Firstly, I want to let everyone know that, having recently lost a bet
(YES I was drunk) with Armaggedon (AGAIN), I'll be too busy to enter the
realms for the next week or so, returning sometime after the 26th of
June. As such, please be advised that any mails to me will go unanswered
until my return.
Secondly, there is excellent news to report! The donations campaign has
now raised over $3,000 USD to be used toward promoting Genesis. A huge thank
you to everyone who has contributed thus far. We are nearing our goal of
having 30 people participate in the giving, so if you have been meaning
to do it, but haven't yet gotten around to doing so - don't let my brief
disappearance discourage you! I'd like nothing more than to return from
my (cough) trip to find the goal reached during my absence.

Thirdly, there is even more great news! The "in-game preparation" that I
listed as needing doing in part 2 of my "Pre-Promotion" post here on the
Common Board is complete, with a few extras thrown in!
1. I have constructed a brand new pre-creation sequence that I hope
will be both more friendly, more interesting, and less prone to
people getting confused and giving up. Gone are the signs and
confusing passage-ways (well, they have actually been moved to
the Greenhollow Library where players can participate in a kind
of basic-commands review experience.) Instead, it is now a
"learn by doing" situation, where you are given a great deal of
support to type the correct commands if you are, as we hope some
will be, completely new to Mudding. (check it out!)
2. I have re-worked the ascii art introduction image (that everyone
sees when they login) to be consistent with the look of the top
banner for the new website, and just generally a bit more attractive
and compelling (in theory.) Perhaps you already noticed this?

3. The tutorial is now instanced. The idea with instancing is that
players in the tutorial area are batched into groups of 5 - each
batch able to enjoy their own "instance" of the game. So, if there
were 20 newbies all in the tutorial at once, there would be four
instances generated to handle each batch of 5 players. This will
prevent large numbers of new players from having to compete with
extremely limited resources, and hopefully dodge the issue of a
choke-point for such a scenareo. At some point we'll probably want
to ask people to participate in a stress-test of this setup to
see how many newbies we can cram into the tutorial and still
have it function properly. A big thanks go to Cotillion and
Lavellan for making this instancing possible.
4. A seemingly small thing, but perhaps important - I've taken the
suggestions of various people and made it so that when players
first enter the tutorial each login, they are given a full belly
so they don't get exhausted too easily.
5. At last, the Sparkle tours are now complete, teaching the
following concepts to new players:
- The layout of Sparkle - How to find/use quest orbs
- How to find/use food - How to find/join the Cadets
- How to find/use alcohol - How to find local questmasters
- How to find/use ships
6. Many guild councils have responded to the Call to Action and are
successfully taking steps to clean house and prepare for the
new era we all hope to enjoy. Well done, all of you! I believe
this to be sufficient to alleviate the concerns expressed about
guild entry being a type of choke-point for new players, should
it continue as it is now.
So where does this leave things? In GOOD SHAPE for the first time in many
years, I think! We now are able to look exclusively to our issues that
must be solved out-of-game before we move forward with full-scale promotion
in earnest. The fact that we have so many people interested in helping
with fundraising has made it, frankly, possible to put these things right.
The funds now give us real possibilities to get things moving with regard
to our new website, play-now client, and promotional materials. More on
these things will be discussed when I return from ... well ... where I
will be.
Onward and Upward!
G.