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Test of the Acrobat/Acroline

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Acro-Grounds

Throughout Egypt players have established purpose built acro-grounds. These tend to comprise built start points (often indicated by a sculpture or signs) and identfied stations. Signs tend to be good as you can label them with a station number and point the direction of travel.

Below is a map showing the locations of acro-grounds (point located on the gate). Please add to it if need be. i have created tabs (icon map tabs) for Info, Directions, Facilities such as kitchens, hookah pipes, tasting tables and finally any additional notes such as the number of stations.


Current Acrolines

  • Date, time, location, best way to get there:



Definition

Copied from T3 Wiki:

Passing the Test of the Acrobat requires you to meet with, and attempt to teach/learn facets of acrobatic moves to/from other players. It's a long, slow process (based very much on luck and chance), and as such it's often helpful to get together with groups of other players and all attempt to swap facets together.

An 'Acro Line' is an organised system whereby players queue and progress through a chain of players, attempting to teach and learn from each other. By progressing through, and ultimately adding on to the end of a series of 'stations', every player practices their moves with every other player at the event, in the most efficient manner.

Structure

  • Line - A newcomer to the party starts out here. The line moves when the person in the front sees that the first station has an opening. A perfect place to get petition signatures and introductions.


Acroline2.jpg


  • Station - Since acroing between two people cannot happen within the presence of others (how many coordinates?), "stations" are integral! A station is formed when a player has gone through all the stations in an acro party and reached the final station. After acroing there, he or she forms their own station a few coordinates away from the previous station, where they wait for the next player. They keep their "post" until they have to leave the party or log out of the game. Most players mark their station with straw or sand. In locations where these lines are frequent, players have utilized their Sign Construction skills to establish semi-permanent acro stations.


Acroline.jpg


  • Speed Acro- If it works well it means there arent any holdups and people arent left waiting for hours. Typically 'change places' (or other yell) is given at regular intervals usually 3 minutes or 5 minutes.


Flaws

Having to acro with everyone

The way acro lines are formed, it is assumed that the players present have not acroed with one another and/or are newbies. This is sometimes not the case - a player may have met and acroed with many people at a particular acroline and may have noted that some of them are not good to acro with, being reciprocal "Blurs" or "Last Resorts". However, at an acroline such a player has no choice but to acro with them. This results in wasted time for both the player in question and the mismatched "Blur" or "Last Resort" player.

Long lines

Long lines (25 or more people) move very slowly and sometimes turn a fun activity into a chore.

Suggestions for improvement

  • Acroing shouldn't take more than 2 minutes. - EgyptianTigress
  • Try to join the acro line when there is a short queue. If you hear that the line has 20 people waiting already, you might want to finish whatever you're doing before heading over to join up. - AmisiBastet
  • If you have several moves (3 or more) you might want to tell your teacher/student what they are. It's quicker in an acro line to list your moves in main so you aren't being taught the move you've already got. - AmisiBastet
  • You lose that info as main scrolls. So, if you have a number of moves, I suggest tell them to check your info text. Be sure to keep your info text up to date,have your moves (e.g. AI) up at top, and in the order shown on the test list. This way, your partner can keep their test list and your info text open. Also, if you are the runner, open their info text before you get to the next station. As for lines: take veggies to grow and nothing says you can't acro with the people in the line -Varick
  • Keep the line moving. Only do each move a few times (4 is a nice round number but the more moves you have to go through, the fewer repetitions you should do). If you or the person manning a station have lots of moves, then treat the acro line more as a way to determine what sort of teachers you are for eachother. If you're exceptionally good teachers, you'll pick up a facet or two anyway. Just don't stick around trying for 2 facets in all the moves. Try to remember that the longer you stick with a teacher, the longer you're holding up everyone behind you, and you can always track down a good teacher with a lot of moves at another time. - AmisiBastet
  • If you've gone through your moves and are waiting on the line to move, feel free to repeat moves as often as you wish. Just make it clear to your student that you've done all your moves already and are now just waiting on the next station. - AmisiBastet
  • Put a list of your acro moves in your info text, using the same order as you find them in the acro move tab. Then teacher and student can pin that and skip moves you already have mastered without the hold up of typing that info to each other. User:kerria
  • Once you have 16 moves, I suggest you also put a list of what you need (using the same order as acro tab). Makes it much easier for people to see what you need when they are teaching and avoid those you don't. Update often as you learn moves. Astrina
  • I've been considering the acro line dilemna for a bit, and how to best split up a line so that everyone gets what they want. One thought I had is to have an acro-line specifically designed to quickly determine mutual teaching status - do a move until you get a reading, and move on. This would be a very fast-paced acro line, and very few facets would be taught. You could basically burn through many people in this time, and then go "blob out" as desired with the good teachers. I'm considering a 3-headed acro event as closest-to-ideal - in one direction, the quick-status line; a second direction, acro blobbing; a third direction, a classic full-station acro-line.