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Celestial Dreamin' - Game Thread

AidenRodriguez731

Well-Known Member
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Team Helios Presents

Tall-Tale Woods!


Tall Tale Woods is a celebration of Colonial America and the iconic stories of it that are still passed down today. The American wilderness was a frightening place for early settlers. Tall Tale Forest aims to be an exploration of that feeling - a place familiar, yet unsettling when looked at just a little more closely.

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Pi on my Cake

Well-Known Member
Original Poster
In the Parks
Yes
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Wonderful work on Expedition #01!

There are no eliminations this round, but there is a prize planned. Though with the level of activity being so high there will likely be some team reshuffling before the next round so my plans for the prize might change

The plan is to write the reviews tonight and then start the next prompt tomorrow. For now, enjoy the day off and if you need anything don't hesitate to ask
 

Pi on my Cake

Well-Known Member
Original Poster
In the Parks
Yes
PntPJzX.png


Team Luna
  • First Impressions
    • I know the team had some difficulties. Partly caused by the size of the team and the passion on display. There was a lot of ideas and lot of desire to explore all of them. The final project wound up as a middle ground between a few concepts and works much better than I expected. I was really worried this team was heading towards a final project that felt like a scattered mess but you really did pull it off and make the seemingly clashing themes connect well!
    • There are a few elements that I wish were tweaked to tie things together a bit more. Biggest example would be adding storytellers or creatures to the Port of Poseidon. It could’ve tied it in more thematically and kept it consistent since the other two sub-lands have them.
    • That being said, these are smaller issues and much smaller issues than I expected. I was concerned this project would result in a mess but instead it wound up being an incredible tribute to over the top epics and the history of story telling as a great evolution of the Lost Continent theme which feels equal parts grander and more intimate
  • Presentation - Bee/AGP
    • The website is beautiful. The bits of pixel art GIFs at the top are a nice touch and I love the reading music. It is simple and clear without being boring and without distracting from the project. Great job!
  • Introduction/Lore - AGP
    • I love the subtle changes to the park as a whole and how the land is tied to it. It takes a park that, while amazing, has never had a real thesis statement and gives the park that focus it needs.
    • While the visual ties uniting the land are looser than I would like, the thematic tie is strong and I always love some heady ideas in my theme parks
  • Map - TCool
    • Nice, very clear. Communicates all I need to know at a glance. Maybe not as many bells/whistles or extra decorative details as some maps seen in these games, but it is very easy to read and laid out very nicely which is by far the most important thing. Plus, still has a nice color palette and good design that keeps it from being boring. I know there was talk of adding more trees or added details, but honestly I think that might have just muddled the design. Sometimes less is more and the details you do add go a long way to sell it
  • Logistics - TCool
    • This is the kind of nitty gritty detail that I go crazy for. I’ll never fault anyone for not going this far, but I adore knowing about the expanded BOH kitchen for Mythos or the temporary pathways or Health Services being relocated. Inject this kind of hyper-specific nonsense into my veins lol. Love it and truly appreciate this level of thought and care being put on display
  • Whispering Woods
    • Mythical creature zoo is a great idea and I love the original creatures too! Very fun idea and a good way to make the land feel more alive. I do feel this might be a bit much for the space (especially with 9 of them being meet and greets if I’m reading this right), but I’ve never been super strict on realism in that regard. Especially this early in the game.
    • The Will-o-Wisp Dance is a fun flat adding even more kinetic energy to the land. The Woods would truly feel so alive. I wish some of that “life” was spread out to the Port of Poseidon too, but even with it mostly concentrated here it makes for a wonderful experience.
  • Library of Spoken Stories - DisneyManOne
    • This is such a quintessentially DisneyManOne experience. I didn’t need to check the credits to know who wrote this one lol
    • I have some questions about the actual look of the building as those architecture styles don’t sound like they would blend together well, but the final result is sure to be a visually striking icon for the land
    • I love how simple yet incredible every detail is. It is an A-Ticket or B-Ticket at best. A smalle experience that is essentially just a walkthrough and some streetmosphere. And yet every part of it, every detail, is so well done and has so many little touches that I feel like I could spend the whole day in this library and still not have seen it all.
    • Your storytelling is not just top notch, but your appreciation for the art and history of storytelling is always something I adore and this project gave you the chance to go wild with it. Simple yet VERY effective
  • Whispering Woods Shopping - TCool
    • I love the practicality of these changes. It feels so real and so possible yet without sacrificing being unique or creative. Pukwudgie Grotto and Fae Nook both are perfect shops. Simple, yet well themed. Both with their own focus that compliment each other well and add a lot to the atmosphere
  • Port of Poseidon
    • I already mentioned that I feel some more sweeping changes could have been made to feel more cohesive with the new additions, yet the changes that were made do add a lot and even without more storytellers or creatures or whatever it still is a fantastic land with some of the best atmosphere in the park. I’m glad the larger than life quality that made Lost Continent stand out has not been forgotten and has only been enhanced!
  • Returning/Updated Offerings - TCool
    • Mytho’s Gardens is one of the least seen but more beautiful parts of the park. I’m glad to see it given a bit of love here and I like the idea of adding a nighttime lagoon show!
    • I don’t have much to say about the rest of the changes/updates. But they are all well done. Practical and subtle without being pointless
  • Odyssey E-Ticket - Space
    • Few are as talented at placesetting as you are, Space. The exterior description, the section on landscaping, the smells, the sounds, the ground. I feel absolutely transported! Those little details add so much and not only do you include those little details but you highlight and romanticize them!
    • I love how dark and intense this is. Taking the classic myth and playing it as almost horror but without ever crossing a line that a theme park wouldn’t cross. There were easier ways to do an Odyssey ride, but I’m very glad you didn’t take the ebay way out. Intense really is the key word here and while the write up for the ride itself is a bit light, that feels intentional and adds to the frantic pace.
    • Maybe a slight bit more detail on the show scenes would have helped, but at the same time more detail would’ve slowed down the pace of the write up and I think keeping the energy up even in the writing added to it.
    • Overall this was a very fun true E-Ticket experience that would be perfect rounding of Islands of Adventure with a truly grand intense experience
  • Odyssey Snack Cart - Mr. Sullivan
    • A solid, simple addition. I always love a shipwreck as a store/restaurant. Plus, spanakopita is amazing!
  • Yokai Village
    • I love the focus on mostly natural environments. That really does add a lot. The calm and serenity of this forest after the intensity of the Odyssey ride is a nice breather
  • Interactive Creatures - AGP
    • Once again the interactive creatures add a lot of life and energy to the land!
    • With the Whispering Woods the creatures felt very contained to the one zoo-like area. Here they feel more natural to the land which I personally find more fun. Possibly weird comparison, but it reminds me of a more elevated version of the Disney character statues from Camp Minnie Mickey at DAK back in the day.
  • Yokai Trials - AGP
    • Small note, I know what a Vekoma Madhouse is. But only kind of. When you’re using a more unique ride system, it helps to give a bit more of an intro to it and to highlight what makes it special and worth using. Nitpicky stuff, but I’ve definitely played in games where the host doesn’t have time to research things like that when writing reviews. And if I didn’t know already and didn’t have time to look it up, I just wouldn’t know what the ride was like. Again, nothing I would ever hold against you, but I don’t want that to factor against you in future games
    • That out of the way, I think it is a really creative ride system and a great fit here! Having the three different “trials” adds a lot to the re-rideability and just in general helps with capacity and showcases more of the yokai. That was a really nice touch
    • Love how the different trials each focus not just on a different creature, but on a different sensory experiences. It makes the changes feel deeper than just surface dressing and instead creates a whole new attraction almost.
  • Tanuki Temple Restaurant - Disney Warrior
    • I’m not sure I’ve ever loved anything as much as I love your concept art lol
    • For real though, it might not be as pretty as some art seen over the years but it perfectly communicates what you’re going for. I 100% get the vibe and that is by far the most important part.
    • The restaurant itself is very solid. Nothing crazy standout, but adds some really nice variety and I would definitely appreciate a place to get some Takoyaki in the park. Plus, props for not taking the easy route and just doing ramen.
  • The Paper Lantern - Mr. Sullivan
    • Short sweet and to the point. A Very solid addition to round out the offerings. Love it!


Team Helios
  • First Impressions
    • Really unique and creative setting for a land. Tall Tales, superstitions, and folklore from really early American history. An older take on Liberty Square from a time when storms were marked on maps with seamonsters.
    • I actually like playing a bit more fast and loose with the time frame and setting. Early American history is, let’s say, dicey. Ethically speaking and all. That (again let’s just say) dicey history is still rather recent and the effects are still directly felt by many of the people who visit the park. The more fantasy driven and less realistic the land is the better it works as that adds a nice layer of separation. When the focus is on the tall tales rather than the history it really shines and has a super fun style that feels unlike anything else yet still perfectly fits into IOA’s vibe
  • Presentation - Brer Panther
    • Can never go wrong with a good, solid Google Doc and the font choices and other little touches really sell it The table of Doc Tabs on the side help a lot for quick jumping around. There are some sections which are unformatted in default font, but I also know some things were added last minute so I’m sure it’s just tiny things falling through the cracks in that last rush which is understandable. I’m just nitpicky as a font nerd lol
    • One small note is if possible it helps me a lot with reviews to have credits in the final project. I can usually go back to the messages to find who did what, but credits are a big help in making sure I give everyone their proper dues
  • Map/Land Layout - Fozz
    • As always, a visually pleasing and incredibly realistic map. Feels less like a drawing and more like a satellite image! You’ve come a long way too as I remember your maps were always great and realistic but they used to be so “real” that it was impossible to see anything lol. But you’ve found such a great balance that they now not only look great but are readable at a glance. I always love seeing imagineers grow and getting a chance to shout out that growth!
  • Backstory - Jokers
    • The writing here does a great job selling the vibe of the land and what ties it all together thematically. It instantly communicates that we are not stepping into history, we are stepping into superstition and stories. It shows how far a good intro can go in communicating what makes a land work which could otherwise appear disjointed and lacking cohesion. A relatively simple backstory when done well like this can give a land a clear vision.
  • Legend of the Horseman - Aiden
    • I was worried at first when I heard you were doing the Headless Horseman because of the obvious Disney comparisons. But thankfully you really did find a twist and a way to handle it that feels all its own while still feeling like the classic legend
    • An intense horror coaster like this would be a great addition to IOA. It really sells the darker nature of this land as a fun contrast to the kid focused Seuss and Toon lands.
    • It really is almost more dark ride than coaster with some great show scenes using some creative ride features (that Edge Title effect on the old bridge is fantastic!). I usually dislike when coasters stop and start this much, but for such an atmospheric horror experience it works here. That being said, I do think that cutting or combining two or three of the scenes to focus more on the coaster itself would’ve helped the pacing a bit. Though on the other hand it is tough to say what I would cut because the individual scenes are all really fun
    • The ride portraits are a great touch!
  • Voyage of the Unknown - Fozz
    • So, gonna start with the elephant in the room. This would have been better if it wasn’t specifically pilgrims and the mayflower and the first Thanksgiving. That is a very specific historical reference that is, to put it lightly, full of ethical questions when looked at in the larger context of American history. That is not to say that it can never be touched or explored in a theme park, but tackling a touchy subject is always difficult and requires a level of respect that is at odds with turning it into a tall tale where pilgrims fight sirens and then celebrate with their new Native American friends. I think there is a lot of great ideas here, I think your writing is really strong, I always admire your appreciation for history and your dedication to exploring it. But I think that love of the real history is at odds with the fantastical fantasy on display. What you have is a really strong boat ride about the superstitions and legends about the voyages early European settlers took to the New World. But then I see the Mayflower and get taken out of the fantasy and stuck into the reality.
    • I love the immersive queue! I feel like a lot of people feel like an immersive queue needs huge show scenes that feel like part of the ride, but sometimes you just need to be immersed in the atmosphere. And what you have here for that is great. Reminds me of the excellent WDW Pirates queue immersing us in the fort. Your writing does a great job selling the atmosphere and I love how simple yet effective the effects you describe are
    • The drunken storyteller bit is a fun touch. I feel like that is a perfect transition into the fantasy. A goofy starting moment! Maybe not the best fit for a mostly family friendly dark ride, but it works with this overall being a darker take on a dark ride
    • The siren cave is a fun jumpscare to start off the adventure
    • The Moby Duck (name changed for site censorship reasons) scene is a really cool grand spectacle that pays homage to classic american lit. The turtle island and leviathan are also both great bits of spectacle paying homage to classic sailor superstitions
    • I worry the ride is a bit too projection/screen heavy in a way that distracts from the physical sets you have. You compare it to Shanghai Pirates, but for as incredible as the projection effects are with that all the stand out moments are primarily practical. Of course that limits how grand you can go, but sometimes those limits are what lead to your creativity getting the chance to shine!
    • That being said, I do really love the over the top adventure and the selection of sea creatures is a really interesting group and there is a good sense of increasing tension and rising action.
    • I mentioned how the first Thanksgiving scene is a complicated bit of history that has a complicated legacy when looked at in the real world historical context. A different end scene that keeps the fantastical tall tale of a sailor coming to the new world rather than specifically a mayflower pilgrim dining with the Wampanoag would’ve worked better keeping the whole ride in that fantasy world instead of reality. Even beyond that though, the finale is a bit out of place. The whole ride is sea monsters and a drunken sailor telling stories. The finale is slight tonal whiplash from the action packed ride or the comedic start. Perhaps bring it full circle to the drunken sailor leading the people who once doubted him in a sea shanty about his grandfather’s adventures? Or a simple ship has landed and now our adventurer is standing on a rock looking out at the new horizon. I get the idea you’re going for, but the scene feels out of place from the crazy adventure we just went through
    • Overall I really don’t want you thinking I’m too negative on this ride. There is a LOT of great stuff here! I think this is a solid ride. I think it was close to being a stand out of the season near perfect ride if a few things were changed around. Love the ideas and love the ambition and love how unique it feels. Just needed another edit or two to really shine.
  • Witch Flight Trials - Walt Wiz
    • An interesting idea for a flat ride with a lot of potential to add to the themes of the land! What you have here is great and I love the way you distinguish it from One Fish Two Fish next door which might seem similar at first glance. My only note is that I want a bit more. Witches and Salem and all that work so well for the land’s theme! I want to explore that! Or at least have a bit more about what the ride looks like. What you have is really good. I just want more of it
  • Mariner’s Cove - Outbound
    • I don’t have a ton to say but please don’t take that as an insult. This is one of my favorite things in either project! Its just that most of my thoughts are “Cool! Cool as heck!”
    • The mix of live actors, puppets, animatronics, special effects. It’s great and would be such a great spiritual successor to the multi-media experience of Poseidon’s Fury or Alien Encounter while still feeling like a fully unique experience that pushes that format to new heights! Great mix of comedy and just enough horror to keep the themes of the land going and awe at the wonders of the sea! A fantastic thesis for the land!
    • Cool!
    • Cool as heck!
  • New World Catch - Priest
    • Solid addition. Not much there so not much to say. A good restaurant with yummy food written quickly during a busy week
  • Widows’ Tavern - Aiden
    • Love the storytelling and lore here. The execution of an original tall tale that fits perfectly into the land while paying homage to classic american stories and literature like the subtle Poe reference. A great way to elevate what could’ve been a simple restaurant! Widow Hale is so fun and I love the dark horror vibes and the garden that continues the story.
    • I want to try the Cide-brined Pork and Apple Pan Gravy. Sounds increidble
  • Shopping - Half Cartoon
    • So, I see the idea often that shopping is disposable and a boring part of these projects. So, I get where you are coming from with your tongue in cheek message.
    • That being said I disagree. I think in lands like this shops are such a fantastic opportunity to expand and build on the theme! They are incredible chances for unique experiences and to further the world building. You basically just get to add the lore and then say “also heres souvenirs.”
    • The candle shop was great idea for a growing element of theme park fandom, but what is the candle shop about? Maybe add a superstitious tale of a candle that everburns? Or add some historical context and have candlemaking demonstrations like they do at historical reenactment sites? Does the seaside store tie into sailor’s superstitions? Is it lined with seashells and fishbones from around the globe?
    • There is nothing wrong with keeping shops simple. But also shops are such a great opportunity to do some of the best storytelling! This could’ve been your time to shine!
  • Streetmoshpere - Ace Astro
    • I love the way you continued the story of Widow Hale! Adds some great connective tissue and makes the world feel alive even with how fantastical it is. Live music, storytellers, villagers. All telling their own tall tales and superstitions. Things like this are what make this land shine. Hushed whispers of dangerous legends around a campfire. Incredible world building!
 

Pi on my Cake

Well-Known Member
Original Poster
In the Parks
Yes
BvLoKDn.png


The Winner of the Lost Voyage is...

Team Helios!

Both teams did great jobs and I think the heights of Team Luna were incredibly high, but Team Helios had a more cohesive land that just shone with its tone and themes. This was a very very close match up though and I went back and forth a few times on the winner. At the end of the day, it came down to the more focused final project. Though again, such an incredibly close race. This is less of a loss for Team Luna and more of a second place victory

Remember, the next Voyage begins tomorrow afternoon alongside some fun new twists and shake ups! For now enjoy the night off
 

AidenRodriguez731

Well-Known Member
PntPJzX.png


Team Luna
  • First Impressions
    • I know the team had some difficulties. Partly caused by the size of the team and the passion on display. There was a lot of ideas and lot of desire to explore all of them. The final project wound up as a middle ground between a few concepts and works much better than I expected. I was really worried this team was heading towards a final project that felt like a scattered mess but you really did pull it off and make the seemingly clashing themes connect well!
    • There are a few elements that I wish were tweaked to tie things together a bit more. Biggest example would be adding storytellers or creatures to the Port of Poseidon. It could’ve tied it in more thematically and kept it consistent since the other two sub-lands have them.
    • That being said, these are smaller issues and much smaller issues than I expected. I was concerned this project would result in a mess but instead it wound up being an incredible tribute to over the top epics and the history of story telling as a great evolution of the Lost Continent theme which feels equal parts grander and more intimate
    • The website is beautiful. The bits of pixel art GIFs at the top are a nice touch and I love the reading music. It is simple and clear without being boring and without distracting from the project. Great job!


Team Helios
  • First Impressions
    • Really unique and creative setting for a land. Tall Tales, superstitions, and folklore from really early American history. An older take on Liberty Square from a time when storms were marked on maps with seamonsters.
    • I actually like playing a bit more fast and loose with the time frame and setting. Early American history is, let’s say, dicey. Ethically speaking and all. That (again let’s just say) dicey history is still rather recent and the effects are still directly felt by many of the people who visit the park. The more fantasy driven and less realistic the land is the better it works as that adds a nice layer of separation. When the focus is on the tall tales rather than the history it really shines and has a super fun style that feels unlike anything else yet still perfectly fits into IOA’s vibe
    • Can never go wrong with a good, solid Google Doc and the font choices and other little touches really sell it The table of Doc Tabs on the side help a lot for quick jumping around. There are some sections which are unformatted in default font, but I also know some things were added last minute so I’m sure it’s just tiny things falling through the cracks in that last rush which is understandable. I’m just nitpicky as a font nerd lol
    • One small note is if possible it helps me a lot with reviews to have credits in the final project. I can usually go back to the messages to find who did what, but credits are a big help in making sure I give everyone their proper dues
Thanks for the feedback! I was worried a bit about the Disney comparisons so I wanted to flesh it out as a differnt story with the original characters from the short story. I live in Upstate NY so the story of the horseman is pretty important to me as one of “our stories”.

I rewatched the Disney movie and reread the original short story to try and get a different feel.

As for the pausing, yeah I definitely tend to do that as my writing style is more connected to my love of immersive dark rides so I knew it was gonna be difficult to depart too much but wanted to challenge myself. I think part of the difficulty was the ride be “plausible” as you are pulled along rather than a regular coaster so I wanted something more like Wing Gliders and Hagrids but aimed at an older audience.

If I had to cut a show scene, I would probably have cut the barn as it was added after I realized that I REALLY needed a proper horseman animatronic. There was a few different ideas to try and integrate him but I didn’t want him to actually show up too early and in my mind, the schoolhouse was where the “final confrontation” had to happen but didn’t make sense for an animatronic inside

Thank you again for all the feedback! I’ve been having a blast!
 

Lord Fozzinator

Well-Known Member
In the Parks
No
PntPJzX.png


Team Luna
  • First Impressions
    • I know the team had some difficulties. Partly caused by the size of the team and the passion on display. There was a lot of ideas and lot of desire to explore all of them. The final project wound up as a middle ground between a few concepts and works much better than I expected. I was really worried this team was heading towards a final project that felt like a scattered mess but you really did pull it off and make the seemingly clashing themes connect well!
    • There are a few elements that I wish were tweaked to tie things together a bit more. Biggest example would be adding storytellers or creatures to the Port of Poseidon. It could’ve tied it in more thematically and kept it consistent since the other two sub-lands have them.
    • That being said, these are smaller issues and much smaller issues than I expected. I was concerned this project would result in a mess but instead it wound up being an incredible tribute to over the top epics and the history of story telling as a great evolution of the Lost Continent theme which feels equal parts grander and more intimate
    • The website is beautiful. The bits of pixel art GIFs at the top are a nice touch and I love the reading music. It is simple and clear without being boring and without distracting from the project. Great job!


Team Helios
  • First Impressions
    • Really unique and creative setting for a land. Tall Tales, superstitions, and folklore from really early American history. An older take on Liberty Square from a time when storms were marked on maps with seamonsters.
    • I actually like playing a bit more fast and loose with the time frame and setting. Early American history is, let’s say, dicey. Ethically speaking and all. That (again let’s just say) dicey history is still rather recent and the effects are still directly felt by many of the people who visit the park. The more fantasy driven and less realistic the land is the better it works as that adds a nice layer of separation. When the focus is on the tall tales rather than the history it really shines and has a super fun style that feels unlike anything else yet still perfectly fits into IOA’s vibe
    • Can never go wrong with a good, solid Google Doc and the font choices and other little touches really sell it The table of Doc Tabs on the side help a lot for quick jumping around. There are some sections which are unformatted in default font, but I also know some things were added last minute so I’m sure it’s just tiny things falling through the cracks in that last rush which is understandable. I’m just nitpicky as a font nerd lol
    • One small note is if possible it helps me a lot with reviews to have credits in the final project. I can usually go back to the messages to find who did what, but credits are a big help in making sure I give everyone their proper dues
Well, Voyager into the Unknown isn’t specifically tied to the Pilgrims. Guests just go on the same journey as them. They’re not actually seen until the final scene. I have to agree on the projection critique. I’d prefer practical sets but it’s the open ocean and I had to compromise. Probably could have changed the scenery to add more sets but here we are. The reason for the tonal whiplash is just so an already dark ride could end on a happy note.
 

Pi on my Cake

Well-Known Member
Original Poster
In the Parks
Yes
The Voyage Continues
Yet it remains as everchanging as the skies above


Now that we are heading into the game proper, there are a few tweaks based on feedback so far as well as observations of activity, interests, and player chemistry

--
The Addition of Navigators--

20250421-DSC06862-Edit-1024x683.jpg


Many games have assigned a Team Leader for each round. Project Managers, Skippers, etc. Different games use different names but the role remains the same.
Not to be the boss, but to be in charge of helping organize the team, keep people on task, give a push when things are stalled, and try to help bring out the best from everyone! Though mostly its about the organization, communication, and focus. Generally the project manager also submits the final project, but that is not required.

With the level of activity and passion, I think that might be helpful here. In honor of Captain Cacao, one player from each team for each round will be given the role of
"Navigator"

The Navigator has a bit extra responsibility, but that also gives them a chance to stand out. Plus, the Navigator for the winning team will receive a
Golden Pizza Moon giving them immunity for the next elimination.


--Comics but for Real this Time--

PEMLNqn.png


So, I had originally had a plan for comics like Citrus Dreamin' with a fake out of just saying OB defeated Lemon Bird off screen as a comedic anti-climax for the cliffhanger of last season. Then when I realized I was out of sketch paper when I went to draw the first comic, I decided to lean into that and make the joke that every new Galaxy instead of a new comic I'd post a different excuse for why there wasn't a comic. A bait and switch running gag.

Listening to feedback I've realized that bait and switch joke both wasn't landing AND that people missed having comics. Plus, I've learned people were more intrigued by the Lemon Bird cliffhanger than I expected. So, I've gone back to my notes I made during prep of this game as well as the notes at the end of Citrus Dreamin' for what the originally planned follow up was.
Players put in a lot of effort to make these games special, I want to put in as much effort as I can to make sure I make it special for all of you too!

Real comics are coming for realsies very soon!



--
New Teams--

mzU97Cv.png


Original plan was to divide into 3 teams if we had 18 players. But I was worried there wouldn't be enough activity for teams of 6 to work so I upped my limit to 21 players. We started with 19, lost 2, added 1. Now we have 18. My original threshold for 3 teams, but decided to stick with 2 teams just in case the activity wasn't there.

But
the activity and the passion was there! While some players did less than other for various reasons, every single player contributed both to brainstorming and to the final project which is an incredible turn out! With teams of 9 players that makes it difficult to stay focused or cohesive. As well as difficult to come to agreements on things. That many players on a team when everyone is active is difficult. It was not the only source of difficulties teams/players face during Expedition #01, but it certainly didn't help.

Hopefully smaller teams will give everyone even more of a chance to shine!

The new team will be names
Team Stella inspired by both the Constellation Carousel and star motif found throughout Celestial Park as well as the third Epic Universe hotel (Grand Helios, Terra Luna, and Stella Nova). The team reveal should be posted shortly!
 

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