ZONE BUILD TEAMS

A Zone Build Team is a group of players that takes responsibility for proposing, furnishing, setting up, tearing down, and storing a single area or zone for a Dystopia Rising: Colorado event.  

Purpose of the Zone Build Team Process

  • To engage players with more input in how various Zones appear and are interacted with 

  • To create a more official, structured setup/teardown process for Zones

  • To distribute responsibility across multiple individuals, rather than making it all the responsibility of staff or a single person

  • To reduce the pre-and-post event churn of people needing to ask what needs to be completed

Benefits

  • Build Teams will receive CAPs for their efforts.

  • A well-built Zone may be awarded a Zone of Mechanics Benefit, depending on the nature of the zone, the quality/genre of the props, and that it doesn’t already represent another type of mechanic area (e.g., Prayer Room, Trophy Room).

Guidelines

  • Your team must have 3-6 local members willing to be part of the team.  The exact number of members can fluctuate over time.  While it is desired that all members attend each event in order to keep Zone maintained, the purpose of having this many members is to ensure redundancy in case one of the members can’t make it.

  • Your team will work with the DR:CO directors, specifically Immersive Design and Props directors, to ensure that the high standards of genre and setting are being observed.

  • The Zone being built by the Build Team must be a public space, meaning that it cannot be part of a cabin or sleeping area.  It could potentially be a restricted area (e.g., the Morgue), but it cannot be an area only accessible to certain players or characters (e.g. a faction compound). 

  • Being part of a Build Team does not release a player from needing to do Cabin or Camp Cleanup at the end of an event.  However, consideration may be made depending on the size and complexity of the zone and the number of build team members present.

  • All non-mechanical Zones must be approved by the Directors in order to receive rewards.

  • A Zone that is intended to receive a Zone of Mechanics benefit is ultimately to the discretion of the Directors.  Players may provide input, but only after the Zone is approved and constructed.

  • A Zone that does not meet these guidelines (e.g. a faction compound) can be built without approval as a Build Team’s zone, but will not receive rewards (please check with your directors about the viability of a no-benefit or private zone, as space, accessibility and other considerations will need to be taken into account).

  • Build Teams that need to restructure or give their responsibilities onto other members will let the Logistics director know of those needs; this is particularly true if the Build Team intends to disband and not provide its props again.

  • The expectation is that Zones with existing props currently provided and stored by DR:CO (e.g. from the storage shed or trailer) should either be replaced or expanded upon.  Examples of these Zones include the main Agricultural area and the Mine.

Existing Zones (that can be taken over; specifically, areas outside of the Saloon)

  • The Agricultural Areas

    • Close area currently under the benefit of a Monolith

    • Further area away with the Irrigation ZoM

  • The Shipyard (with a Boat?)

  • The Dive Bar

  • The Mine

  • Train Depot (stay tuned!)

  • The Morgue

Sample Zone ideas

  • General store

  • Massage parlor

  • Religious Shrine

  • Tea House

  • Bar (without other mechanics)

  • Gambling tables/casino area

This process and policy is subject to future change as we receive questions, clarify items, and generally do things that just make more sense than originally written.