Zones of Play
Downtown: This zone of play will easiest to access location, and will have access to the most outlets and water sources. Players are encouraged to build their shops, religious centers, and social areas in the Downtown region since this area will be near the crafting area, farming area, artisan area, medical center, Public Works, and will have multiple people mover stops. This region will focus on stories and roleplay, and will not include combat. This is so that players can create their genre roleplay space without worrying about items being destroyed or damaged by a careless misstep during combat. In the instance that threats in the Primary Combat Zone or the Wastelands are able to push to the bottom of the hill, players in the Downtown region will face Area of Effect calls and mechanical issues that will need to be resolved (such as disease outbreaks, under-performing Farmlands, and other things).
Wastelands: The Wastelands is where our deadliest combat will occur. This is also the area where players interested in CvC can find each other and engage in intense combat scenarios. Players are more likely to meet with CvC-focused character groups in this zone, and may also encounter more valuable resources. Similar to the Primary Combat Zone, threats that overflow from the Wasteland area and make it to town will result in increased threats, dangers, and mechanical difficulties through the weekend.
Primary Combat Zone: The Primary Combat Zone is an area that is not a CvC free-for-all but is instead a combat area where players will encounter various antagonists. The Primary Combat Zone section of the Downfall 2019 site will have multiple defendable locations and a flag that can be raised at the top of the hill. This flag will let players know which periods of time will have a higher number of threats in the field. Scouts can watch the combat field and if they see the flag, can run (engaging minor threats) to the Guide at the flag to learn information about the nature of the larger incoming threat. Threats in the Primary Combat Zone need to be handled, otherwise threats that overflow and make it to town will result in increased threats, dangers, and mechanical difficulties through the weekend. Issues that can occur due to threats not being neutralize include potentially deadly post-death morgue scenes, outbreaks of disease, mechanics being applied to the farming, artisan, and culinary areas that will need to be resolved as well as potential area of effect calls due to damaged infrastructure.
Mortis Amaranthine (Sunless Garden): This area will be used for Mortis Amaranthine and Sunless Garden scenes using American Freeform mechanics. In this case, however, Resolve will replace the tokens we have used in years past (pre Dr:E). The Mortis Amaranthine is laid out in three sections: the loading area (outside), the Sunless Garden (cage maze and structures inside), and then the Watershed Breach (a set piece which is the core of the narrative and experiments).
Genre Camping: Around the Downtown area there will be a space for players to set up their genre appropriate living spaces and create larger communal social areas. The Genre Camping area is an in-character space for the duration of the event for players who want to live and breathe in the world without worrying about getting enough sleep or having their decorations potentially damaged by combat. Play spaces should be inviting, help create the immersive experience of the Dystopia Rising universe, and provide spaces for players to host one another for role-play, trade, and celebration.
Wasteland Adjacent Camping: This is where participants who want the late-night horror aspect of game can set up their tents. We suggest that players choosing to sleep in these areas ensure that their tenting spaces have additional attention given to clearly marking their tents’ guide wires and that the areas around the tents do not have items stored or debris on the ground. We also suggest that any walls that are constructed are not done close to the tents, but instead at least 15 feet from any tents (closer to the road). If you want to build walls, we want to give you your wall fights, but we cannot safely engage in wall fights if your walls are within close proximity to your sleeping area. Walls must look realistic and “plastic tarp” walls will not be treated as walls by the undead that push through them. Please make sure your wall structures are SAFE TO HAVE COMBAT AROUND.
OOC Camping: Players who want to participate in the event but would like the simplicity of bringing basic modern camping supplies, or have requirements for sleep or medical needs, will have an area set aside for non-genre camping. The non-genre camping area is considered an out-of-character space. Players choosing to stay here can travel to the play space, enjoy their event, and as they need to relax as themselves or decompress; this allows players to return to the camping space without detracting from anyone’s immersion. Medical sleeping areas will be adjacent to Non-Genre Camping with easy access to water, electricity, restrooms, and have a people mover stop near the medical sleep area.
Play from Home The play from home aspect of the DR event will be a group “choose your own adventure” play that includes codes, information researching, and periodic votes. This event will not be run on Facebook like we have done in the past due to the fact that using Facebook requires that players be on Facebook during the entire duration of the event (gross), that players respond quickly to be involved (unkind based on time zones), and that Facebook will show feeds in a timely way in order (unlikely). There will be audio for in character broadcasts, times where participants will give feedback and vote to determine outcomes, and the overall style of the experience will be heavily inspired by radio dramas like the original “War of the Worlds” radio series.