things to discuss, we will do so before the encounter where it occurs and not en masse to save everyone's time. As such, assume at 10PM a Hard lay-on and anything goes. At this time, NO CARS are allowed on the upper half of camp.
4. Merchant's guild will be moved to a better location at the building labeled "Trading Post" behind the healer's guild. This is also where you will report for a Weapons check. The marshal on duty will have a list of all attendees and will cross off each as you show up. Failure to present weapons for inspection here will not allow to use those weapons until a marshal checks them. After 10pm, any late arrivals may bring their weapons to NPC camp for a check.
5. Mage's guild will be located to a better location in the main ring to a building labeled "Cook's Roost."
6. All wards and wizard locks will be cast in game. For the baronial teams, the duchess will send a representative to each of your cabins to cast the ward in game. This person will also carry a sheet of marshall notes so you may post it inside your cabin, along with all who are invested in that ward. For anyone else wishing to purchase a wizard lock or ward, you must do so in game, prior to the meetings at 11, or make prior arrangements via letter (email) to the mage's guild if you wish.
Many of these changes come from player suggestions and we hope you appreciate our attempts to streamline things and make for an overall better experience.
Jesse
A few changes will be coming starting with the next event.
1. Logistics will now be at the healer's guild. You will arrive, get your cabin assignment, unload at your cabin, park your car, and return for envelope and tags. ( not necessarily in that order) This will eliminate the late start we experienced because the NPCs couldn't do makeup all at once in our tiny bathroom upstairs. We moved the makeup downstairs so we now have a makeup area, with table and large mirror.
2. New start time- We will begin a soft lay-on at 9pm. What does that mean? It means no matter where you are at 9pm, game begins and you may start role-playing. During that time, there will be no large fights. There might be some rp sent out, maybe a module hook, and maybe some small crunchies in the distance, but that is all.
3. There will be no more OOG opening ceremonies. We will only hold IG opening ceremonies if something about the plotline demands it and will post it in advance on the IG forum boards. If there are any new weekend rules things to discuss, we will do so before the encounter where it occurs and not en masse to save everyone's time. As such, assume at 10PM a Hard lay-on and anything goes. At this time, NO CARS are allowed on the upper half of camp.
4. Merchant's guild will be moved to a better location at the building labeled "Trading Post" behind the healer's guild. This is also where you will report for a Weapons check. The marshal on duty will have a list of all attendees and will cross off each as you show up. Failure to present weapons for inspection here will not allow to use those weapons until a marshal checks them. After 10pm, any late arrivals may bring their weapons to NPC camp for a check.
5. Mage's guild will be located to a better location in the main ring to a building labeled "Cook's Roost."
6. All wards and wizard locks will be cast in game. For the baronial teams, the duchess will send a representative to each of your cabins to cast the ward in game. This person will also carry a sheet of marshall notes so you may post it inside your cabin, along with all who are invested in that ward. For anyone else wishing to purchase a wizard lock or ward, you must do so in game, prior to the meetings at 11, or make prior arrangements via letter (email) to the mage's guild if you wish.
Many of these changes come from player suggestions and we hope you appreciate our attempts to streamline things and make for an overall better experience.
Jesse