Further info about the park itself, feel free to ask any questions about the setting!
Before arriving, a guest chooses whether or not they'd like a solo experience, or join a group. This is not set in stone, as many solo campers end up infected by how fun the group setting looks, and many group attendees need a quiet moment to themselves from time to time. The resort is divided into three large sections, with smaller areas in each. The three sections are:
**The Resort**
A mostly standard hotel that serves as the entrance to RejuVacations, this modern looking structure has ten floors, but only four of them house guest rooms. The second floor hosts an indoor spa, gym and large pool area, while the third floor has a buffet and a number of retail shops pertaining to all age groups. The top floors are reserved for...stuff. Even most of the rank and file employees aren't told what's up there, but they assume it's storage or some executive area. The Resort is a perfectly 'normal' hotel by all counts, and is for guests who either love the setting but do not want to partake in the regression part of the experience, or for friends and family members who might be a bit skeptical about this whole 'getting turned into a kid' thing. Regressees can also use the Resort to recreate their favorite 'child left behind while family goes to Europe gets a hotel room and goes nuts with the room service' fantasies.
**The Forest of Beginnings**
The place where the magic truly begins, this fantastic place can be accessed from the Resort's main entrance, but instead of heading towards the smell of chlorine and the elevators, guests will detour through the massive tree that rises out of the ground to tower over the main lobby. Fiber optic lights set the mood, and music and ambient sounds really encourage the feeling of being transported to somewhere magical. Crossing over a bridge spanning a fish filled 'river' (it's really small) returning guests will find themselves in a large amphitheater-like area, carpeted and cozy to sit. Refreshments are served and encouraged with a lot of winking and nodding, alluding to being the catalyst for transformation. Tell Me Tags, bracelets denoting the guest's level of care requested are handed out. Once administered, those remaining in the FOB will enter into a dark tunnel-like area with animated effects brightening the walls. The show is always different, but always a little intense, designed to distract the guest as the relatively painless physical changes begin. At the end of the tunnel, the walls begin to show a bright white, and many first time guests briefly pass out, dutifully collected by attentive Adventure Ambassadors.
Waking up as a three year old can be a disorienting experience, and everything inside the FOB is built around encouraging this feeling. Brightly colored and lush with flora but real and plastic, the Daycare area of the FOB is basically a dreamlike reinterpretation of the trials and triumphs of young childhood. Everything is soft, and the floor has a bit of spring to it, encouraging running and skipping throughout. There are a number of activities that mirror experiences from that bygone age, including a (safe) smash room, a painting room, and far more. Automated strollers wheel themselves around, giving rides to those with 'tired legs'. A snack room sits at the back next to a variety of colorful and comfy chairs.
As guests start to age past nursery school days and prepare to depart for Camp, they are ushered to large area attached to the FOB via a plain and somewhat uninspired hallway. It's meant as a jarring shift from the fairy tale land that is the Daycare, but the payoff is well worth it. The hallway leads to The Pizza Place, an pizzeria / arcade / indoor playground area where guests will partake of endless fountain drinks, lots of delicious food, and all the retro video gaming they could ask for. There is some talk about putting some sort of animatronic band in there, but for now, the Stage area is reserved for those guests who enjoy a bit of karaoke or show tunes. A CD of your 'performance' is a popular souvineir that many take for posterity.
This area is mainly meant as an inbetween / cooldown following toddler adventures in the FOB. As the shadows grow long and night begins to fall, a call goes up around The Pizza Place - ATTENTION, ATTENTION, the shuttle to Camp Wayback has arrived. All campers are to report to their designated areas. Stragglers will be returned to the Daycare in appropriate attire regardless of age. All ABOARD!
Guests will collect their things from a storeroom outside the Pizza Place as they wait for the bus to Camp. It's at this time they will be sorted into one of the four 'Lands' of Wayback, depending on the size of the group. More on that in the next section -
**Camp Wayback**
Loaded with sugar laden, jittery not-quite-children, the bus drives a short way down a path, far enough away that the Resort fades into the trees and gives a vague feeling of ominous yet building excitement. The sky is usually quite clear up in the mountains, but the tall pines ensure that the path is dark. Mist, both real and artificial adds to the effect. The gates to Wayback are large, wooden and intimidating, looking like some kind of ancient fort or zoo. The creaking sound they make can be heard all across the park and even parts of the Resort. The bus takes a loop around the Camp, depositing campers based on the Land they were assigned to. Depending on the requests and size of the group, each set of campers will have a turn of a few days in each area, but will be referred to by the first area they arrived at, Rainbow Ranchers, Mystic Howlers etc...it's meant to instill a bit of pride and rivalry that our scientists have discovered enhances enjoyment and fun by a solid 82%. A small group will utilize the first two Lands, Rainbow Ranch and Castle Canyon, and move to Dino Outpost and Mystic Hollow as they continue to age up and are capable of more thrilling encounters. If the group is large enough however, all four Lands will be used as bases for the guests. As a general rule, the southern area of the Camp is more barren, rocky, while the northern side is covered in trees and grassland. The arrow shaped Lake Wayback sits dead center, pointing westward. The Lands are as follows:
*Rainbow Ranch*
Settled in the South-West corner of the camp lies the rustic and homey Rainbow Ranch. Several cabin style buildings make up the main area, housing camper rooms and councilor dorms. A huge, oversized interpretation of a Western barn is the central attraction here, full of arts and crafts of a more...down to earth style. There are hay lofts with movies playing, and other assorted hangouts. There are archery lanes and a BB gun target shooting gallery for those so inclined. State of the art robotic horses provide a good deal of fun and excitement to be had, with all manner of unique temperaments and behavior built in. These creatures are indistinguishable from the real things, aside from the magical unicorn horns they all sport. Some might even have a few things to say! Will you be the one to tame the mysterious Sir Percival? We tell everyone that no one has yet to ride the mercurial beast, but lets just say if you have 'Horse Girl' or 'Cowboy' written in your RejuVacation bio, he just might give you a chance.
Rainbow Ranch is for those looking for traditional camping experience, and some guests even decide to spend their whole time there. It is cozy, relaxing, and most of all, a fun gateway to prepare those for everything that comes next. Jodie Worth is the head councilor there, and her warm and inviting demeanor helps put even the most agitated bronco at ease. The fact that she can hit a dime at fifty yards with a bow and arrow is quite something too, and she's always happy to teach her tricks. She enjoys a friendly rivalry with the head councilor of Castle Canyon, but more on that in the next section.
*Castle Canyon*
To the South-East, a cobbled stone path leads the way through a tight grouping of trees. Banners and flags of various colors wave proudly, and a number of medieval village-like cabins linger at the forest's edge. A large mountain forms the backdrop of this area, sheer and imposing, but it's all dressing for the Castle that sits in it's shadow. Though quite a bit smaller then a traditional medieval castle, this one is still impressive, standing proudly with a moat and drawbridge making up the entrance. The waters of the moat are quite clear and make for delightful swimming on hot summer days. Inside the Castle likes the Great Hall, the dining area of the Castle Campers, as well as storage for the myriad field games that happen on the lawn outside. Castle Canyon is where a lot of the team sports are played, from soccer to capture the flag to medieval siege reenactment. The 'canyon' part of the name comes from a small arena like gorge below the sports fields where a unique game called 'Slay the Dragon' is played. Numerous paved biking trails begin from the castle, leading adventurous gradeschoolers around on knightly themed mounts. For the older campers, the Castle is home to several breath taking secrets and hidden pathways, encouraging exploration and curiousity.
Simon Alma runs Castle Canyon as a jovial but imposing figure, donning a full suit of armor to greet new arrivals on horseback. There he charges his wards to be chivalrous and kind, and to never back down from challenges. There is an open invitation to any brave soul to fight him in single foam sword combat, the prize for winning being 'ownership' of the castle and access to it's innermost workings. Failure earns you time in the Dungeon, which may hold the key to several park secrets on it's own...
Simon regularly challenges the Rainbow Ranch head councilor to all manner of duels, and each one is a spectacle that brings the entire Camp down to watch.
*Dino Outpost*
North of Rainbow Ranch a path winds upward as the trees begin to thicken. These trees are different from most others in the park; huge and towering oaks with a solid green canopy replacing the sky. Signs abound here: BEWARE OF DINOSAURS. But they can’t be talking about those silly looking cartoon dinosaur statues, right?
Right?
The Dino Outpost is Camp Wayback’s thrill zone, with rope ladders leading to the cabins nestled in the branches of the trees. Zip lines and hanging bridges are byways up here, and for good reason; you never know which of our animatronic dinos might malfunction and run amuck far below. Good thing they only work within the boundaries of the Outpost, right?
This area is also home to the enormous Dino Dig, a survey area where an intrepid team of young archeologists may excavate some truly amazing things. Keys to hidden doors and pieces of lore and all that. In the skeletal remains of an unidentifiable creature lies the entrance to the amazing Planetarium, a giant auditorium under a glass sky. The entire camp meets here at least once a session for a night under ‘the stars’. The laser show and projections are truly something.
Scout Master Kit leads a Scout-like experience for anyone attempting to recreate that part of their early days, while Apple Ellerbee keeps a stern eye on the many mechanical monstrosities she helped create.
*Mystic Hollow*
Far to the North-East, accessible via a number of secret tunnels and hidden passages, (and also generally well lit walking paths) lies the mysterious, fog covered Mystic Hollow. This area of the Camp traditionally sees more water passage then the rest and as a result is far more lush and covered in wildflowers. In the center of the central grove stands an enormous tree, man made but made well, mirroring its smaller cousin inside the Resort. The Tree of Time is a multilevel, immersive experience, with an enchanted library, stargazing, and the most up to date VR gaming in its lower levels.
For the more adventurous campers who find themselves in Mystic Hollow, true adventure lies beneath the roots of the Tree of Time, where a maze of tunnels and secret passages lead to clues behind the lore of the park. It is below ground where the camper’s mushroom shaped cabins lie, with the cap of the shrooms jutting up from the ground, providing a bit of natural light to our subterranean kiddos. This area is also home to the Xemnas, fairy-like creatures that dutifully toil and go about their lives. Intrepid campers can find several dioramas dedicated to them if they can decipher their strange language…
Mystic Hollow is at times a spooky place, and what better area for our Mysterious Storyteller to lord over. Clothed in shadows and rarely expected, the raspy voiced character is always ready with a riddle or some call to a grand adventure spanning the entire park. They can take…a bit getting used to though, even some employees find the Storyteller a bit spooky. It’s said that no one has actually seen the actor behind the grinning avian mask, but that’s silly. Everyone’s gotta eat sometime, right?
*Lake Wayback*
The beautiful arrow shaped lake in the center of the Camp, the waters are cool and clear and instantly refreshing. Shallow up until about thirty feet out, there is a steep drop off as the lake floor gives way to a deep trench loaded with hidden treasures only the most bravest of campers may explore.
The western beaches tend to be more sandy and well stocked with canoes, paddle boards and floaties, while the eastern side of the lake is more densely wooded and more difficult to access, but the views are spectacular.
On the southern most stretch of the lake sites the Central Hall, an enormous, all purpose center where the campers can gather on neutral ground for communal dining and entertainment. A stage affords a spot for talent shows and plays, as well as tallying point totals from the various games played throughout the visit. And while the head councilors tend to stay in their lands, the rest of the Adventure Ambassadors tend to find lodging here to be highly convenient.
Kip Langley is the aquatics director of Camp Wayback and is a willful instigator of pranks and shenanigans in pursuit of pushing past previously held reservations. Though brave and brash, the Storyteller gives him the heebie jeebies.
**Prom**
At the end of every extended stay, the Central Hall plays host to a loud and rowdy party affectionately nicknamed The Prom. A celebration of a successful RejuVacation and all the little adventures had, The Prom is basically a clip show set to music as the campers begin to return to their usual ages. Friendships are deepened, numbers exchanged as everyone gets a turn at the mic (if they so chose) to reminisce and narrate some of the photos shown on the big screen. As the night ends, former campers will board the bus out of Wayback and wave goodbye to the park, vowing to return again. It is usually recommended to book a ‘R2R’ night at the Resort, as the return to reality can take a moment to fully process. First timers and returning guests alike are also encouraged to book an ‘exit interview’ where they can meet up with their Adventure Ambassador and tell them what they liked most about their vacation and what could be improved upon.
Before arriving, a guest chooses whether or not they'd like a solo experience, or join a group. This is not set in stone, as many solo campers end up infected by how fun the group setting looks, and many group attendees need a quiet moment to themselves from time to time. The resort is divided into three large sections, with smaller areas in each. The three sections are:
**The Resort**
A mostly standard hotel that serves as the entrance to RejuVacations, this modern looking structure has ten floors, but only four of them house guest rooms. The second floor hosts an indoor spa, gym and large pool area, while the third floor has a buffet and a number of retail shops pertaining to all age groups. The top floors are reserved for...stuff. Even most of the rank and file employees aren't told what's up there, but they assume it's storage or some executive area. The Resort is a perfectly 'normal' hotel by all counts, and is for guests who either love the setting but do not want to partake in the regression part of the experience, or for friends and family members who might be a bit skeptical about this whole 'getting turned into a kid' thing. Regressees can also use the Resort to recreate their favorite 'child left behind while family goes to Europe gets a hotel room and goes nuts with the room service' fantasies.
**The Forest of Beginnings**
The place where the magic truly begins, this fantastic place can be accessed from the Resort's main entrance, but instead of heading towards the smell of chlorine and the elevators, guests will detour through the massive tree that rises out of the ground to tower over the main lobby. Fiber optic lights set the mood, and music and ambient sounds really encourage the feeling of being transported to somewhere magical. Crossing over a bridge spanning a fish filled 'river' (it's really small) returning guests will find themselves in a large amphitheater-like area, carpeted and cozy to sit. Refreshments are served and encouraged with a lot of winking and nodding, alluding to being the catalyst for transformation. Tell Me Tags, bracelets denoting the guest's level of care requested are handed out. Once administered, those remaining in the FOB will enter into a dark tunnel-like area with animated effects brightening the walls. The show is always different, but always a little intense, designed to distract the guest as the relatively painless physical changes begin. At the end of the tunnel, the walls begin to show a bright white, and many first time guests briefly pass out, dutifully collected by attentive Adventure Ambassadors.
Waking up as a three year old can be a disorienting experience, and everything inside the FOB is built around encouraging this feeling. Brightly colored and lush with flora but real and plastic, the Daycare area of the FOB is basically a dreamlike reinterpretation of the trials and triumphs of young childhood. Everything is soft, and the floor has a bit of spring to it, encouraging running and skipping throughout. There are a number of activities that mirror experiences from that bygone age, including a (safe) smash room, a painting room, and far more. Automated strollers wheel themselves around, giving rides to those with 'tired legs'. A snack room sits at the back next to a variety of colorful and comfy chairs.
As guests start to age past nursery school days and prepare to depart for Camp, they are ushered to large area attached to the FOB via a plain and somewhat uninspired hallway. It's meant as a jarring shift from the fairy tale land that is the Daycare, but the payoff is well worth it. The hallway leads to The Pizza Place, an pizzeria / arcade / indoor playground area where guests will partake of endless fountain drinks, lots of delicious food, and all the retro video gaming they could ask for. There is some talk about putting some sort of animatronic band in there, but for now, the Stage area is reserved for those guests who enjoy a bit of karaoke or show tunes. A CD of your 'performance' is a popular souvineir that many take for posterity.
This area is mainly meant as an inbetween / cooldown following toddler adventures in the FOB. As the shadows grow long and night begins to fall, a call goes up around The Pizza Place - ATTENTION, ATTENTION, the shuttle to Camp Wayback has arrived. All campers are to report to their designated areas. Stragglers will be returned to the Daycare in appropriate attire regardless of age. All ABOARD!
Guests will collect their things from a storeroom outside the Pizza Place as they wait for the bus to Camp. It's at this time they will be sorted into one of the four 'Lands' of Wayback, depending on the size of the group. More on that in the next section -
**Camp Wayback**
Loaded with sugar laden, jittery not-quite-children, the bus drives a short way down a path, far enough away that the Resort fades into the trees and gives a vague feeling of ominous yet building excitement. The sky is usually quite clear up in the mountains, but the tall pines ensure that the path is dark. Mist, both real and artificial adds to the effect. The gates to Wayback are large, wooden and intimidating, looking like some kind of ancient fort or zoo. The creaking sound they make can be heard all across the park and even parts of the Resort. The bus takes a loop around the Camp, depositing campers based on the Land they were assigned to. Depending on the requests and size of the group, each set of campers will have a turn of a few days in each area, but will be referred to by the first area they arrived at, Rainbow Ranchers, Mystic Howlers etc...it's meant to instill a bit of pride and rivalry that our scientists have discovered enhances enjoyment and fun by a solid 82%. A small group will utilize the first two Lands, Rainbow Ranch and Castle Canyon, and move to Dino Outpost and Mystic Hollow as they continue to age up and are capable of more thrilling encounters. If the group is large enough however, all four Lands will be used as bases for the guests. As a general rule, the southern area of the Camp is more barren, rocky, while the northern side is covered in trees and grassland. The arrow shaped Lake Wayback sits dead center, pointing westward. The Lands are as follows:
*Rainbow Ranch*
Settled in the South-West corner of the camp lies the rustic and homey Rainbow Ranch. Several cabin style buildings make up the main area, housing camper rooms and councilor dorms. A huge, oversized interpretation of a Western barn is the central attraction here, full of arts and crafts of a more...down to earth style. There are hay lofts with movies playing, and other assorted hangouts. There are archery lanes and a BB gun target shooting gallery for those so inclined. State of the art robotic horses provide a good deal of fun and excitement to be had, with all manner of unique temperaments and behavior built in. These creatures are indistinguishable from the real things, aside from the magical unicorn horns they all sport. Some might even have a few things to say! Will you be the one to tame the mysterious Sir Percival? We tell everyone that no one has yet to ride the mercurial beast, but lets just say if you have 'Horse Girl' or 'Cowboy' written in your RejuVacation bio, he just might give you a chance.
Rainbow Ranch is for those looking for traditional camping experience, and some guests even decide to spend their whole time there. It is cozy, relaxing, and most of all, a fun gateway to prepare those for everything that comes next. Jodie Worth is the head councilor there, and her warm and inviting demeanor helps put even the most agitated bronco at ease. The fact that she can hit a dime at fifty yards with a bow and arrow is quite something too, and she's always happy to teach her tricks. She enjoys a friendly rivalry with the head councilor of Castle Canyon, but more on that in the next section.
*Castle Canyon*
To the South-East, a cobbled stone path leads the way through a tight grouping of trees. Banners and flags of various colors wave proudly, and a number of medieval village-like cabins linger at the forest's edge. A large mountain forms the backdrop of this area, sheer and imposing, but it's all dressing for the Castle that sits in it's shadow. Though quite a bit smaller then a traditional medieval castle, this one is still impressive, standing proudly with a moat and drawbridge making up the entrance. The waters of the moat are quite clear and make for delightful swimming on hot summer days. Inside the Castle likes the Great Hall, the dining area of the Castle Campers, as well as storage for the myriad field games that happen on the lawn outside. Castle Canyon is where a lot of the team sports are played, from soccer to capture the flag to medieval siege reenactment. The 'canyon' part of the name comes from a small arena like gorge below the sports fields where a unique game called 'Slay the Dragon' is played. Numerous paved biking trails begin from the castle, leading adventurous gradeschoolers around on knightly themed mounts. For the older campers, the Castle is home to several breath taking secrets and hidden pathways, encouraging exploration and curiousity.
Simon Alma runs Castle Canyon as a jovial but imposing figure, donning a full suit of armor to greet new arrivals on horseback. There he charges his wards to be chivalrous and kind, and to never back down from challenges. There is an open invitation to any brave soul to fight him in single foam sword combat, the prize for winning being 'ownership' of the castle and access to it's innermost workings. Failure earns you time in the Dungeon, which may hold the key to several park secrets on it's own...
Simon regularly challenges the Rainbow Ranch head councilor to all manner of duels, and each one is a spectacle that brings the entire Camp down to watch.
*Dino Outpost*
North of Rainbow Ranch a path winds upward as the trees begin to thicken. These trees are different from most others in the park; huge and towering oaks with a solid green canopy replacing the sky. Signs abound here: BEWARE OF DINOSAURS. But they can’t be talking about those silly looking cartoon dinosaur statues, right?
Right?
The Dino Outpost is Camp Wayback’s thrill zone, with rope ladders leading to the cabins nestled in the branches of the trees. Zip lines and hanging bridges are byways up here, and for good reason; you never know which of our animatronic dinos might malfunction and run amuck far below. Good thing they only work within the boundaries of the Outpost, right?
This area is also home to the enormous Dino Dig, a survey area where an intrepid team of young archeologists may excavate some truly amazing things. Keys to hidden doors and pieces of lore and all that. In the skeletal remains of an unidentifiable creature lies the entrance to the amazing Planetarium, a giant auditorium under a glass sky. The entire camp meets here at least once a session for a night under ‘the stars’. The laser show and projections are truly something.
Scout Master Kit leads a Scout-like experience for anyone attempting to recreate that part of their early days, while Apple Ellerbee keeps a stern eye on the many mechanical monstrosities she helped create.
*Mystic Hollow*
Far to the North-East, accessible via a number of secret tunnels and hidden passages, (and also generally well lit walking paths) lies the mysterious, fog covered Mystic Hollow. This area of the Camp traditionally sees more water passage then the rest and as a result is far more lush and covered in wildflowers. In the center of the central grove stands an enormous tree, man made but made well, mirroring its smaller cousin inside the Resort. The Tree of Time is a multilevel, immersive experience, with an enchanted library, stargazing, and the most up to date VR gaming in its lower levels.
For the more adventurous campers who find themselves in Mystic Hollow, true adventure lies beneath the roots of the Tree of Time, where a maze of tunnels and secret passages lead to clues behind the lore of the park. It is below ground where the camper’s mushroom shaped cabins lie, with the cap of the shrooms jutting up from the ground, providing a bit of natural light to our subterranean kiddos. This area is also home to the Xemnas, fairy-like creatures that dutifully toil and go about their lives. Intrepid campers can find several dioramas dedicated to them if they can decipher their strange language…
Mystic Hollow is at times a spooky place, and what better area for our Mysterious Storyteller to lord over. Clothed in shadows and rarely expected, the raspy voiced character is always ready with a riddle or some call to a grand adventure spanning the entire park. They can take…a bit getting used to though, even some employees find the Storyteller a bit spooky. It’s said that no one has actually seen the actor behind the grinning avian mask, but that’s silly. Everyone’s gotta eat sometime, right?
*Lake Wayback*
The beautiful arrow shaped lake in the center of the Camp, the waters are cool and clear and instantly refreshing. Shallow up until about thirty feet out, there is a steep drop off as the lake floor gives way to a deep trench loaded with hidden treasures only the most bravest of campers may explore.
The western beaches tend to be more sandy and well stocked with canoes, paddle boards and floaties, while the eastern side of the lake is more densely wooded and more difficult to access, but the views are spectacular.
On the southern most stretch of the lake sites the Central Hall, an enormous, all purpose center where the campers can gather on neutral ground for communal dining and entertainment. A stage affords a spot for talent shows and plays, as well as tallying point totals from the various games played throughout the visit. And while the head councilors tend to stay in their lands, the rest of the Adventure Ambassadors tend to find lodging here to be highly convenient.
Kip Langley is the aquatics director of Camp Wayback and is a willful instigator of pranks and shenanigans in pursuit of pushing past previously held reservations. Though brave and brash, the Storyteller gives him the heebie jeebies.
**Prom**
At the end of every extended stay, the Central Hall plays host to a loud and rowdy party affectionately nicknamed The Prom. A celebration of a successful RejuVacation and all the little adventures had, The Prom is basically a clip show set to music as the campers begin to return to their usual ages. Friendships are deepened, numbers exchanged as everyone gets a turn at the mic (if they so chose) to reminisce and narrate some of the photos shown on the big screen. As the night ends, former campers will board the bus out of Wayback and wave goodbye to the park, vowing to return again. It is usually recommended to book a ‘R2R’ night at the Resort, as the return to reality can take a moment to fully process. First timers and returning guests alike are also encouraged to book an ‘exit interview’ where they can meet up with their Adventure Ambassador and tell them what they liked most about their vacation and what could be improved upon.
Category All / Transformation
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Dino Outpost and the Mystic Hollow would've both been my jam as a kid -- paleontology was my third childhood dream job (after 'train conductor' and 'marine biologist'), and as I've said before, theatrical storytelling was always something that fascinated me, even when it was spooky.
I do wonder, though, if the Camp has any planned expansions in the works -- there's a lot of ground covered already, but I could also see a similar set of campsites that cater to circus-themed fantasies, for example, or to the more Wild West side of the rustic vibe that Rainbow Ranch provides (when you described the southern side of the camp as more barren and rocky, I'll admit I immediately pictured a slightly-cartoonish Western town with gratuitous tumbleweeds and squirtgun quickdraw duels at high noon). And while it might be harder to manage a snow-day or ski trip fantasy at this location, given the temperate climate, maybe that'd be something for a sister location?
I do wonder, though, if the Camp has any planned expansions in the works -- there's a lot of ground covered already, but I could also see a similar set of campsites that cater to circus-themed fantasies, for example, or to the more Wild West side of the rustic vibe that Rainbow Ranch provides (when you described the southern side of the camp as more barren and rocky, I'll admit I immediately pictured a slightly-cartoonish Western town with gratuitous tumbleweeds and squirtgun quickdraw duels at high noon). And while it might be harder to manage a snow-day or ski trip fantasy at this location, given the temperate climate, maybe that'd be something for a sister location?
Not done reading all this, but it's super cool and in depth. I'm sure it is but, I have to ask is Rejuvacations accommodated for people with disabilities? Are there braille signs and menus? Will the regression process improve my eyesight? Will I receive cute little baby glasses? If so, do they cost extra? If I was an amputee, would I still be an amputee after regression? Obviously this isn't real, but I need to make sure my fictional settings are accessible to all.
The park definitely takes into account accessibility questions and needs. As for the deeper stuff, while tattoos may disappear, major physical injuries will return after the vacation is over. It’s a major drawback, but it’s also a safeguard for those who might want to attempt to never leave, for obvious reasons.
A textual description of the Camp's layout only goes so far. You really should put together a map. Preferably a coloring-page-style map that would come with a little box of crayons.
Sidenote: those forbidden upper floors of the Resort are going to be quite appealing to campers whose child fantasies involve sneaking into places they aren't allowed.
Sidenote: those forbidden upper floors of the Resort are going to be quite appealing to campers whose child fantasies involve sneaking into places they aren't allowed.
Instead of the animatronic band, also consider that other kid draw: the musical fountain, usually the "Dancing Waters" type. The fancy ones are termed 'liquid fireworks' for good reason!
Are there sinister, untoward things happening on those upper floors, or is everything on-the-level and the mystery is just how everything works?
Are there sinister, untoward things happening on those upper floors, or is everything on-the-level and the mystery is just how everything works?
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