Taking the Mickey: A Save Disney Quest

"A Twilight Flight"
-[X] 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 adviser for movies starting JUL-AUG-SEP 1985, delay release of movie by 6 months for edits.



You struggle with the decision, wondering if it isn't just better to release the film now and focus on moving forward. Eventually, though, the part of you that doesn't want the first animated feature under your tenure to even have the potential to be a disaster convinces you to give Jeff the time to edit, but still have Joe providing the direction to prevent too much discontinuity in the work.

A few weeks later, and Jeff and Joe seems to be getting along well enough. There's the occasional lively debate, but for the most part, they've knuckled down and are giving it their all to make sure the movie comes out as best as possible. There's been some talk of maybe trying to float the release all the way to Halloween next year, and you think that might be doable. "Basil of Baker Street" could, if you're being honest, use the delay that doing such would cause. Still, you don't have to decide on that (or sell it to the board) just yet, so you should focus on what you've got planned for today.

Assuming the rain ever lets up. On the one hand, it's great that Florida has basically the same weather year round. On the other, you could really use less rain every day. You've spent the past week mostly poking around the Reedy Creek Improvement District, trying to scope out where the best spots are to build and some important local features that wildlife rely on. Today, that means heading out to Discovery Island and seeing how the habitat is holding up, being in a relatively high traffic area of the district.

The island itself seems to be doing well, and seeing the large population of Scarlet Ibis was a treat. You honestly didn't realize how much fun this place was. You almost think it'd work better as a full size park, although you don't really think a Disney zoo would work out. Might be worth looking into, at any rate. All in all, today had been a good day. At least until you got to Avian Way.

"Woah, hey there little guy." A small bird, dark feathers trailing down its back, with pure snowy feathers in front, lands on your shoulder. "What's up with you?" It chirps at you.

"Is that…" The researcher with you, John Avise, appears to stare intently at the bird's legs. You carefully glance over and see an orange band on one of them. "It is! Hold on, Mr. Eisner, I need to take a note on this." You see him pull out a notepad, after glancing at his watch. "Orange band is one of the last remaining Dusky Seaside Sparrows, it's always great to still see him around."

"One of the last? He's beautiful, and if the environment is right here, I wouldn't mind trying to bring some more in." You look at the bird, watching as it glances at you before taking off and flying back into the trees.

"Ah, not one of the last here, one of the last, period." Your head snaps over to stare at John. "They don't fly very far over the course of their lifetimes, you see." He gestures towards the tree that orange band had flown into. "Their main breeding ground, as far as we can tell, used to be Merritt Island."

"Merritt Island? Isn't that the space center?" You ask.

"Exactly so. Well, the problem with the space center was that there were simply too many mosquitoes on the island. So, the executives came up with the decision to flood the island, and force all the mosquitoes off." John sits on one of the path benches, and you join him. "Unfortunately, this devastated the Dusky population."

"The flooding wiped them all out?" You can't believe that, there has to have been something left. They're birds, they can fly!

"The flooding didn't wipe them out, but it started the process. The marshes they lived in were drained, making room for a highway. Pollution and pesticides took the rest." He sighs. "The last time anyone reported seeing a female Dusky was back in '75, and by '79 we only had six confirmed males still living."

You glance back at the tree that Orange Band flew into. "Is there anything we can do?"

"We've been trying to run a hybrid breeding program, but we haven't seen any results yet." John replies. "But the Fish and Wildlife Service is talking about dropping their support for it, and quite frankly, we'd have to give up on the project if that happens." He stands up, and you follow as he continues taking you on the tour. "Honestly, they might be right to do so."

-[] Continue the Project: Disney will fund this. If there's even the slightest chance of saving a species (well, subspecies) from extinction, it's worth it.

Benefits: +20 Eisner/Disney relationship. PR boost. Massive PR boost if the project works, increased park draw from people coming to see the Dusky Seaside Sparrow as word gets out about you having the last non-hybrid ones. Gain opportunity to recruit John Avise as a general adviser (+1 action, +10 to conservation rolls and +5 research rolls) starting OCT-NOV-DEC 1985.


-[] Time to Let Go: It's a tough choice, but sometimes there's nothing more you can do. The damage is already done.

Benefits: Massively increased park draw from people coming to see the soon to be extinct Dusky Seaside Sparrow. +10 board approval from making a prudent business choice. Gain John Avise as a general adviser (+1 action, +5 to conservation and research rolls).



AN: Not So Fun Fact: The Dusky Seaside Sparrow known as Orange Band died in 1987, having lived far longer than a sparrow was expected to. With his death, the subspecies was declared presumed extinct in 1990 after no more were spotted.

 
Turn 1 Headline, 1984 Board Meeting
Vote Closed!

-[x] Continue the Project: Disney will fund this. If there's even the slightest chance of saving a species (well, subspecies) from extinction, it's worth it.
Benefits: +20 Eisner/Disney relationship. PR boost. Massive PR boost if the project works, increased park draw from people coming to see the Dusky Seaside Sparrow as word gets out about you having the last non-hybrid ones. Gain opportunity to recruit John Avise as a general adviser (+1 action, +10 to conservation rolls and +5 research rolls) starting OCT-NOV-DEC 1985.


John sounds ecstatic when you give him the call to let him know Disney will provide funding for the crossbreeding program. It's not always easy being the head of a major company, but right now, you feel great. Which lasts until you realize that it's time for the year in review board meeting.

You walk into the board meeting slightly nervous. You had raised a ton of money by opening the vault, but you had also then moved the company away from profitable ventures in order to focus on more nebulous goals that hadn't really started making a return on investment yet. Still, you were ready to defend your choices. You shouldn't build a house on sand, and what you've got now is the beginning of a much more solid base to start expanding from.

You walk into the board room and take your place as chair. You don't recognize everyone immediately, but Roy is here, and he's going to take your side in just about everything, you think. It's Peter Dailey who opens the talks, you didn't know he was back from Ireland. "Well, I think we can all agree that this year has been just a bit hectic." There's a scattered amount of laughter, though Roy remains notably silent. "I know that business with Steinberg left a bad taste in everyone's mouth, so let's just move on to what we can do next year." And with that, the meeting is open and discussion flows around your decisions.

"The move with the vault was brilliant, Mike." says Stanley Gold. "I can't believe none of us considered that."

"Ah, VHS is still picking up steam, I kind of took a gamble on it." You reply. "The fact that people were willing to go out and buy the players just to show a couple of Disney movies to their kids is what really made that work."

"I just hope we can keep the train going until "The Black Cauldron" comes out." He continues. "Are you sure it's worth delaying the release?"

"Honestly, I think Jeff and Joe can pull off a real miracle with it." You motion towards the wall, where a couple of old Disney movie posters are framed. "It's worth the delay to make sure that Disney is still considered to be a quality brand, and that the movies are something for the whole family to watch together."

He nods, and Ray Watson decides to chime in on a different topic. "I know you had that project out in the Reedy Creek Improvement District, but it doesn't seem like you were doing too much actual development planning."

You gesture towards the window, taking a moment to collect yourself. "Out here in Cali, there's not enough space for large scale developments, not without doing something drastic like tearing up the parking lot." Ray nods. "So I've started plans to revamp Tomorrowland, a way of getting new life into an area of Disneyland that needs it without having to take any major steps that we don't have the resources for yet."

"I saw some of those," Ray says, "and I think you might want to get in contact with George Lucas. He was meeting with some of the WED guys here and was looking at partnering with us for a Star Wars ride."

"That sounds great, actually." It might be what you need to start bringing together a better concept. "Out in Florida, I wanted to make sure the rides we already had weren't in danger of collapse-"

Ray cuts you off. "The submarines, yes. I can't believe that wasn't caught sooner." There's a bit of grumbling from the board. "Damned striking workers want to slack off." He looks back at you. "But continue, I know you spent a lot of time going around the whole district as well."

"I looked around for some good solid areas we could use to expand the monorail line." You say. "I figure if we focus on building any future parks and hotels near those areas, it would be cheap and easy to add them to the already existing monorail line."

Ray looks thoughtful. "We could certainly use another hotel, given how popular EPCOT has been, and tying the monorail to them would make them more appealing." He looks at the rest of the board, and most of them give a brief nod. "I think the majority of us agree that getting another hotel built in Florida is a priority. Might be worth looking into something slightly less high class than our current offerings, more of a family resort that you wouldn't be worried about bringing kids to." He thinks for a moment, before tacking on "And updating the shopping village would probably help in keeping the guests at our hotels."

"I'll keep that in mind, there were some good hotel spots that weren't too far from the existing parks." You reply. "And there was a good spot to get the monorail extended towards the shopping village, as well."

"Now," says Charles Cobb, "we can all appreciate the PR boost of trying to save whatever bird you found down in Florida." You do your best not to respond, although Roy seems to be angry about this. "And the work you put into Walt's show, that was a good PR move too."

"Thank you."

"But don't let Walt's ideals blind you to the realities of the business. Good PR is only worth so much." He says.

Roy takes the opportunity to respond. "Good PR is still worth quite a lot, though." Cobb sends him a look, and you feel some of the tension leave you. Good to have at least one person here distinctly on your side.

"At any rate," Cobb continues, "you should keep making connections in the office, find someone you can trust." Roy barely suppresses a snort, although it seems like Cobb still notices. "Make sure you find someone to help handle all the paperwork, or at least a competent secretary."

"I'll keep looking." You say. A bit unfortunate that you didn't find anyone yet, but everyone who might have been able to really help you was needed elsewhere for the time being.

The next board member to speak is Card Walker. You know he'd been handling executive duties for a number of areas after both Disney brothers passed, and it was his leadership that really pushed forward EPCOT and Tokyo Disney. "I understand that EPCOT hasn't been as much of a concern, given that it's new enough to not need any real repairs." He takes a sip from a glass of water before continuing. "But it's important to build on momentum, and EPCOT is still looking a bit anemic in terms of how many rides it has." You incline your head, EPCOT could use a few more bigger attractions. "I don't think we really care how much time you put to any park in particular, but EPCOT needs another attraction. There's a number of ideas already floating around, it shouldn't be too hard to push one of them forward."

"It's on my list." You say. There's not really anything else to discuss on that matter, if the board wants something new at EPCOT, you can pretty easily give them something new.

"On top of that, though," Walker continues, "is what to do about the Tokyo Disney problem."

You glance around, confused. All the board members are nodding, even Roy. "I thought Tokyo Disney was doing great?" And that we didn't actually own the park, you don't add.

"Exactly the problem." Walker says. "When we were contacted about licensing out to get the park built, we thought that if they succeed, we get good PR. If they failed, we weren't paying for it and could blame the failure on them." He takes another drink. "The problem is, they've gone above and beyond. Tokyo Disney has been called the greatest Disney park, and it's one that we own exactly none of."

"I think what Card is trying to say," begins Ray Watson, "is that there's clearly a major market for Disney parks in foreign locales, one that we haven't tapped."

"Yes, yes, exactly!" responds Walker. "We need to start looking into more foreign parks, ones that we'll actually own this time."

"Are there any particular regions you were thinking of?" You ask. You aren't too sure of the idea, but if what the board is saying is true, it couldn't hurt to look into things.

"Europe, to start with," says Walker. "Just not too close to the damn commies."

You take another mental note, and with that, the board meeting moves onto less contentious matters.

MAJOR BOARD GOALS

{} - Build a New Hotel, by the end of 1985

{} - Complete a New Ride in EPCOT, by the end of 1985

{} - Begin Planning (at least 5 successes) a New Resort, by the end of 1985

MINOR BOARD GOALS

{} - Find an Adviser, by the end of 1985

{} - Improve the Walt Disney World Village, by the end of 1985



Disney Delays!
Following the swift action taken by Michael Eisner upon his confirmation as Disney's CEO, the company has delayed its latest movie, "The Black Cauldron," simply saying that "perfection takes time, and sometimes that's longer than we'd previously anticipated." The movie promoted as the next "Snow White" was highly anticipated for the Christmas season, and fans are left somewhat disgruntled at the wait. On top of that, the announcement of major downtime for "20,000 Leagues Under the Sea" during what was initially routine maintenance has some wondering just how many problems Eisner found when he took over… Continued on Page 2, Disney Delays!


AN: This is not a voting update. The board goals are things that the board wants (and expects) you to do, not things you currently vote on. You can, of course, ignore the board. Do so at your own peril. Turn 2 should be up sometime tomorrow morning!
 
Turn 2 (JAN-FEB-MAR, 1985)
MAJOR BOARD GOALS

{} - Build a New Hotel, by the end of 1985

{} - Complete a New Ride in EPCOT, by the end of 1985

{} - Begin Planning (at least 5 successes) a New Resort, by the end of 1985

MINOR BOARD GOALS

{} - Find an Adviser, by the end of 1985

{} - Improve the Walt Disney World Village, by the end of 1985


Well, it's a new year. You've started getting into the swing of things here after a couple of months, and you're happily surprised to find out how well you and Roy work together. The board's given you a couple of things to work on, which… you probably should do. Luckily there hasn't been any real interest in takeovers, whether because companies see your leadership as too strong to really challenge, or because the reporting on some of the problems you found have scared off anyone looking to flip the company for a quick buck.





7 base actions, no modifiers: 7 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. Currently: 3/30 successes, +5 to rolls.

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. +5 to Eisner/Disney relationship.


-[] 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. +5 to Eisner/Disney relationship.


-[] Tour de Force: George Lucas was running around with the imagineers a couple months back, and he's pitched the idea of a Star Wars themed flight simulator. It's exactly the sort of ride you think could slot into your Tomorrowland plans.

DC: 30.

Benefits: Gain 4 successes on Tomorrow's Tomorrowland. One of the replacement slots or the new ride slot must be given to Star Tours, a Star Wars themed motion simulator ride.

-[] I Have Altered the Deal: So, you weren't terribly involved with this, but the workers here at Disneyland did go on strike while you were busy getting introduced to the rest of the company. It might be worthwhile to give them a better deal? Happy workers are more productive workers, after all.

DC: 50.

Benefits: -10 board favor. +5% ride popularity/reliability to all rides.

-[] 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.


-[] Flights of the Future, Flights of Fantasy: The skyway between Tomorrowland and Fantasyland is not in the greatest shape, and what's more, it's not particularly appealing as is. It might be worth looking into a way to improve the ride, whether that ends up being updated vehicles with more capacity or a better method of loading and unloading to make the process smoother.

DC: 55.

Benefits: Increased popularity and reliability of Skyway attraction, increased park draw. Increased park capacity from being better able to handle moving guests from Fantasyland to Tomorrowland without clogging up footpaths.

-[] Refurbishments, EPCOT: EPCOT hasn't really had too many problems yet, but it's never too soon to try and touch things up a bit. Even if there's not really a whole lot to touch up. Up to 3 rides per action.

DC: 25 per ride being refurbished.

Benefits: Increased reliability, chance of popularity bump.


-[] Replacements, EPCOT: Maybe the future isn't quite what we thought it was. Hopefully no one will notice if we just… replace this. 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: EPCOT really could use another ride. And the ones already planned are… less than ideal, you think. 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: 20 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: 20 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.

-[] No Country For Farmers: The latest Touchstone picture was a drama about struggling farm families out in the midwest, having to work hard under harsh conditions and failing government aid programs. It was one of three such movies to come out this year. It… has sparked a congressional hearing, with the actresses and producers being called up to testify. It's rumoured that the president has called the film "a blatant propaganda message against our agri programs." Maybe Disney should make a statement in support of the movie?

DC: 40.

Benefits: +10 to all Disney film quality as word spreads of Disney's willingness to go to bat for their producers and cast. Chance of PR boost on hearing outcome.


-[] The Bunny, the Mouse, and the Rabbit: Frank has been going over the scripts and test footage of "Who Censored Roger Rabbit?" He thinks this could be big, the sort of live-action/animation blend that revolutionizes film making. What's more, he's asked around, and everyone wants a piece of this. Everyone.

DC: 35.

Benefits: Bring everyone on to the project. Spielberg as director, characters from Warner Bros., Fleischer, King, Turner, Felix, Universal, everyone. +50 quality to eventual film roll for "Who Censored Roger Rabbit?"

-[] The Disney Touch: Roy has a long history with animation. It might be worth it to try and get him and Jeff working together on improving the studio.

DC: 50.

Benefits: +10 to Disney/Katzenberg relationship. +10 to all animated film quality rolls.

-[] Bringing Back the Magic: You don't have the same screen presence Walt has. You don't know if you ever will. But, with some acting lessons, maybe you can at least begin to make your own screen presence.

DC: 20.

Benefits: +10 to Disney/Eisner relationship.


-[] A Message of Conservation: You've brought back The Wonderful World of Disney, and there's no better platform for informing the public about the benefits of living with the land instead of against it.

DC: 15.

Benefits: +5 to Disney/Eisner relationship, +5 to all future conservation rolls.


-[] A Focus on Disney: Walt used the show to talk about his plans for the theme parks. It might not be a bad idea for you to do the same.

DC: 20.

Benefits: Increased park draw. +5 to all future park planning rolls.


-[] 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: 30.

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, +5 Eisner/Disney relationship.


-[] 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. +100 to Eisner/Disney relationship.


-[] 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.

-[] Expand the Monorail, Shopping District: You've got a bunch of easy locations for monorail expansion, but getting a line out to the shopping district could really help speed things along.

DC: 25.

Benefits: -10 to DC per success at the shopping village, applies the turn this is taken if successful and taken the same turn as Improve the Shopping District.


-[] Improve the 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.


-[] Office Politics: You're still settling in, but you think you've got a better handle on things now. Jeff and Roy are still butting heads, but there's less heat there. And you and Frank have hashed some things out.

DC: 10

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: JAN-FEB-MAR 1985

AN: 12:30am is technically morning, right? Please place all votes in the form of a plan. Voting will not end for at least 48 hours.
 
On Park Planning
@Slynnwen Do park planning rolls impact only the building of new parks or do they also impact the building of attractions
If the question is on whether or not the park planning rolls also impact the attractions that will be in the new parks, the answer is yes. Park planning covers sections of the park (Fantasyland, Tomorrowland, I.E.) and the attractions that will placed inside those lands. The overall size of the planned park will affect how many lands/attractions the park can hold, and the number of successes needed for groundbreaking to move to construction. The number of total attractions will affect how many successes construction will need to complete. It's much easier to plan for rides during park planning, where you don't have to worry about existing buildings or attractions getting in the way, which is why planning a new park is much more efficient in terms of planning new rides. However, do take note that historically, the new Disney parks in Florida had a very small selection of actual opening day rides, relying more on themed shows and interactive exhibits to attract guests (In this context, ride means "an attraction where the guest enters a ride vehicle of some kind, which then moves).

Animal Kingdom was perhaps the most keen indicator of this, opening with a mere two rides by my definitions, three if you count the railway to and from the conservation station, and the park is only just now receiving numbers of attractions similar to the other parks. Hell, by my metrics, Animal Kingdom only has nine or ten rides right now anyway.

MGM Studios has this issue as well, and only with the opening of Toy Story Land and Star Wars: Galaxy's Edge has the park truly gained a good number of rides. Even then, of all the attractions at the park, only eight are rides using my definition. It's less glaring there, since you kind of expect the park to be more about shows, but it's still strange to really think about.

EPCOT still doesn't have a large number of rides, with a mere six rides operating on opening day. The D23 reveals this year seem to address some of that, but it's an anemic park if you're looking for rides specifically.

In contrast, The Magic Kingdom, in Florida, has about twenty or so rides in the quest right now, with a good chunk of shows and interactive areas on top of that.

You get to plan out the opening day rides when planning the park, but don't plan on having a huge number of them, unless you straight out copy a ton of designs from the already existing parks. Shows are much cheaper, often requiring merely the building to host them in and maybe a small budget for the effects if there's animatronics or other special effects. Expect the park planning subvote where you nail down the park layout to look something like
PARK SIZE: Small, Medium, Large, Huge
PARK LAYOUT: Two Halves, One Cohesive whole, Many smaller lands.
PARK ATTRACTIONS: 3 rides per size increment (3 opening day rides for a small, 6 for a medium, etc.), with 4 major non-ride attractions for each size increment as well (4, 8, etc.)
PARK THEME: Several suggested themes, primarily based on real-life parks and ips, with the option to write-in a theme
 
On Park Sizing
@Slynnwen What exactly would you say counts as a small/medium/large park and what size would OTL's Euro Disney count as?
Huge: Animal Kingdom
Large: EPCOT
Medium: EuroDisney
Small: California Adventure

Important to note, a large chunk of Animal Kingdom is animal habitats, which is why it is comparatively sparse in ride/attraction density. EPCOT has a huge (arguably underutilized) lake for the world showcase. If you make parks of that size without such issues, you'll probably be able to have many more attractions in them. There will be downsides, of course, in that you'll probably need in park transportation in order to make actually getting around the park feasible.

  • 500 acres – Animal Kingdom (Walt Disney World)
  • 300 acres – Epcot (Walt Disney World)
  • 154 acres – MGM – Hollywood Studios (Walt Disney World)
  • 126 acres – Disneyland Paris
  • 126 acres – Tokyo Disneyland
  • 123 acres – Hong Kong Disneyland
  • 122 acres – Tokyo DisneySea
  • 107 acres – Magic Kingdom (Walt Disney World)
  • 85 acres – Disneyland
  • 72 acres – Disney's California Adventure (Disneyland)
  • 62 acres – Walt Disney Studios Paris
 
Turn 2, The Disney of Tomorrow, Results. (JAN-FEB-MAR, 1985)
[X] Plan Random
-[X] Tomorrow's Tomorrowland
-[X] Tour de Force
-[X] Finish the Rhine River Cruise
-[X] A New Hotel (value level resort)
-[X] Expand the Monorail, Shopping District
-[X] Touching Up Touchstone
-[X] The Bunny, the Mouse, and the Rabbit


-------------------------------------------------------------------------------

MAJOR BOARD GOALS

{} - Build a New Hotel, by the end of 1985

{} - Complete a New Ride in EPCOT, by the end of 1985

{} - Begin Planning (at least 5 successes) a New Resort, by the end of 1985

MINOR BOARD GOALS

{} - Find an Adviser, by the end of 1985

{} - Improve the Walt Disney World Village, by the end of 1985


-------------------------------------------------------------------------------

This quarter was… interesting, to say the least. You made some good progress in developing the overall resort at Florida, except for the infinite problems with trying to get the Rhine River Cruise going. Which you're trying very hard not to think about. Well, that and the latest "movie" from Touchstone, if you're willing to call it that. Still, the future of your movie department is looking incredibly bright, with how the meeting for "Who Censored Roger Rabbit" went.

-------------------------------------------------------------------------------

-[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. Currently: 3/30 successes, +5 to rolls.

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. +5 to Eisner/Disney relationship.

Results: 25, +5 from previous progress. Total: 30. 2 successes, 5 total.

You did not have a great time working on Tomorrowland this quarter. Oh, sure, Lucas' pitch for a Star Wars ride was great, and you're certain that you're going to use it. But it did require a couple of things in other areas to get moved around. You're just glad that the work you did earlier on gave you enough wiggle room to plan around it.

-------------------------------------------------------------------------------

-[X] Tour de Force: George Lucas was running around with the imagineers a couple months back, and he's pitched the idea of a Star Wars themed flight simulator. It's exactly the sort of ride you think could slot into your Tomorrowland plans.

DC: 30.

Benefits: Gain 4 successes on Tomorrow's Tomorrowland. One of the replacement slots or the new ride slot must be given to Star Tours, a Star Wars themed motion simulator ride.

Results: 44, +5 from previous progress. Total: 49. Success, now 9 total on overall project.

You met with George, then you both met with the imagineers, and you've got a solid ride planned out. It looks like a sure-fire hit, given the popularity of Star Wars. More than that, George happened across the planning for "Roger Rabbit," too… Continued in "So when you said everyone…"

-------------------------------------------------------------------------------

-[X] 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: 20 per success, requires 6 successes to complete.

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

Results: 1, +10 from developing in Reedy Creek. Total: 11. Natural Critical Failure.

This ride is cursed. There's no other explanation. You could understand delays. You could understand the occasional bad shipment. You could even understand accidents, or running into some hitherto unheard of national level regulation. But all of these things? At once? No wonder the ride plans were abandoned, if this is what everyone had to deal with. -1d6 of successes. No successes to lose. 1d3 successes added to total success cost, +2 successes needed to complete project. 0/8 successes currently.

-------------------------------------------------------------------------------

-[X] 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.

Results: 76, +10 from developing in Reedy Creek. Total: 86. 8 total successes.

Planning the new hotel, by contrast, was easy. Continued in "The Only Way to Stay, part 1."

-------------------------------------------------------------------------------

-[X] Expand the Monorail, Shopping District: You've got a bunch of easy locations for monorail expansion, but getting a line out to the shopping district could really help speed things along.

DC: 25.

Benefits: -10 to DC per success at the shopping village, applies the turn this is taken if successful and taken the same turn as Improve the Shopping District.

Results: 67, +10 from developing in Reedy Creek. Total: 77. Greater Success.

On top of that, it turned out the materials you need to expand the monorail to the shopping district were half the cost you expected. You easily have enough left in the budget to add the new hotel to the line as well. -10 to DC per success at shopping village. Continued in "The Only Way to Stay, part 2."

-------------------------------------------------------------------------------

-[X] 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.

Results: 20, no modifiers. Exact success.

You have literally no idea how you managed to get this done. It should have been easy. It should have taken, at most, a week. Instead you had to spend a whole month going around and making sure everyone got the memo. You had to constantly remind people that no, you were not going to shell out for whoever the current biggest name in Hollywood was, and that no, you weren't just going to hope that actors could cover up flaws in the script. Was it this difficult at Paramount? But, after all your work, you got the message through. Story-driven, low budget films. Back to basics. It was just too late for anything left coming out this year. Production style in progress of switching over, will not fully take effect until JAN-FEB-MAR 1986.

-------------------------------------------------------------------------------

-[X] The Bunny, the Mouse, and the Rabbit: Frank has been going over the scripts and test footage of "Who Censored Roger Rabbit?" He thinks this could be big, the sort of live-action/animation blend that revolutionizes film making. What's more, he's asked around, and everyone wants a piece of this. Everyone.

DC: 35.

Benefits: Bring everyone on to the project. Spielberg as director, characters from Warner Bros., Fleischer, King, Turner, Felix, Universal, everyone. +50 quality to eventual film roll for "Who Censored Roger Rabbit?"

Results: 96, no modifiers. Magical Success.

Your first slightly hysterical thought, upon entering the room, was that the feds were going to arrive at any moment and arrest all of you for trying to form a monopoly. Continued in "So when you said everyone…"

-------------------------------------------------------------------------------

Movies released this quarter: "Baby: Secret of the Lost Legend."

During an expedition into Central Africa, paleontologist Dr. Susan Matthews-Loomis (Sean Young) and her husband George Loomis (William Katt) attempt to track down evidence of a local monster legend. The monster, which the local natives refer to as Mokele-mbembe, shares many characteristics with the Sauropod order of dinosaurs. During the expedition, they discover Brontosaurus in the deep jungle and are further amazed when the animals show very little fear of them. The couple begins observing the creatures and become especially enamored with the curious young offspring of the pair, whom they nickname "Baby". Unfortunately, the discovery soon places the dinosaurs in jeopardy from both the local military as well as fellow scientist Dr. Eric Kiviat (Patrick McGoohan).

Baby: Secret of the Lost Legend
Release Date: March 22, 1985
Quality roll: 31. Universally panned.
Appeal roll: 47, -20 for low quality. 27. Box office failure.

The attempt to change up your production style came far, far, too late for this movie. You just hope this doesn't scare anyone off your current projects. -5 Board Approval.

-------------------------------------------------------------------------------

Notable Events: Disneyland now open every day of the week.
Disney Channel has begun turning a profit.
Charles Nash, voice of Donald Duck for over 50 years, dies of Leukemia.

AN: "The Only Way to Stay, Part 1" should be up within the next 15 minutes or so. Relationship table will be updated accordingly.
 
"The Only Way to Stay, Part 1"
The board has asked you to get a new budget-friendlier hotel built by the end of the year. You don't know if you (or anyone) can actually get a hotel up that fast, but with how fast things went this quarter, you think you've made enough progress that construction should start by the end of the year. You've already got an architecture firm here with you, and now you're working out locations before you begin finalizing size and theming. This should be the first step on making a Disney vacation a comprehensive vacation, and keeping people on Disney property their entire stay. But now, you need to focus on what's going on in front of you.


The group of people gathered in the meeting room are all clustered around a map of the Reedy Creek Improvement District, pointing out various places of interest. There's enough chatter that you can't quite make out any one conversation. Eventually, you clear your throat, and the conversation dies down as the group of planners from Arquitectonica turns to you.


"What do you have for me?" You ask.


"Well, there's four major areas that would be ideal for a new resort." Elizabeth Plater-Zyberk says. "There's a lot of good usable land right on Crescent Lake, if you wanted easy access to EPCOT from the hotel." She indicates an area that's quite literally within walking distance to the park. "Bonnet Creek has an area open for development that places it right on the planned monorail route to the Disney Shopping Village." She points to a location directly east of EPCOT, not quite within walking distance, but closer to the shopping village. "There's also a spot south of the Contemporary, still on Bay Lake. It's right across from River Country, and easy enough to hook onto the Contemporary's monorail line." The spot she shows you is pretty far from EPCOT and the shopping village, but much closer to the Magic Kingdom. "Or, there's a solid piece of land on the southern edge of the property." She points to an area well south of the Magic Kingdom, and south-west from both EPCOT and the shopping district.


"Those all sound worth looking into." You say.


-[] Crescent Lake: This location is right next to EPCOT, and could easily allow guests to walk or take a boat into the World Showcase. It'd be fairly easy to hook up the monorail to a resort here, as well. +5 Board Approval, highly increased EPCOT attendance. Size: Up to Large.

-[] Bonnet Creek: This location would be automatically hooked onto the monorail line being built to the shopping district, and it's not too far from either the shopping district or EPCOT. It's not quite as close as Crescent Lake, though. +5 Board Approval, small increase to EPCOT attendance, increase to shopping district visits. Size: Up to Medium.

-[] Bay Lake: This location is closer to the Magic Kingdom than the other options, and has easy access to Bay Lake. It is further from EPCOT and the shopping district, though. +5 Board Approval, increase to Magic Kingdom attendance, increase to River Country attendance. Size: Up to Large.

-[] Southern Edge: This location is far removed from your current parks and points of interest, and would be expensive to bring a monorail to. However, it's practically guaranteed to be out of the way of any future park developments, and cheap as hell to develop. Plus, it lets you save the other locations for better quality hotels. +10 Board Approval, slight increase to all park attendance. Size: Up to Huge.



AN: The vote will be open on this for at least 24 hours. The location you choose will have a slight influence on what sort of theming would be appropriate, ease of park access, how large the actual hotel complex can be, and how expensive/feasible it is to build a monorail line to.


IRL Locations for reference:

Crescent Lake is the current location of the Dolphin, Swan, Boardwalk, Yacht and Beach hotels.
Bonnet Creek is the current location of the Old Key West hotel.
Bay Lake is the current location of the Wilderness Lodge hotel.
The Southern Edge is the current location of the All Star hotels.
 
Hotel Sizes
Edit: @Slynnwen about how many rooms for a value hotel do the sizes correspond to?
Small: 250-400
Medium: 500-750
Large: 900-1500
Huge: 1600+

Total number of rooms may be reduced by upgrading some to family suites, or by sacrificing some of the building area for extra luxuries (larger pools, sports facilities, etc.).
 
"The Only Way to Stay, Part 2"
-[X] Southern Edge: This location is far removed from your current parks and points of interest, and would be expensive to bring a monorail to. However, it's practically guaranteed to be out of the way of any future park developments, and cheap as hell to develop. +10 Board Approval, slight increase to all park attendance. Size: Up to Huge.

Current Plan Benefits: +10 Board Approval, slight increase to all park attendance.


In the end, though, you decide to go with the spot furthest from your current developments. It might be a bit more of a pain to get to and from, but this won't interfere with any future development plans, and it's much easier to work on a relatively clean slate. On top of that, the other sites might be better served by a more upscale hotel later.

"Let's go with the Southern Edge." You say.

Elizabeth Plater-Zyberk looks at you. "You're certain?" She asks.

"I'm pretty sure. Lots of open land, don't have to worry about bringing construction equipment near the operating parks, won't interfere with future development projects." You answer.

There were a few raised eyebrows at your decision, but the group all shrugs at your explanation and moves on. Laurinda Spear is the next person who steps up to speak. "Well, there's certainly a lot of space down there. What sort of size were you looking for?" She starts outlining some different areas. "There's enough room to easily expand if you want to start small, but it shouldn't be too difficult to go with something larger from the beginning." She pauses for a moment. "You could even fit in several pretty massive complexes, if you wanted to have several similarly themed hotels in the area."

"Well, I was thinking something along the lines of this…" You walk over to the map and begin pointing some things out.

-[] Small: You can start small and work your way up. This might not have quite the capacity you want, but it'd be a good way to test how much interest there is in a value offering at Disney. +0 Board Approval. Expected Groundbreaking time: 5 successes. Expected Construction time: 5 successes.

-[] Medium: You want a solid sized hotel. You know there's going to be a good chunk of interest, this is Disney World you're talking about. However, you don't want to overcommit in case you're wildly off base. +5 Board Approval. Expected Groundbreaking time: 10 successes. Expected Construction time: 10 successes.

-[] Large: You want a high capacity hotel. You're going to see a lot more guests by giving a value option, and the extra room space means you can convert some of them into family suites. +0 Board Approval. Expected Groundbreaking time: 15 successes. Expected Construction time: 20 successes.

-[] Huge: You want to go all in. If you build it, they will come. This will be expensive, and it's a bit of risk, but you're confident that a budget version of the usual Disney experience will be miles better than anything offered by off property hotels, and attract tons of guests. -5 Board Approval. Expected Groundbreaking time: 20 successes. Expected Construction time: 30 successes.


Andrés Duany looks up from the map, and glances over at you. "Were you planning on having a monorail connection here?" He asks. "I can try to come up with some station designs for you if you were going to add the connection."

You look back down at the map. It'd be a bit far, but it might be worth it.

-[] Yes. You're unlikely to get a better deal on a monorail expansion than what you're already getting for the expansion to the shopping village, and adding in this hotel at the same time will be cheaper than trying to do it later. The board might gripe at this initial cost outlay, but doing this now and laying the groundwork for a further expansion of the system to anything else built to the south is too good a deal to pass up. -5 Board Approval. Increased guest stays at hotel once built, increased park attendance to all monorail locations.

-[] No. You want to save the money from the monorail deal and see about putting it towards something else later. It's not impossible that you'll get a better chance at extending the line down here in the future. It might even be better to slowly build out the line naturally as you continue development towards the south, instead of going for this one big extension all at once. +5 Board Approval.


AN: This vote is open for at least 24 hours. Next vote will be on theming, details (things like restaurant, room distribution, and luxuries like pools), and one other thing.
 
"The Only Way to Stay, Part 3"
-[X] Medium: You want a solid sized hotel. You know there's going to be a good chunk of interest, this is Disney World you're talking about. However, you don't want to overcommit in case you're wildly off base. +5 Board Approval. Expected Groundbreaking time: 10 successes. Expected Construction time: 10 successes.

-[X] Yes. You're unlikely to get a better deal on a monorail expansion than what you're already getting for the expansion to the shopping village, and adding in this hotel at the same time will be cheaper than trying to do it later. The board might gripe at this initial cost outlay, but doing this now and laying the groundwork for a further expansion of the system to anything else built to the south is too good a deal to pass up. -5 Board Approval. Increased guest stays at hotel once built, increased park attendance to all monorail locations.

Current Plan Status: +10 Board Approval. Increased guest stays from monorail, increased park attendance to all monorail locations, slight increase to all park attendance. Expected Groundbreaking time: 10 successes. Expected Construction time: 10 successes.



You mark the proposed monorail line on the map, a longer distance than you were really planning on building just yet. It's ambitious, but this will set up any future extensions nicely. This is the beginning of a larger goal: Once you park your car at the hotel, you shouldn't have to get back in the car until your stay is over. You might need to increase the offerings at the resort, in order to keep people on property, but with the upcoming village expansion, guests won't have to leave for shopping. Right now, though, you still need to get down some of the details for the new hotel. You aren't risking too much, the hotel isn't planned to be that large, but it's big enough to handle a solid number of guests.


Construction: Currently have 1000 points, from medium sized construction.

-[] Just Right: This is the perfect size. No changes.

-[] Slightly Bigger: You want a little bit more to work with. This won't break the bank, but it might let you squeeze in a couple extra amenities. +250 points. Add 2 to required Groundbreaking and Construction successes.

-[] Slightly Smaller: You can make do with a little bit less. This will save on some costs, and cushion the impact if the hotel fails. It'll also speed up construction. -250 points. Subtract 2 from required Groundbreaking and Construction successes.

Rooms: Must have at least 500 points of rooms. Must have no more than 750 points of rooms. The more rooms you have, the more people your hotel can hold. The actual distribution of room types will influence what sort of guests the hotel tends to attract.

-[] 50 Standard Rooms: 50 rooms, each with a bathroom, two double beds or a single king sized bed, and some basic furnishings. Attracts vacationers. May be taken multiple times. 50 points.

-[] 25 Family Suites: 25 rooms, each with a full bed, a two-person sofa pullout, an ottoman, chair sleeper, two full bathrooms, and a kitchenette, as well as some basic furnishings. Attracts families with kids. May be taken multiple times. 50 points.

-[] 10 Conference Rooms: Meeting rooms designed to host teams of up to 20 people. Appeals to business meetings. 100 points.

Amenities: Cannot exceed point value of rooms. Amenities will make a hotel more appealing to guests, and will be even more appealing if the ones available match the sort of guests you're aiming for with the room distribution.

-[] Pool: A single pool, matched to the theming of the resort. Appeals to everyone. Capacity of 300. May be taken up to 3 times. 100 points.
--[] Hot Tub: An attached hot tub for the pool. Appeals to adults. 50 points.

-[] Laundromat: A place for guests to do their laundry, useful for those staying longer term. Appeals to families. May be taken once per 250 points of rooms. 50 points.

-[] Sports Fields: An area set up for certain sports. May be taken up to 3 times. Appeals to vacationers and families with kids. 100 points.
--[] Tennis Courts: A set of four tennis courts.
--[] Baseball Diamond: Two baseball diamonds.
--[] Football Field: A full-sized football field.

-[] Playground: A kid's playground, aimed towards children under 10. Appeals to families with kids. May be taken once per 250 points of rooms. 50 points.

-[] Arcade: A videogame arcade, your choice on whether the games must each be paid for or not. Appeals to vacationers and families with kids. May be taken once per 250 points of rooms. 50 points.

-[] Kid Club: A club that will watch children 13 and under for a night, allowing the parents a free night out. Appeals to families with kids. 100 points.

-[] Cafeteria: A place to pick up meals, counter service or pre-prepared. Appeals to families with kids. 100 points.

-[] Restaurant: A full table service restaurant. Appeals to business meetings and vacationers. 150 points.

-[] Gift Shop: A gift shop that plays into the hotel's theming. Appeals to everyone. 50 points.



With all the technical details worked out, Andrés Duany approaches you. "Alright, with the basics set, I think it's time we talk about the theming."

You nod. "Did you have anything in particular in mind?"

"I was hoping perhaps to play into the classic Disney animation aesthetic." He says. "A sort of tribute to all the classic films, Sleeping Beauty, Pinocchio, and so on." He moves over and picks up a sketch pad, making some crude drawings. "We could have separate hotel wings, maybe fifty room blocks, each set to match a particular film." The outline of a hotel building takes shape, stone brick patterned walls and various little details placed throughout bringing to mind Sleeping Beauty Castle. There's a spiral staircase leading up to the second floor of the building, shaped to look like the tail of Maleficent's draconic form, which you can see wrapped around a tower on the roof. The pool at the center of the buildings appears to be based on Fantasia, with Sorcerer Mickey in the center shooting off jets of water from his gloves, the animated brooms pouring their buckets into the pool from the edges. Another building is designed to look like a full size version of the whale from Pinocchio, Monstro, almost like you'd be rooming inside of him.

"Or perhaps something closer to the EPCOT style?" He muses. Andrés flips the page of his sketch pad, and starts working again. "Maybe have two separate wings, one for the World Showcase and one for Future World?" This time, there's two separate sets of buildings, flanking a central area with a pool that looks to be based off the World Showcase Lagoon. To the right, the buildings each have a distinct style based off the existing country pavilions. The Japanese styled building seems to have regular doors, but with Shōji designs on them. The Moroccan styled building has beautiful murals on it. On the left, buildings based off various future world elements. You can see a building with Spaceship Earth theming, a geodesic sphere forming the sort of core of a set of buildings. There's another set of buildings based around what looks to be replicas of the glass pyramids from the imagination pavilion, seeming to be lit from lights inside the pyramids.

Andrés looks up at you. "Did you have any ideas yourself?"

You take in the sketches, shaking your head slightly. "I was honestly just thinking of a sort of starting point for a similar line of hotels, under a single name."

"Oh? How so?" He asks.

You gesture for him to flip the page back, and he does so. "I was thinking something like 'All Star Blank,' like All Star Movies, All Star Music, All Star Sports, and so on." You point towards the Sleeping Beauty style building. "Something like that, mostly, but spread out across different areas."

He takes a moment, tapping his pencil against his chin. "I could see that working, would certainly be an easier time of expanding later on."


-[] Disney's Animated Adventure: Where your hotel stay is like living in the classic Disney movies.

-[] Disney's EPCOT Resort: Where you never have to stop imagining the future or exploring the world.

-[] Disney's All Star Hotels: Where you can always find the best of the best in any area you could dream of.
--[] All Star Music: Buildings based off the various genres of music.
--[] All Star Sport: Buildings based off the various sports played around the world.
--[] All Star Movies: Buildings based off the various types of films enjoyed in theaters.

-[] Write-In: Actually, looking over these plans, you think you might have come up with something better...



As the planning starts wrapping up, you begin considering how you want to handle the working relationship with Arquitectonica. You could hire them on as full time consultants, which would free up some more time for yourself. It'd be a bit more expensive, but your time is more than worth it. The question is, do want the hotel to be done good, fast, or cheap?

Elizabeth has a reputation for always being able to find quality materials cheaply, with multiple suppliers lined up in case the first few fall through. There's never been a significant cost setback to any project she's worked on, as far as you're aware.

Andrés Duany is best known for his excruciating attention to detail, making sure that everything fits together perfectly. You were impressed by the quick sketches he made when he was talking about possible themes, and you know that having him head the project would have guests wanting to come back over and over again.

Laurinda Spear, you recall, is best noted for being an expert scheduler. Logistics and building plans fit together perfectly on almost every project she's been involved in. You know that picking her as project lead would accelerate the time table, and make sure that there was always some progress being made.


Temporary Adviser (Does not count towards board goals): Gain 1 action per turn that must be used on this project. Will lose adviser once project is complete.

-[] Elizabeth Plater-Zyberk: Automatically reroll any rolls below 10, up to 3 times per roll. No Board Approval cost.

-[] Andrés Duany: Increased guest interest and PR for completed hotel, +20 to opening day roll. -5 Board Approval.

-[] Laurinda Spear: +10 to all development rolls for hotel, ignore critical failures. -5 Board Approval.

-[] None: You will not hire an advisor for the project. No extra action, +10 Board Approval.



AN: Voting for these options should consist of a plan for the technical details, with the advisor and theming votes not rolled into the plan. A proper vote should look something like this:

-[o] Plan Example (1000 points)
--[o] Just Right (0 points)
--[o] 50 Standard Rooms x15 (750 points)
--[o] Pool (100 points)
---[o] Hot Tub (50 points)
--[o] Cafeteria (100 points)

-[o] Disney's All Star Hotels
--[o] All Star Music

-[o] None
 
Back
Top