Taking the Mickey: A Save Disney Quest

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Happiness not guaranteed. These are the story threadmarks for Taking the Mickey: A Save Disney Quest on SV. This will, in fact, be the first quest I have ever QM'd, so bear with me as I sort things out.
Turn 0: Sitting On Several Piles of Gold (SEP 1984)

Slynnwen

She/Her
Location
Fomalhaut B


You are Michael Eisner. After Paramount decided not to make you studio head, you decided to leave and search for greener pastures. Jeff came with you, buddy that he is, even if he's driven more by the thought that the lack of advancement you found would apply to him as well. Still, the months of searching have paid off. Disney has brought you on as CEO and chairman of the board, and let you bring Katzenberg over as head of animation. God knows they could use the help. You've always been more of a live action person yourself, and the lessons you learned at Paramount should apply here as well. Unfortunately for you, though, you've also got to handle all the theme parks as well. You haven't done anything like that before, so hopefully you're a quick learner on that front. Most sadly, though, is that office politics look to be shaping up… poorly. You and Roy get along okay, at least on your end (you did just replace him for incompetence, basically). Roy and Jeff, though, seem to be butting heads every other day. Over the smallest things. Thankfully, Disney also got a new president in Frank Wells, and he seems to be keeping them mostly civil. But right now, you can't worry about any of that. You were brought in to stop the corporate takeover attempts, and you need to take some sort of action on that front now. You've got two quick to take actions on your desk right now, and you could easily take both.


-[] Open the Vault: Disney is sitting on a ton of old movies that haven't been brought to VHS yet. This is literally going to be printing money, and you can't imagine why Disney hasn't done this yet. Benefits: Increased park attendance, increased income, lowered corporate takeover interest. Lose one action on turn one.


-[] Increase Ticket Price: Disney recently moved off the old A-E ticket system, but the entrance fees haven't really changed to reflect that. You could easily raise prices a bit without seeing any drop in attendance. Benefits: Massively Increased income, lowered corporate takeover interest. Lose one action on turn one.


-[] Both: Hey, it's easy enough for you to do both of them. Benefits: Corporate takeover interest eliminated for a minimum of three years. Absolutely massive income boost, and an increase in park attendance. Lose two actions turn one.


-[] Neither: On the other hand, you don't really need to do either, do you? Sure, the board might hate you, and the corporate interest in a takeover might spike again, but… Benefit: Do not lose any actions turn one.


After that's taken care of, you decide to take a look around the office. You've heard rumors that they've got Walt's frozen head somewhere around here…


AN: Welcome, SV, to the happiest quest on the internet! It's your job to take control of the sinking ship that is Disney and bring her back to rights. The tenure of Eisner in real life is plagued by controversy and failures, but he also had great successes early on. Rules and some basic info on the quest will be explained in the following post, and a breakdown of parks and rides will follow that, followed by a listing of Reedy Creek Development Places of Interest, followed by a breakdown of office relations, followed by a listing of characters, which will mostly be empty at this point.




PLEASE KEEP ALL HANDS, ARMS, FEET, LEGS, AND POSTS CLEAR OF THE THREAD UNTIL THE INITIAL POSTS HAVE COME TO A FULL AND COMPLETE STOP.
 
Rules and Info
RULES AND INFORMATION


General Quest Structure
: This quest will be loosely based off the CKII format, with a couple of changes. You can expect a number of actions to allocate, with various options that have different difficulties based on percent chance of success. I will not, however, be paying particular attention to income, as that way lies madness, and a much slower update rate, and I will almost certainly not be adding hero units in any meaningful capacity. You can find advisors for more actions, sometimes limited to certain categories (Renamed from the classic CKII categories because I shudder to imagine a martial Disney), and certain actions or advisors may give you bonuses to rolls in those categories, or specific actions.


Income: I will not be keeping meticulous track of this. Disney is, by and large, simply too massive to run out of money or borrowing power unless you manage to mess up in truly spectacular fashion (we're looking at you, EuroDisney). There will be warnings about how much you're spending if it isn't seeing a return, mostly from the board, and not seeing growth will make corporate takeovers more likely. By and large, don't expect to have multiple parks under construction for the first decade, although you can be planning more than one.


Turn Structure: Each turn will consist of one quarter, or three months. For example, turn 1 is the months of OCT-NOV-DEC for 1984. Some actions are based on yearly limits, and these limits will apply from quarter completed. For example, if you complete a yearly limited project in the APR-MAY-JUN quarter of 1986, you would not be able to complete another of that project until the APR-MAY-JUN quarter of 1987.


Office Relationships: A large part of the drama of the Eisner years, and indeed the eventual collapse of Eisner's Disney, is attributed to the office politics at the top of the company. This is primarily the relationships between Roy Disney, Jeffery Katzenberg, Frank Wells, and Michael Eisner. It's part of your job to make sure everyone on top can, if not work together, at least not work against each other. There will be a post with a chart showcasing the relationships between all four of these individuals, from their point of view. If things get too tense between people, you may face severe consequences, such as someone needing to be fired, or the board being brought down on your head. A quick rundown of personalities: Michael Eisner is you. Frank Wells is a peacemaker. Roy Disney wants to live up to the idealized version of his uncle. Jeffery Katzenberg has an ego the size of current day Disney's market cap. All relationship scores will be out of 100, positive or negative. That includes Eisner's general approval by the board. 0 is neutral, neither good or bad. 10 is liked, 20 is well-liked, and so on.


Categories: You will, at base, receive +1 action for each category that is open. Categories are: One for each park (currently 3, as Disney doesn't own Tokyo Disney), Movies, Television, The Reedy Creek Improvement District (which covers all minor Florida developments, including parks below a certain scale, such as Discover Island and River Country), and Company Issues. Advisors will either give you +1 action in general, or +1 action to a specific category (I.E., an advisor specifically for EPCOT) and give a bonus to that category.


Movies and Television: These areas are not the particular focus of the quest, the studios will generally be capable of handling themselves if you leave them to their own devices. Jeff might be an ass, but he's an extremely competent ass. In addition, the Singles and Doubles plan that can be introduced will produce solid movies, if no blockbusters. You can invest more into this area if you like, but this is not a quest primarily about making movies. I recommend There Was An Idea… for that.


Rides: The rides have two ratings: Popularity, which is a general measure of how much that ride in particular is driving attendance to the park, and Reliability, which is a measure of how much maintenance the ride needs and how likely the ride is to need some degree of work over the course of the year. A low Reliability doesn't have to mean that the ride is likely to break down in a major fashion, it might mean (in the case of the submarines) that the ride is costing you a ton of money in upkeep and needs constant work to avoid failures. It's easier to take down less popular rides for maintenance or replacement than more popular ones. Certain shows (generally, a show must have animatronics and a show building to be listed) and paid arcades are not listed as rides, shops are similarly not listed.


Building New Parks: Building New Parks has four stages, each important in its own right. Planning is where you determine what exactly you want the park to be about, and what attractions will be in the park. Groundbreaking is where the actual setup for the park happens, and money starts changing hands. Construction is where all the rides go up, and staff are hired. Opening Day is, well, Opening Day. Each stage except for opening day requires multiple successes, with higher rolls on the action for that stage equalling more successes. Overflow on a stage will continue to the next (Good planning leads to easier groundbreaking, good groundbreaking leads to easier construction, and good construction improves opening day reception (+10 to opening day roll for each extra level)), although hitting a target exactly won't have any maluses. Ignoring a project already underway, however, might cause some issues with the board and the public.


Building New Rides: You will have to come up with a general plan of what you want the ride to be. Particularly good ideas or plans may earn bonuses. Lack of land may be a factor in California, but it will basically never be a factor in Florida. Other resort locations that you may build will have their own level of land purchasing, depending on what you plan for.


Stress: This will accumulate based on failures, and dissipate with large successes or taking a vacation. If you become too stressed, it will negatively impact your amount of actions and your office relationships.


Write-Ins: You are always welcome to suggest write-in options! I will add any write-in options that meet the criteria of feasible and something Disney would do in that time period. There's always going to be things I've overlooked, Disney is a vasy entity that I cannot possibly fully capture by myself. Fair warning: Some obvious options that aren't available will be unavailable because of either timing in the quest or Eisner's relative position in the company, not necessarily because I've forgotten about them.


Omakes: These will probably provide bonuses or the opportunity to recruit advisors, if they're good enough. Just make sure to match the time period.


Outside events: The real world will have an impact on certain options, and may open up new ones or take certain options away. Looking into Disney's past is always encouraged, and if you find something that you think I've missed, feel free to bring it up! Important enough discoveries will provide bonuses to rolls.


Rolls: I will be rolling PHYSICAL DICE. MAKE SACRIFICES TO THE DICE GODS AS YOU PLEASE.


General Thread Rules: Play nice! If you end up discussing politics, be civil. There's going to be some, quite frankly, racist and misogynistic and other problematic garbage in the parks unless you do your best to root it out, and even then, this is a quest that's starting in the mid-80s. However much you (and I) would like things to be different, one person cannot alone snap their fingers and make the cultural issues of the day go away. On the topic of general treatment of workers: You, the questers, will have the option to respond to demands from your workers. It's up to you how you want to respond, and your response may in fact have an impact on the world. My own personal opinions will hopefully not color the options too much.
 
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Parks and Rides
Disneyland:
AreaAttractionPopularityReliability
Main Street USA
Disneyland Railroad90%90%
Tomorrowland
Space Mountain99%99%
Alien Encounter99%99%
NASA's Stellar Spacejets99%95%
Skyway (Connects to Fantasyland)99%95%
20,000 Leagues Under the Sea99%95%
People Mover99%99%
Star Tours99%99%
Asteroid Autopia99%99%
Plectu's Intergalactic Revue99%99%
Disneyland Monorail System99%99%
Frontierland
Big Thunder Mountain Railroad95%90%
Mike Fink Keel Boats75%80%
Mark Twain Riverboat70%75%
Sailing Ship Columbia70%75%
Tom Sawyer Island70%95%
Fantasyland
Motor Boat Cruise75%60%
Fantasyland Autopia90%80%
Alice in Wonderland90%95%
Casey Jr. Circus Train55%85%
Dumbo the Flying Elephant99%90%
It's a Small World70%80%
King Arthur Carrousel85%90%
Mad Tea Party80%85%
Matterhorn Bobsleds95%85%
Mr. Toad's Wild Ride80%90%
Peter Pan's Flight85%90%
Sleeping Beauty Castle Walkthrough35%99%
Pinocchio's Daring Journey95%95%
Storybook Land Canal Boats65%75%
Snow White's Scary Adventures85%85%
Adventureland
Swiss Family Treehouse70%99%
Jungle Cruise80%80%
Walt Disney's Enchanted Tiki Room80%85%
New Orleans Square
Pirates of the Carribean90%70%
The Haunted Mansion90%85%
Bear Country
Country Bear Jamboree65%85%
Davy Crockett Explorer Canoes80%85%

Walt Disney World:
AreaAttractionPopularityReliability
Main Street USA
Walt Disney World Railroad90%85%
Tomorrowland
WEDway People Mover80%90%
Space Mountain99%95%
Grand Prix Raceway95%70%
If You Had Wings70%90%
Mission to Mars75%90%
Circle-Vision 36065%95%
Skyway50%55%
StarJets99%80%
Carousel of Progress80%85%
Fantasyland
Mad Tea Party90%80%
20,000 Leagues Under the Sea99%65%
Mr. Toad's Wild Ride75%85%
Snow White's Adventures70%85%
Dumbo, the Flying Elephant99%75%
Cinderella's Golden Carrousel80%95%
It's a Small World70%70%
Peter Pan's Flight85%85%
Frontierland
Big Thunder Mountain Railroad95%80%
Tom Sawyer Island70%99%
Country Bear Jamboree60%90%
Adventureland
Jungle Cruise90%80%
Swiss Family Treehouse60%99%
Pirates of the Carribean90%75%
Tropical Serenade (Enchanted Tiki Birds)80%95%
Liberty Square
Hall of Presidents60%90%
Mike Fink Keel Boats75%80%
The Haunted Mansion90%85%
Liberty Square Riverboats70%75%
AreaAttractionPopularityReliability
Future World
Spaceship Earth99%95%
Backstage Magic80%95%
Universe of Energy99%99%
Horizons99%90%
World of Motion80%95%
Journey Into Imagination99%95%
Listen to the Land85%90%
Kitchen Kabaret70%95%
World Showcase
The American Adventure95%99%
El Rio del Tiempo90%85%
Wonders of China80%99%
Impressions de France80%99%
O Canada!80%99%
The Rhine River Cruise95%95%
Current countries with pavilions: Mexico, China, Germany, Italy, America, Japan, Morocco, France, The United Kingdom, Canada​
 
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Reedy Creek Points of Interest
River Country: A water park, small and fairly low capacity.

Discover Island: A pseudo-zoo on an island, home to many conservation efforts.

Palm and Magnolia Golf Courses: A nice set of links.

The Ticket and Transportation Center: The general hub for getting on the monorail and using public transit on Walt Disney World property.

Disney's Polynesian Resort: A Deluxe Resort for guests to stay at when visiting Walt Disney World

Disney's Contemporary Resort: A Deluxe Resort for guests to stay at when visiting Walt Disney World

Disney's Fort Wilderness Resort and Campgrounds: A Moderate Resort with Value camping options.

The Golf Resort: A Deluxe Resort, however, it's lack of a monorail stop and general poor location prevent it from being fully occupied.

The Walt Disney World Conference Center: Unfortunately, this isn't much use as a conference center, since the rooms simply aren't large enough to handle larger conferences.

The Village Resort: A set of villas that functions as a moderate level resort, right across Village Lake from the soon to be opening Disney Marketplace. It also sits next to the Conference Center, making it a great choice for business meetings.

The Disney Marketplace: An in-development expansion on what was the Walt Disney World Village, this will be home to many shops and entertainment opportunities, including a Legoland, a set of theaters, and a Virgin Megastore/Hardrock Cafe. There's also going to be a monorail linking up directly to Orlando.

Disney's Animated Adventures: A complete value level hotel constructed near the southern edge of Disney property, that uses various Disney classic movies for theming.

The Grand Floridian: A currently in-progress huge deluxe resort on the shores of the Seven Seas Lagoon, this hotel is based on various turn of the century properties to match the aesthetic of Main Street USA.
 
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Office Relationships and Other Bonuses
EisnerWellsKatzenbergDisneyBluthHaleBurke
EisnerN/A40501001003510
Wells40N/A-202515150
Katzenberg50-20N/A104030-10
Disney1002510N/A3020-5
Bluth100154030N/A15-15
Hale3515302015N/A-5
Burke100-10-5-15-5N/A
Board100
Read as: How Person on Left feels about Person on Top. All scores are out of 100, positive or negative.










Current as of: "Mission Control" (hopefully).

Character Traits

Jeffery Katzenberg: +50 to all animated film quality rolls. -15 to all office relationship stats not at a positive value with him every turn.
Reroll the lowest die roll in the movie section each turn. (25 bonus)
+75 to all animated film quality rolls. (50 bonus)
Double all animated quality rolls, bonuses included. -10 relationship each turn to relationships below 50 with him. (100 bonus)

Frank Wells: +10 to all office relationship stats every turn, to a maximum of 0.
+5 to effectiveness of Personal Focus, 1 free Personal Focus action per turn. (25 bonus)
Increased Effectiveness of Office Politics action. 1 free office politics action per turn. (50 bonus)
Increased Effectiveness of remaining office actions. 1 free office action per turn. (100 bonus)


Roy Disney: +10 to all rolls involving conservation efforts.
May ignore one major board goal or both minor board goals a year without penalty. (bonus)
+20 to planning rolls. (30 bonus)
Automagically gain one success on every in progress plan each turn, assessed when it would be most valuable for each plan. (85 bonus)

Board: No penalty for turns without any actions spent on Board Goals (5 Bonus)
+10 to all rolls associated with Board Goals. (30 bonus)
+5 to all rolls not associated with Board Goals, dice explode on 96-100 instead of just 100 for Board Goal rolls. (80 bonus)

John Cooke: +10 to all television related rolls, Disney Channel quality degrades twice as slowly.

Don Bluth: Movie Adviser (+2 actions, must be used on a movie actions). +10 to all animated film rolls, including quality. +10 to all video game rolls.
Roll two dice for every animated film quality roll and keep the highest. (0 bonus)
Adviser bonus changed to +2 actions. (25 bonus)
Dice explode on 96-100 in his category, includes quality rolls. Stacks diminishingly with other explode bonuses, so a board goal in the film category would explode on 93-100. (50 bonus)


Joe Hale: Movie Adviser (+1 action, must be used on a movie action). -10 DC to all animated film checks.
Animated film quality rolls explode on 96-100. (25 bonus)
+5 to relationships within the animation department each turn, capped at 50. (50 bonus)
Arguments cannot break out between animators. (100 bonus)


Steve Burke: General Adviser (+1 action).
-5 to all relationships with him each turn, to a minimum of 5. +5 Board Approval per turn. (Will apply when Steve joins office politics)
One free action for a minor board goal each turn. 25 bonus
One free action for a major board goal each turn. 50 bonus
50% chance to ignore loss of Board Approval. 100 bonus


John Avise: General Adviser (+1 action). +10 to conservation rolls, +5 to research rolls.

Tony Baxter: Magic Kingdom (Disneyland) Adviser (+1 action, must be used on a Magic Kingdom (Disneyland) action). +10 to planning rolls in that category.
-5 planning DC to up to 1 planning action per turn, to a minimum of 10. 25 Bonus
1 free planning action per turn. 50 Bonus
Once per year, gain 25 successes to an in progress plan. 100 bonus


Tim Delaney: Magic Kingdom (Walt Disney World) Adviser (+1 action, must be used on a Magic Kingdom (Walt Disney World) action). +10 to construction rolls in that category.

Marty Sklar: Reedy Creek Improvement District Adviser (+1 action, must be used on a Reedy Creek Improvement District action). +10 to non-planning/construction rolls in that category.
-15 to one DC that is not a per-success DC per turn. (25 bonus)
1 free action that is not a per-success action per turn. (50 bonus)
Double all imagineer bonuses in his area, doubled bonuses may exceed caps on bonuses. (100 bonus)


Elizabeth Plater-Zyberk: Retained Adviser (+1 action, must be used on a value level hotel project). Reroll any die roll below 15 on the project, up to 3 times.

Jerry Allison: Temporary Adviser (+1 action, must be used on The Grand Floridian project). +10 to developmental rolls for the hotel, +20 to opening day roll.

Yokoi Gunpei: Exchange Advisor (+1 action). +10 to video game rolls, +5 to research rolls.

Other Bonuses

Reedy Creek Improvement District: +20 to all development and conservation rolls made in the district. +10 to rolls against inclement weather in the district.

Magic Kingdom, Walt Disney World: +10 to planning rolls in the park.

EPCOT, Walt Disney World: +10 to planning rolls in the park.

Magic Kingdom, Disneyland: +10 to planning rolls in the park.

Bluth Studios: +10 to all animated film quality rolls, larger animated film capacity.

Bluth/Katzenberg: Roll two dice for every animated film reception roll and keep the highest. (25 bonus)

Wells/Disney: -10 DC to non-planning Disney Office checks. (25 bonus)

Disney/Bluth: Reroll any animated film quality rolls below 25. (25 bonus)

Katzenberg/Hale: Free action to diffuse a Katzenberg/Hale argument. (25 bonus)
Roll 2(3) dice for animated film quality and keep the highest. (50 bonus)
Free action to diffuse any argument, with a +10 to the roll. (100 bonus)


Disney Touch: +25 to all animated film quality rolls.

Bringing Back The Magic: +10 to Live-Action Film rolls, +10 to Eisner-related TV rolls.

Pixar: +5 to Animated Film rolls.

Singles and Doubles: Vastly reduced penalty for any failed movies, +10 bonus to live action movie quality rolls while this is your production style.

Negotiating NASA: +10 to resolving arguments, +5 to research rolls.

Megaman 2017: +10 to all Nintendo related film/tv show actions.

Halloween Questions: +5 to internet based actions.

Meet the New Guys Part 1: +5 to internet based actions.

Disney Labs: +5 to research based actions.

The Glory of Kingdom Hearts: +2d6 to Kingdom Hearts TV show, +10 to quality roll on Kingdom Hearts Game/Film quality rolls.

Homemade Feud Episode Recap: +2d6 to Megaman TV show, +10 to quality rolls on Megaman Films.

A Fantasy For All: +2d6 to Final Fantasy TV show, +10 to quality rolls on Final Fantasy films.

Learning Francis: +10 to learning languages.

It's too expensive!...Right??: +10 to Legend of Zelda and Black Cauldron attraction rolls.

Ring, ring! The future is calling: +10 to Push For More Female Leads. +10 to recruiting new imagineer advisors.

My Dinner with Mike: +10 to office politics rolls.

Clarification on Relationship Bonuses
When a character is at 100 relationship, further increases to that relationship will not raise the number, but instead permanently lower the threshold for getting their 25/50/100 bonuses, down to a minimum of 0/25/50. A total of 100 extra relationship points are need to reach this state. Further increases beyond that do nothing.​
 
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Turn 0 Headline
And the vote is closed! With a tally of 6-5, Open the Vault is the winner!

A New Big Cheese!


The Walt Disney Company has found new upper management after narrowly averting a hostile takeover by Saul Steinberg. Frank Wells has been brought on as president from rival film studio Warner Bros., and Paramount Pictures has lost both Michael Eisner and Jeffery Katzenberg to the mouse, with Eisner becoming CEO and chair of the board, and Katzenberg heading up the ailing animation half of the studio. Frank Wells is best known for his role as vice chair at Warner Bros., a post he vacated in 1982. Michael Eisner has extensive live action movie experience, having revitalized Paramount through the use of his 'Singles and Doubles' philosophy. Jeffery Katzenberg is widely regarded as one of the best in the business at animated features. In a move that has many wondering why Disney didn't think of doing this before, the company has announced that many of its old classics such as Snow White, Sleeping Beauty, and Mary Poppins will be remastered and released for the first time on VHS. Disney stock prices have seen a resurgence at the news, but there is still some thought that Eisner could do more to raise cash for the company. Some critics believe... Continued on page 2, A New Big Cheese.

Turn 1 should be up sometime tomorrow morning.
 
Turn 1 (OCT-NOV-DEC, 1984)
Opening the Vault was a great move. Thousands of kids are seeing the classics you knew growing up, and they're all clamoring for a trip to Disney. The board's thrilled with the pile of money you just dumped on them, and the corporate vultures have backed off for now. There's some lingering doubt that you could have made more money by increasing the cost of park tickets, but you were able to wave those doubts away by saying that you wanted to wait until there was something new in each park worth raising the ticket price over. No reason to give people something to complain about. And Roy was happy that you kept the parks more accessible. Speaking of Roy, he and Jeff are still going at it, although you've heard that Jeff has taken a break and gone over to the animation department to start yelling about something. Luckily, their bickering hasn't caused any serious issues yet. Frank has been playing peacemaker and doing a good job of it while you get settled in. Right now, though, you've got to decide on what you want to focus on this quarter.


7 base actions, -1 for Turn 0 choices: 6 actions total.


-[] A New Gate, California: The theme parks are currently some 70% of your revenue. Adding another park at one of your existing locations is only prudent, you already own the land and know the area. Still, it's harder here than Florida, for obvious reasons. You'd have to replace the parking lot wholesale, or buy up a good chunk of land at truly exorbitant prices. Will trigger park planning subvotes upon completing this stage.

DC: 15 per success, requires 25 total successes to move out of the planning stage.

Benefits: Move to Groundbreaking.


-[] Refurbishments, California: It might be time for some of those classic rides to get a face lift. There's no need to replace any just yet, but a touch up could go a long way… Up to 3 rides per action.

DC: 15 per ride being refurbished.

Benefits: Increased reliability, chance of popularity bump.


-[] Replacements, California: On second thought, though, it might be better to get ahead of the curve and bring in something new in place of one of the older rides. It might mean a bit more work, but if you get this right it'll last much longer than a simple face lift could. Up to 1 ride per park per year. Ride will be determined in subvote upon reaching half the needed successes.

DC: 10 per success, requires 10 successes for a remodel of the same track and ride vehicle to complete, or 20 for a complete knock down and replacement (old ride removal will not occur until 10th success with this option).

Benefits: New ride, likely to be popular and reliable on open. Chance of PR hit depending on the popularity of ride replaced.


-[] Build A New Ride, California: On third thought, you could just build something entirely new where there's space. No one loses a favorite ride, everyone gets something new! The only loser is your wallet… Up to one per park per year. Ride will be determined in subvote upon reaching half the needed successes.

DC: 15 per success, requires 15 successes to complete.

Benefits: Increased park draw. Other bonuses dependent on ride type.


-[] Tomorrow's Tomorrowland: The future just isn't what it used to be, and never has that been more apparent than Tomorrowland. It's time for a major redesign of this section of the park, in order to keep it from becoming wildly outdated. You have Frontierland for that.

DC: 15 per success, requires 30 successes.

Benefits: Automatic refurbishment of all rides in Tomorrowland, with updates to bring them in line with a more modern look at the future. May replace up to 3 rides in Tomorrowland with no chance of PR hit, does not count towards yearly ride replacement limit. May build 1 new ride in Tomorrowland, does not count towards yearly ride build limit. Massive PR boost. Slightly improved relationship with Roy.


-[] Clean Cars: Autopia's cars are more than a little out of date, and could use some upgrades. If you can figure out a good way to remove the need for gas from them, that would be a major benefit as well.

DC: 35

Benefits: Increased ride reliability and popularity, good PR from conservation efforts. Slight increase in relationship with Roy.


-[] Refurbishments, Magic Kingdom: It might be time for some of those classic rides to get a face lift. There's no need to replace any just yet, but a touch up could go a long way… Up to 3 rides per action.

DC: 15 per ride being refurbished.

Benefits: Increased reliability, chance of popularity bump.


-[] Replacements, Magic Kingdom: On second thought, though, it might be better to get ahead of the curve and bring in something new in place of one of the older rides. It might mean a bit more work, but if you get this right it'll last much longer than a simple face lift could. Up to 1 ride per park per year. Ride will be determined in subvote upon reaching half the needed successes.

DC: 10 per success, requires 10 successes for a remodel of the same track and ride vehicle to complete, or 20 for a complete knock down and replacement (old ride removal will not occur until 10th success with this option).

Benefits: New ride, likely to be popular and reliable on open. Chance of PR hit depending on the popularity of ride replaced.


-[] Build A New Ride, Magic Kingdom: On third thought, you could just build something entirely new where there's space. No one loses a favorite ride, everyone gets something new! The only loser is your wallet… Up to one per park per year. Ride will be determined in subvote upon reaching half the needed successes.

DC: 15 per success, requires 15 successes to complete.

Benefits: Increased park draw. Other bonuses dependent on ride type.


-[] 20,000 Leagues Under the Magic Kingdom: There's starting to be some problems with the 20,000 Leagues Under the Sea ride. It appears as though the lagoon is leaking into the utilidors due to the weight of the subs. You should get to work on fixing that before it becomes a serious issue.

DC: 45.

Benefits: Increased reliability of ride, with a minor increase in reliability to the sister attraction over in Disneyland.


-[] Refurbishments, EPCOT: It might be time for some of those classic rides to get a face lift. There's no need to replace any just yet, but a touch up could go a long way… Up to 3 rides per action.

DC: 25 per ride being refurbished.

Benefits: Increased reliability, chance of popularity bump.


-[] Replacements, EPCOT: On second thought, though, it might be better to get ahead of the curve and bring in something new in place of one of the older rides. It might mean a bit more work, but if you get this right it'll last much longer than a simple face lift could. Up to 1 ride per park per year. Ride will be determined in subvote upon reaching half the needed successes.

DC: 10 per success, requires 10 successes for a remodel of the same track and ride vehicle to complete, or 20 for a complete knock down and replacement (old ride removal will not occur until 10th success with this option).

Benefits: New ride, likely to be popular and reliable on open. Chance of PR hit depending on the popularity of ride replaced.


-[] Build A New Ride, EPCOT: On third thought, you could just build something entirely new where there's space. No one loses a favorite ride, everyone gets something new! The only loser is your wallet… Up to one per park per year. Ride will be determined in subvote upon reaching half the needed successes.

DC: 15 per success, requires 15 successes to complete.

Benefits: Increased park draw. Other bonuses dependent on ride type.


-[] A New Pavilion: The World Showcase isn't done yet, and filling it out can get you more visitors and international attention! Just don't step on any PR landmines. Up to one per year. DC: 10 per success, requires 8 successes to complete.

Benefits: Increased park draw, PR boost with chosen country and increased attendance from that country.


-[] Finish the Rhine River Cruise: This was planned for the German pavilion, but a number of development setbacks have kept it from seeing the light of day. You might be able to clear those up, if you're willing to throw enough money at the problem.

DC: 25 per success, requires 6 successes to complete.

Benefits: Increased park draw, PR boost with Germany and increased attendance from Germany.


-[] The Mt. Fuji Coaster: The Japanese pavilion had a Mt. Fuji themed coaster planned, but the sheer expense made it infeasible. Or so you've been told. You think it's worth it, even if you can't get Fujifilm as a sponsor.

DC: 15 per success requires 8 successes to complete.

Benefits: Increased park draw, PR boost with Japan and increased attendance from Japan.


-[] The Living Seas: There are plans for a massive aquarium in Future World West, and while it might take a bit longer to actually get all the work needed done, you think it'd be just the thing to really set EPCOT apart from every other theme park out there.

DC: 20 per success, requires 10 successes to complete.

Benefits: Increased park draw, PR boost from conservation efforts, slightly increased relationship with Roy.


-[] Touching Up Touchstone: The live action portion of Disney Studios has been in a bit of a slump lately. A couple of hits, whatever Tron was… But it's nowhere close to the sort of movie house it could be, and you won't let it continue on like that. You had Paramount working on the theory of singles and doubles instead of home runs, and you know it can work here.

DC: 20.

Benefits: Movies are made much cheaper and with a focus on storytelling instead of grabbing big name actors. Vastly reduced penalty for any failed movies, +10 bonus to live action movie quality rolls while this is your production style.


-[] Animated Animators: Jeff's been working the animators into a frenzy over something, maybe he could use your help to smooth things over?

DC: 40.

Benefits: Smooth things over between Jeff and the animation studio, increase in relationship with Jeff, chance to improve relationship between Roy and Jeff.


-[] Walt's Legacy: Walt may be gone, but that's no reason for The Wonderful World of Disney to end. It'd take some doing on your part, but if you could pick up where Walt left off, it'd show people how serious you are about bringing Disney back.

DC: 25.

Benefits: Increased relationship with Roy. PR boost from 'bringing back the magic.' Unlocks more actions.


-[] Focus on Selling the Disney Channel: It's just launched, and could use a little bit of extra attention, if you're being honest. Getting it into cable packages can be a pain.

DC: 35.

Benefits: Small income boost. Increased park draw. Increased movie appeal. Unlocks more actions.


-[] Go Green: It'd be expensive, but putting in a solar farm at Reedy Creek could really bring your energy bill down. And hey, it'd be great PR.

DC: 50.

Benefits: Reduced energy costs in Florida, big PR boost, improved relationship with Roy.


-[] Go Glowing Green: It'd be even more expensive, and time consuming, but technically you do have (most of) the rights to establish a nuclear reactor here. This would massively drop your energy bill, maybe even let you sell some excess energy as you get a grid established. There just might be a tiny bit of public backlash. Just a smidge.

DC: 75.

Benefits: Surplus of energy in Florida, enough to power at least 8 full scale parks and still have half left over, minimum. Chance for relationship hit with Roy. PR backlash from Florida, chance of losing some powers over the Reedy Creek Improvement District.


-[] The Real EPCOT: EPCOT wasn't supposed to be a park, it was supposed to be a city. The world may not have been ready for that when Walt proposed it, but now it just might be.

DC: 15 per success, requires 75 successes.

Benefits: Move to Groundbreaking Stage. Massive relationship boost with Roy.


-[] Survey and Development: If you want to expand here with more parks in the future, it might be a good idea to start taking care of some of the problematic areas and setting up infrastructure beforehand, as well as marking out areas to be conserved.

DC: 20.

Benefits: Permanent boost to all development or conservation rolls involving the Reedy Creek Improvement District, unlock more actions.


-[] A New Hotel: Hey, the people coming to the parks need somewhere to stay, and why not on a Disney property?

DC: 10 per success, requires 10/15/20 successes, for value/moderate/deluxe level resort.

Benefits: Move to Groundbreaking Stage.


-[] Public Transit: The Disney Transport system is solid, but could use some work. The buses could use an overhaul.

DC: 20.

Benefits: Increased income from longer resort stays, more guests remaining on property.


-[] Shopping District: Walt Disney World Village is nice, quaint, and absolutely not what you need to keep people staying on Disney property for the entirety of their vacation. Perhaps it's time to expand.

DC: 15 per success, requires 5 successes.

Benefits: Increased income from longer resort stays, more guests remaining on property.


-[] A New Water Park: River Country is great, but it's too small for the plans you have for Florida. Opening a second water park could help alleviate some of the crowds and act as a bigger draw. Will trigger park planning subvotes upon completing this stage.

DC: 15 per success, requires at least 10/20/30 successes, depending on the scale of park (River Country is an example of a 10 success park, Blizzard Beach would be an example of a 30 success park). Park Scale chosen in subvote on selecting option.

Benefits: Move to Groundbreaking Stage.


-[] A New Gate, Florida: The theme parks are currently some 70% of your revenue. Adding another park at one of your existing locations is only prudent, you already own the land and know the area. The best part here in Florida is that you already own just about all the land you could ever want. Will trigger park planning subvotes upon completing this stage.

DC: 15 per success, requires 25 total successes.

Benefits: Move to Groundbreaking.


-[] Better Hurricane Proofing: There hasn't been a park closure from a storm yet, and you don't intend to have it happen on your watch.

DC: 35

Benefits: Increased protection from inclement weather.


-[] A New Resort: With how well Tokyo Disney has been working out (and as much as the board groans about it), there's clearly a market for Disney parks overseas. Europe would be a prime location, if you can pick the right spot. Then again, you've always thought about another park here, focused on American history… Begins first step to opening a new resort.

DC: 15 per success, requires 50 total successes.

Benefits: Move to Groundbreaking.


-[] Take a Vacation
: Hey, you've got to keep your stress down somehow. And you've got free admission to the best theme parks in the world!

DC: 2.

Benefits: Stress reduction.


-[] Integrating: You've just arrived, and while you and Jeff get along pretty well, you've been getting a bit of a cold shoulder from Roy and could always use a better relationship with Frank. Not to mention, maybe you could find a promising up-and-comer to help handle this mess.

DC: 15

Benefits: Improve your relationship with one of your coworkers. Potential to improve relationship with multiple coworkers or find an adviser if you roll well enough.


-[] Personal Focus: Sometimes, that personal touch is what you really need. Can only be taken once per roll, but can be taken multiple times in a turn.

DC: N/A.

Benefits: +10 to a single other roll.



Current Quarter: OCT-NOV-DEC 1984
 
Multiple Success Rolls
If an action requires multiple successes does that tie up that action slot for multiple turns? Does a high margin of success on the roll count for multiple successes?
Actions that require multiple successes have a DC per success, which means that something with "DC: 15 per success" gains a success for every increment of 15 rolled. A 20 would count as 1 success, a 47 would count as 3, an 88 would count as 5, and so on. Those actions are not locked in, but starting a plan and leaving it unfinished is liable to attract negative attention from the board for wasting resources, and negative attention from the public if the plans have been released (or leaked) and used to generate interest.
 
Turn 1, A Solid Foundation, Results. (OCT-NOV-DEC, 1984)
[X] Plan Random

-[X] Tomorrow's Tomorrowland

-[X] 20,000 Leagues Under the Magic Kingdom

-[X] Animated Animators

-[X] Walt's Legacy

-[X] Survey and Development

-[X] Integrating


You glanced down at the various proposals at your desk, letting out a small sigh. It was inevitable for a company this large, but there were simply too many things to try and get done with too little time to make sure they all got there. In the end, you decided that rather than push ahead straight towards big new projects, you'd work on the basics and try to cultivate a solid office culture. Oh, you still started pitching some ideas for a Tomorrowland revitalization out in California, but it was more important to get your ducks in a row before any completely new construction got planned. You also didn't have time to look at EPCOT, but it was doing just fine and could hold for a bit.

__________________________________________
-[X] Tomorrow's Tomorrowland: The future just isn't what it used to be, and never has that been more apparent than Tomorrowland. It's time for a major redesign of this section of the park, in order to keep it from becoming wildly outdated. You have Frontierland for that.


DC: 15 per success, requires 30 successes.


Benefits: Automatic refurbishment of all rides in Tomorrowland, with updates to bring them in line with a more modern look at the future. May replace up to 3 rides in Tomorrowland with no chance of PR hit, does not count towards yearly ride replacement limit. May build 1 new ride in Tomorrowland, does not count towards yearly ride build limit. Massive PR boost. Slightly improved relationship with Roy.


Result: 50, no modifiers. 3 total successes.


Well, it could have gone better, but it also could have gone worse. You worked at it and came up with some obvious solutions, mostly just "update ride vehicles" and "new paint job here" style things. There wasn't any real spark there this year. No major bolt of inspiration. Still, you've got a base to work from on future ideas now.
+5 to future rolls on this project, 3/30 successes achieved.

__________________________________________​

-[X] 20,000 Leagues Under the Magic Kingdom: There's starting to be some problems with the 20,000 Leagues Under the Sea ride. It appears as though the lagoon is leaking into the utilidors due to the weight of the subs. You should get to work on fixing that before it becomes a serious issue.


DC: 45.


Benefits: Increased reliability of ride, with a minor increase in reliability to the sister attraction over in Disneyland.


Result: 47, no modifiers. Bare success.


It was lucky you focused on this now. It turned out that a huge section of the utilidors was set to start flooding, and could have easily cost millions of dollars to repair and maintain. The ride had to be taken down for the entirety of winter, but the people at WED have worked overtime to get a solution. No one wants to see this ride replaced.
Ride temporarily offline, will reopen APR-MAY-JUN 1985 with +20% reliability here and +10% in California. Hit to park attendance due to ride closure.

__________________________________________​

-[X] Animated Animators: Jeff's been working the animators into a frenzy over something, maybe he could use your help to smooth things over?


DC: 40.


Benefits: Smooth things over between Jeff and the animation studio, increase in relationship with Jeff, chance to improve relationship between Roy and Jeff.


Result: 78, no modifiers. Great success.


So it turns out, the first thing Jeff did when he got here? Demand to cut 12 entire minutes of animation out of the latest Disney film.
Continued in "Double, Double, Toil and Trouble."

__________________________________________​

-[X] Walt's Legacy: Walt may be gone, but that's no reason for The Wonderful World of Disney to end. It'd take some doing on your part, but if you could pick up where Walt left off, it'd show people how serious you are about bringing Disney back.


DC: 25.


Benefits: Increased relationship with Roy. PR boost from 'bringing back the magic.' Unlocks more actions.


Result: 34, no modifiers. Slight success.


"-and I'm here tonight to show you some of the great moments in Disney animation." You stare at the TV for a moment before clicking it off. No one would call your performance bad. Well, not to your face, anyways. You hadn't flubbed any of your lines, you looked good in front of the cameras… but there was something missing. Something to really make everything click. You just didn't have the same charisma Walt had.
+5 relationship with Roy. Public perception of Disney marginally improved. More actions for the show unlocked.

__________________________________________​

-[X] Survey and Development: If you want to expand here with more parks in the future, it might be a good idea to start taking care of some of the problematic areas and setting up infrastructure beforehand, as well as marking out areas to be conserved.


DC: 20.


Benefits: Permanent boost to all development or conservation rolls involving the Reedy Creek Improvement District, unlock more actions.


Results: 73 + 10 (Bonus to conservation rolls from Roy): 83. Greater success.


Not only have you managed to get a full accounting of the land in the district, but you've also managed to fill in some areas that look like natural areas to extend the monorail line to, without disturbing any ecosystems. You also took a tour of Discovery Island and found out some disturbing news…
+10 to all future development and conservation rolls in the Reedy Creek Improvement District. Monorail expansion actions directly unlocked. Continued in "A Twilight Flight."

__________________________________________​

-[X] Integrating: You've just arrived, and while you and Jeff get along pretty well, you've been getting a bit of a cold shoulder from Roy and could always use a better relationship with Frank. Not to mention, maybe you could find a promising up-and-comer to help handle this mess.


DC: 15


Benefits: Improve your relationship with one of your coworkers. Potential to improve relationship with multiple coworkers or find an adviser if you roll well enough.


Results: 23, no modifiers. Slight success.


You wanted to do more around the office, but you barely had time to do more than stop and chat with all the problems that kept cropping up. Still, you did manage to find the time to meet with at least one of your coworkers.
Subvote for coworker to talk to, will get +5 relationship with that coworker.


-[] Jeff.


-[] Roy.


-[] Frank.


__________________________________________​

AN: Minor subvote before the two events this turn, relationship chart before this +5 and before the two events happening this turn is below.

EisnerWellsKatzenbergDisney
EisnerN/A0205
Wells0N/A00
Katzenberg10-5N/A-25
Disney010-25N/A
Board30N/AN/AN/A
 
"Double, Double, Toil and Trouble"
-[X] Frank.


You ducked into Frank's office quickly, hoping to get a few minutes to talk to him and see how things were going. You weren't able to talk about much, you did have a couple of projects to work on, but Frank seemed to have an idea to talk to you about. He'd picked up the old test footage that had been floating around for "Who Censored Roger Rabbit," and had some ambitious ideas on the film involving his buddies back at Warner Bros.
+5 to Wells/Eisner relationship. Action unlocked for movies.


You just barely had time to get seated at your desk before someone rapidly knocked on your office door. "Come in!"

David Jonas, one of the animators that was working on the next Disney animation, rushed inside. "Mr. Eisner, you have to come quick. Katzenberg and Hale are about ready to tear into each other."

Inwardly, you sighed, before getting up out of your comfortable chair and heading towards the door. "What's got them fighting?" You knew Jeff could be a bit abrasive, but getting into a huge argument only a couple weeks into the job was a new record, even for him.

David rubbed the back of his head. "Well, we'd just about wrapped up on our latest project, 'The Black Cauldron.' Hale decided to move forwards with the test screening, and I guess Katzenberg was there for it."

You go past Roy's office right as he's stepping out. Well, this should be interesting. David seems to have stopped talking. "Go on, David. Roy is probably coming with us." You glance over at Roy and he nods. This close to the Animation area, you can practically hear the shouting already.

"So, the test screening was... " He falters for a moment. "The animation was great! It was a solid movie." You look at him. "At least half the kids in the audience ran out of the theater screaming." You nearly stumble, Roy looks like he's been punched in the gut. "It's a good movie, but I don't think it'd really be the sort of Disney movie people expect."

You stop outside the animation studio doors, Jeff and Joe Hale screaming about various things. "I'll take it from here, David." He looks relieved, before heading off in the general direction of the lounge.

You and Roy step in to see Joe yelling incoherently as Jeff sits at the editor's desk, looking over the film. Jeff shouts back, "If you won't make the edits, that's fine. I'll do it myself."

You clear your throat, and they both turn to look at you. Joe looks worn out, and Jeff seems smug. "If both of you could take a step back and calmly explain what's going on here, I'd greatly appreciate it." They both move to speak, but you point to Jeff first.

"I showed up to watch the test screening of the latest animation studio project. It's set for a Christmas release. The test screening was absolutely terrible. Parts of the movie drag on forever, parts of the movie were enough to scare me, much less the kids who were in the theater. This isn't a family film, and it doesn't fit with what Disney's been making in the past. Moments of bleakness, yes. We all know what happens with Bambi's mom. But this was just... " He trails off for a moment. "An undead army in full visceral detail is more of a horror movie thing, I'd say."

You nod. "We do have a bit of a reputation for being family friendly." You point to Joe. "What's your perspective?"

"We knew it was a bit scarier than Disney normally does, but there's still the fairy tale ending everyone expects. This version does right by the source material, and by Lloyd Alexander. And even if it does need edits, that doesn't mean we should just start cutting entire swathes of the movie out wholesale!" He looks ready to start arguing with Jeff again.

You raise your hand and cut them off. "Look, guys, no more arguing. We're going to solve this problem like civilized adults." You go over to the edit station. "First off, Jeff, me and Roy are going to watch the film with you and Joe. Take notes as we go along, and then we'll decide on a course of action together."

The movie did not seem like a Disney film. Oh, it was a good film. It'd be perfect for the new PG-13 rating that just got introduced. But it was not the sort of film you'd want to take young children to. The corpses crawling out of the cauldron… well. At least you had some ideas for a few more mature attractions to add to the parks.


-[] Agree with Jeff: The movie, as is, cannot be aired in current form. It's a horror movie, practically.
+15 relationship with Jeff, delay release of movie by 6 months for edits.


-[] Agree with Joe: The movie is scary. It's a departure from what Disney is. But, ultimately, maybe it's what Disney needs.
-5 relationship with Jeff, movie is released in time for Christmas, as is. Gain Joe Hale as an advisor for movies.


-[] A Compromise: Jeff is right, the movie needs work. But Joe is right that the artistic integrity of the movie should be preserved. They need to work together to keep the spirit of the movie intact.
+5 relationship with Jeff, gain the option to recruit Joe Hale as an advisor for movies starting JUL-AUG-SEP 1985, delay release of movie by 6 months for edits.



As you walk out of the room, decision made, you and Roy take a moment to talk to each other. "Well, that was more excitement than I wanted for the week." You sigh. "I just hope those two can work together."

"You know," says Roy. "I… may have been wrong about Jeff." You look over at him, surprised. "Oh, he's still a jerk." Roy looks back to the animation studio. "But it seems like he really does care about the animation he works on, and he does seem to care about what Disney is supposed to represent."
+10 to Disney/Katzenberg relationship.


AN: Vote will remain open for 48 hours following this post.
 
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