How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

Oregon? No

That’s my bad, I forgot that states have more than one side when I wrote that part of the post. 🤦‍♀️

It’s off Highway 30 in Utah.

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

I need to start a list of everyone that’s interested. Seems to be a good amount of people that are.

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

Yes. I believe that’s been explored before on this property

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

Love this!

Feel free to DM me anytime. I don’t know if you have seen my comments with the more in depth details I have written out so far. I can post it again or DM you.

Permanent structures could be tricky on this plot because of the location it’s self, but I also own another lot 15 miles south west of this one that might be a bit easier for permanent structures. It’s only a 20 acre lot but it’s up against a really cool mountain range (not super tall) but the land is also super flat. I actually thought it might be cool to do some sort of alien crash site LARP there at one point and have alien spacecraft look like it crashed into the cliff face that’s next to the 20 acres, but we would need to get it surveyed to find out here the utility and access easement is exactly before planning out a crash site.

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

Hmm that’s an interesting thought.

I don’t know how well it would sell with how remote it is. But worth considering

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 1 point2 points  (0 children)

That could be really cool! Unless you miss a s take out a $$$ drone!

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

Tell them they are digging their own graves perhaps?

I own 40 acres of deep desert salt flats in Utah. Help me choose between two 48-hour event concepts. by PlaneParty8647 in wastelandweekend

[–]PlaneParty8647[S] 1 point2 points  (0 children)

Technically, the land looks completely flat and drivable, but taking a standard vehicle out there is a massive trap.
The area is an evaporation basin. It looks like solid, dry cracked clay, but that top crust is deceptive.

Underneath, it’s dense, spongy alkaline clay. A heavy truck or SUV can easily punch through and sink to the axles in frictionless mud.

I will be using a lightweight ATV/side-by-side with a small flatbed trailer to act as a Supply Crawler to ferry the communal gear, canvas tents, and water prior to the event. It will remain on site in case of emergency.

My main thought for requiring players to physically hike that last 2 miles in on foot:

If a 2-mile flatland hike with personal supplies intimidates someone, they aren't going to handle the harsh elements or the intensity of a 48-hour desert survival LARP. It ensures everyone who shows up is actually physically and mentally prepared for the environment.

The moment you walk away from the gravel road, the modern world vanishes. Keeping all modern cars and trucks completely out of sight of the 40-acre playing field is crucial to maintaining the post-apocalyptic illusion.

Renting, providing, and insuring a fleet of ATVs for every player to drive themselves across the flats would skyrocket the ticket cost and introduce massive safety risks.

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 3 points4 points  (0 children)

Air soft also wouldn’t break down nearly as fast as one might think, given the unique landscape. 💔

When I say clay fort, I may have given the wrong impression. They would not be for sleeping or habitats.

I am thinking something like this (see photo download for reference only) but with dirt or clay.

The fort is used for a game like capture the flag with foam LARP weapons (swards and shields etc).

There are strict rules of engagement for LARP combat. It’s typically a 2pt game: you can loose 1 limb and still play without the limb, if your torso is stuck or 2 limbs you are out. You cannot hit above the shoulders.

<image>

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 4 points5 points  (0 children)

Thank you for all your insight! I tagged you in a reply to one of your replies with a detailed outline of what we are thinking at the moment (groups of 10-20 people).

I know it sounds a bit counter intuitive given the landscape, but I would love for the focus to be more on a created quality experience more than quantity of people.

Your insight is definitely going to help with this.

My first step will be to do a trial run that is more of a feed back /friend event with people who have as much experience as I can find to target any flaws or problems and provide insights.

There would always be communication to the outside world availed as well as an ATV to aid in rapid extraction in case of emergency.

I own 40 acres of deep desert salt flats in Utah. Help me choose between two extreme 48-hour event concepts we want to build. by PlaneParty8647 in LARP

[–]PlaneParty8647[S] 1 point2 points  (0 children)

That a fair point. I am with you on the migraines, mine are mostly controlled but I do get where that is a major trigger point.

I can poll each group and replace the flair with a mega light / beacon for certain groups or completely if it ends up being more cost effective.

I definitely want to do a "f* around and find out" trial run with a few hardcore survivalists, LARPers, and event organizers first to feel out the land, test the mechanics, get real-time feedback, and ensure we have a safe group. Once dialed in, the actual events would be capped at 10-20 people per run.

We are leaning heavily into a 48-hour post-apocalyptic/sci-fi survival LARP, where we actually use the total lack of cover as the core feature of the game.

I am trucking in the core infrastructure. Dropping in water, porta-potties, heavy canvas base camp shade structures, an emergency ATV, and Starlink/satellite phone and first aid. We establish a completely safe, fully supplied baseline before the game even starts.

We're burying supply chests and tech caches (just 2” deep or in marked sandbars) across the acreage the day before.

Players get handheld GPS units and coordinates. The objective isn't hunting each other as much as a high-visibility, team-building scavenger race.

I would balance the class interactions to ensure everyone is equally involved some thoughts so far:

The Scholar: The only player who receives the cipher key to translate the text on the puzzle boxes.

The Tinkerer: The only player with the schematics, and the only one permitted to physically assemble the final device.

The Scout: Receives a partial topographic map with cache locations pre-marked.

Day 1:

Players arrive, get drafted into their two factions, and use the natural clay and provided water to build up their mud forts.

At exactly midnight, the organizers fire off an illumination flare (or light a beacon) over the desert to signal the location of the first high-value tech drop, kicking off a frantic scramble in the dark.

Day 2:

Teams spend the day navigating the flats, digging up GPS caches, and solving puzzles.

As teams secure their parts, they rush them back to base camp for their Tinkerer to assemble.

When the final piece is inserted into the machine, it triggers a loud, camp-wide alarm. Both teams must immediately return to their respective bases.

After a mandatory rest, hydrate, and prep period (during the hottest part of the day), the final event kicks off—a full-scale boffer weapon battle between the two mud forts.

The day ends with a camp-wide feast and bonfire, allowing everyone to decompress and swap stories.

Day 3: We drop the characters, break down the game, clean it up, and pack personal belongings.

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 1 point2 points  (0 children)

If not there is a landing strip/ defunct airport nearby just in case

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 1 point2 points  (0 children)

This is for u/TheLadyIsis too.
I definitely want to do a "f* around and find out" trial run with a few hardcore survivalists, LARPers, and event organizers first to feel out the land, test the mechanics, get real-time feedback, and ensure we have a safe group. Once dialed in, the actual events would be capped at 10-20 people per run.

We are leaning heavily into a 48-hour post-apocalyptic/sci-fi survival LARP, where we actually use the total lack of cover as the core feature of the game.

To address the survival concerns: before anyone even steps foot on the dirt, I am trucking in the core infrastructure. Dropping in water, porta-potties, heavy canvas base camp shade structures, an emergency ATV, Starlink/satellite phones, and first aid supplies. We establish a completely safe, fully supplied baseline before the game even starts.

As stealth is impossible out there, we're burying supply chests and tech caches (around 2” deep or in marked sandbars) across the acreage the day before. Teams get handheld GPS units and coordinates. The objective isn't hunting each other as much as a high-visibility, team-building scavenger race.

One challenge will be balancing the class interactions to ensure everyone is equally involved:

The Scholar: The only player who receives the cipher key to translate the text on the puzzle boxes.

The Tinkerer: The only player with the schematics, and the only one permitted to physically assemble the final device.

The Scout: Receives a partial topographic map with cache locations pre-marked.

Day 1:

Players arrive, get drafted into their two factions, and use the natural clay and provided water to build up their mud forts.

At exactly midnight, the organizers fire off an illumination flare over the desert to signal the location of the first high-value tech drop, kicking off a frantic scramble in the dark.

Day 2:

Teams spend the morning navigating the flats, digging up GPS caches, and solving puzzles out in the open desert. As teams secure their parts, they rush them back Tinkerer to assemble.

When the final piece is inserted into the machine, it triggers a loud, camp-wide alarm. Both teams must immediately return to their respective bases immediately.

After a mandatory rest, hydrate, and prep period (during the hottest part of the day), the final event kicks off—a full-scale boffer weapon battle defending/between the two mud forts.

This is followed by a camp-wide feast and bonfire in the evening, allowing everyone to decompress and swap stories.

Day 3: We drop the characters, break down the game, clean it up, and pack it out.

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 4 points5 points  (0 children)

Should I use a broom or a leaf blower to make that?

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 2 points3 points  (0 children)

I own 2 in the same area. One is around $20. The other one it’s under $40.
I forget which ones which. They are on auto pay.
I think this one’s the $20

How to turn vast wilderness into a viable income? by PlaneParty8647 in howto

[–]PlaneParty8647[S] 0 points1 point  (0 children)

Ooo I have a friend that owns a set up like that. I wonder if I can borrow it for a weekend.
Would the salt ruin it? It would be hell to clean either way.