User:Ponytailguy/Bakeoff

From YPPedia

Materials

Materials and prizes are divided into "Approved" and "Desired" OM support. You can figure out for yourself what the terms mean, I'm sure.

Materials/Ingredients

  • 12 war frigates @ Jorvik (WILL NOT SINK... just need to borrow them. You can even just plunk a deedholding alt in the crew, provided the helm's unlocked.)
  • 12 war brigs @ Jorvik (Ditto)
  • 2 additional, sinkable, war frigates (Part of approved OM support)
  • Enough shot for everyone (4000 medium CBs and 3000 large CBs should cover us, will provide out of pocket.)
  • 100 units of fine rum for the sinking round

Top 10 prizes

Top 10 get to select their prize off of the kitty list. Once a prize is taken, it cannot be taken again. All top 20 finalists will also recieve a plain ribbon.

  • Gray-black Parrot (Approved support)
  • Renamed War Brig, the "Sunken Gunner" (Approved support)
  • Renamed sloop, the "Gunning Starfish" (Approved support)
  • Renamed sloop, the "Loud Bang" Approved support)
  • Renamed sloop, the "Powder Wad Ball" or "Powder Rag Ball" (Approved support)
  • 1000 small, 750 medium or 500 large cannonballs (Will provide myself)
  • Black-colour outfit of the winner's choosing. Outfit may not include gold or gold ore, and may not be black-black. (Will provide myself. 50k will be sunk with the OMs prior to the event, and they will magick an outfit on the spot for the winner.)
  • Complete Brawling Set (SF, Drinking & Rumble tables, Sword Rack, Mug Shelf, Bludgeon Trunk, and fancy chest to hold the filthy lucre. Will provide myself.)
  • Lump of coal trinket (Approved support)
  • Black clam shell trinket (Approved support, I'm assuming)
  • Black (or maroon) lily trinket (Approved support)
  • Golden Ticketses (Unspecified number, co-ordinate with Pip closer to actual time, approved in spirit, though.)
  • Ribbons by the bargeful (Approved support, 17 plain ribbons for competitors, plus 3 fancy ribbons for top 3 scorers, plus additional ribbons for assistants and staff as token of thanks)

Other prizes

I'll be trying to get as many people as possible to donate carousing furniture, and will toss in a few things myself. (Hemp mazes and rare furniture and the like.) No OM support involved. When I say "as many as possible", I mean "as many as possible"... anything left over after the 11th-20th contestants have picked their prizes will either get distributed to the assistants as a thank-you, or rolled over into future events, not necessarily staged by the same people.

Personnel

  • 12 day-of assistants, ideally on suitably demonic alts, but above all else subscribed so they can be Officer'd up. CO, bakeoff or event-running experience preferred.
  • Up to 96 participants.
  • Anyone who wants to help with scheduling-wrangling-fundraising-planning-question-answering-etc.

Event Itself

Days/Weeks Before the Event

Preregistration

Preregistration will be avaliable starting two weeks before the event, and will be strongly encouraged. It is limited to those ranked Officer or higher in a crew on Midnight, and who have oceanwide gunnery of Grand-Master or higher. You must preregister your main, you may not preregister alts. As many as 96 people will be permitted to preregister on a first-come-first-served basis. After that, people go to a waiting list.

Preregistered entrants must show up at their boarding time to claim their spot. Any preregistrants who are not on a boat at the end of preregistrant boarding will forfeit their spot. They may still join the event, but must board with the walk-ins, and are therefore no longer guaranteed a space.

Logistical Runthrough

All of the assistants are expected to show up to a logistical runthrough a week before the actual event. It shouldn't take longer than 30-45 minutes. Everyone will have specific places to be at the various stages of the event, this is to make sure they know what they are, and that it's possible for them to get there. Also an opportunity to spot and correct last-minute trouble that might crop up.


Day of the Event

Boarding & Setup

The event itself will begin at 12:00 noon pirate standard time. Assistants are expected to show up for 10:00 at the latest, for final briefings, officering-up, last-minute bulletins, and so we can begin preboarding at 10:30.

Preboarding is for preregistrants only. Assistants may decide for themselves if preregistrants need to stick around, or if they can leave to do other stuff once they've signed in with them. Preboarding finishes at 11:15, when assistants should let Agon know how many open spots they have. Agon will then job from the walk-ins to get each boat to 8 participants. 12 war brigs will be used for the preliminary round. Walk-in boarding will end once 96 people have been jobbed into the crew, or 11:55 rolls around.

At 11:55, the rules will be summarized by a designated assistant (who will not be Agon, so he can worry about other stuff.) Questions should be directed to your boat's assistant, not relayed over /cr. If anyone asks a particularly good question on /vessel chat, relay it over Officer so the one doing the summarizing can answer it for everyone. (This would also be a good time to do a final hold check. Rum isn't necessary for this round, but cannonballs are.)

First Round: Prep

The first round will begin at 12:00, or whenever rules summary is finished. All the boats will deport, and PVP one another (BE VERY VERY CAREFUL ABOUT MIGHT RINGS! DO NOT GET BLACKSHIPPED!)

Once you are in PVP, the assistant will ensure that all 16 cannons are loaded. (Assistants are strongly encouraged to accomplish this by allowing participants to do "practice boards) Once all 16 are loaded, fire them off so they get gunky. You may now begin the event.

First Round: Actual

Call the first competitor's name. Once they've found a gun, but BEFORE they enter the puzzle, they should call "Start!". Once they have called it, they may begin gunning. They should load all 16 guns as quickly as they can. If they go over four minutes, they are automtaically disqualified. Once all 16 are loaded, they should call "Fire!"

Fire the guns, call another competitor, and work through all eight participants. Go through competitors either alphabetically or reverse-alphabetically.

Competitors who are not gunning should be allowed to gather in the Roundhouse or below deck and tart, puzzle, etc. until it's their turn. Competitors who are finished may leave the vessel, provided they stay jobbed to the crew; you may wish to stipulate that players may only leave the vessel while nobody is competing.

When everyone on your boat has finished gunning, do NOT disengage. Instead, correspond with the assistant aboard the boat you've PVP'd to determine when everyone on both boats has finished, and THEN disengage. Report back to port ASAP.

First Round: Scoring

Assistants will port, and then use chat logs to determine how long it took each participant to load their 16 guns. (The difference between Start! and Fire! should be conclusive for this.) The top three (lowest) times from their vessel will move onto the second round.

Second Round: Prep

Assistants should move to their pre-assigned war frigates for this round; somebody might want to set up a quick turbo tdrop local-only tournament to keep the losers entertained.

Assistants will know who to send to where, and should do so in /tells. "If you did not get a /tell, I'm afraid that you have not moved onto the second round, so please do not board a boat. Thank you." For this round, 12 war frigates of 3 participants each will be dispatched.

Again, PVP one another (Watch the might rings!), offer them the opportunity to help prep the guns, then fire them, and begin.

Second Round: Actual

Determine an order of competitors as you like. Alphabetical, "who wants to go first?", etc. Same procedure as the first round, but with a six-minute disqualification line.

Again, co-ordinate with the person you've PVP'd to determine when you're both finished.

Second Round: Scoring

Once you're done and ported, again calculate the time, and forward all times to Agon or the designated calculator, who will discern the two quickest gunners in the competition. They will move onto the finals.

Final Round: Prep

One of the finalists will be jobbed into an event flag, the other will remain in Death's Banner. Both finalists will board war frigates (fresh war frigates, empty bilge/carp), and anyone who wants to come sinking will be invited to board the Death's Banner war frigate, provided they remain totally silent. There is no need to pre-load and pre-dirty guns for this round. Those along for the sinking should be encouraged to take sailing and bilging stations. Do not allow them to carpent.

Deport and PVP one another. This time, it will be sinking.

Final Round: Actual

DO NOT LET THE PARTICIPANTS BEGIN GUNNING. Instead, the assistant running the Death's Banner war frigate should maneouver it, using sail tokens generated by those riding along for the sink, into a position from which both war frigates can shoot one another. Once this position is achieved, on the next turn of the hourglass (one turn AFTER the boats are in position), the entrants may enter the puzzle and begin gunning.

The assistants should fire every gun loaded, as soon as it's loaded. Enter the token as soon as it appears, and LSM if necessary. Guns should be loaded going down instead of across... if you have three tokens, you should enter three moves of one token each, instead of one move of two and one move of one. If you have more than four tokens, you can double them up, but avoid this if at all possible. Make sure you put the tokens on the correct side of the boat!

Final Round: Scoring

The participant who doesn't sink, wins.

A Tie? A TIE? Oh nose!

If there's a tie, take out two war frigates and PVP each other. Both participants board one, and load all the guns. Whichever one can finish their 24 guns first wins. If they tie AGAIN, fire them all off and keep going until somebody finishes after the other.

Afterword

If the Death's Banner war frigate doesn't sink, send out a cutter with some assistants aboard to do it for them. Have them bang into the rocks a few times with their initial tokens, then have the cutter fire off a few volleys until they go down, just to thank the people who helped out.