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Game Notes #28: June 26th, 2020
GAME NOTES #28: June 26, 2020—
Break time is almost over and we're ready to release the details for our next campaign! However, everything is going topsy turvy so this campaign is more like half "event" and half story arc. We also have our Story Check (in) so be sure to comment and read up on everything!
Break time is almost over and we're ready to release the details for our next campaign! However, everything is going topsy turvy so this campaign is more like half "event" and half story arc. We also have our Story Check (in) so be sure to comment and read up on everything!
§ schedule
Here is our current schedule:
That should be everything. As always, we'll make extensions if necessary! Important to note that Public Registrations will open again at the end of September, so not immediately at the start of Break as before. Our next campaign will be end of October, so we'll have another two month break after this campaign.
§ story check
Be sure to comment so you're not swept! The time frame is from June 1st to June 30th. The Check ends on June 30th, 11:59PM CT (sooner if everyone checks in early). No proofs required, just a general comment of "I'M HERE" will do. Newly accepted players don't have to worry about this, but you can participate if you want.
The form is in the designated subthread where everyone should comment to, so be sure to fill it out and comment there!
§ alice in wonderland campaign + act i details
If you can already guess from the various quests, our next campaign focuses on Alice in Wonderland! But, like the whimsical story itself, things don’t always go as planned. This campaign will be split into two Acts, however the first Act will not have any roles for characters to take. In fact, it's not even planned by the Storyteller! Instead, characters will suddenly be tossed down the rabbit hole and will have to fix various locations before they can properly attempt to reenact scenes and straighten out the story in Act II.
Thus, Act I is structured to be more like an event with a singular log with prompts. But to make things interesting (and chaotic), everyone will have their essences "swapped" with another. Now, let's get onto the details of what locations characters will need to fix.
Forest of Doors. In the beginning, all Aspects will land in a misty, foggy forest. There are numerous signs and doors on every tree, and every time someone tries to venture out of the central area, they will find themselves returning to it. As this is considered the "base camp," there are no threats so it's a perfect place for everyone to rest and figure things out. There will also be a little "guide" who will inform them of what's going on since the Storyteller has no hand in this. They will inform the Aspects that they must pass through a certain set of doors and fix the places located within. There is no specific order, so Aspects can enter and leave at will. During Act I, all locations are under repair and will not be considered "fixed" until Act II.
Essence Swap. Every time Aspects pass through a door, their Essence will change to someone else's currently in game. This is not a direct swap with another person and more of a local change to the Aspect. For example, Rokurou could take on the Mermaid Essence, but Roxas could have Hyde and Kazuma has Huntsman. Essences can change again within the same place, so it's not necessary to keep passing through the doors to change Essence. You can think of it as going through the door somehow unbound the Essences so they're kind of flying about willy nilly until the Aspect leaves. This is to prevent unnecessary limitation and make it easier for players to work with. However, no one can have the same Essence at the same time. Of course for our terms, this just means no one can have a thread where the characters share the same Essence—they have to be different. Rokurou and Roxas cannot be Hyde in the same thread together, but they can both be Hyde in different threads with other characters. Aspects will lose their current Essence abilities, but will retain any non-Essence related skills learned and any skills that was carried over upon entering the game. The swapped Essence will also adapt to the Aspect, so players are not limited to whatever abilities the original owner has made (but are certainly allowed to use them). Essences will return to the original Aspect upon returning to the main area.
To help coordinate and plot things out, we have a subthread players can comment to. Feel free to use the Essence List for a quick reference of what is currently available!
Doors. Instead of "scenes" we have our doors and different settings, so let's see what's behind each one and what you can expect.
We'll have some prompts on the log to help give everyone ideas and focus on what to do, but that should be the main details. While we are not making any direct assignments, you are free to use this post or other platforms to coordinate with others.
§ end notes
And that's all for now! If you have any questions, feel free to leave a comment to this subthread.
Here is our current schedule:
MAIN SCHEDULE |
07/01: Campaign #5 Act I starts |
07/25: Act I ends |
07/26: Mini Break |
08/02: Act II starts |
08/31: Campaign ends |
09/01: BREAK |
MOD NOTES SCHEDULE |
07/29: Game Notes #29 |
09/01: Game Notes #30 |
STORY CHECK SCHEDULE |
07/29: Full check |
08/27: Full check |
That should be everything. As always, we'll make extensions if necessary! Important to note that Public Registrations will open again at the end of September, so not immediately at the start of Break as before. Our next campaign will be end of October, so we'll have another two month break after this campaign.
§ story check
Be sure to comment so you're not swept! The time frame is from June 1st to June 30th. The Check ends on June 30th, 11:59PM CT (sooner if everyone checks in early). No proofs required, just a general comment of "I'M HERE" will do. Newly accepted players don't have to worry about this, but you can participate if you want.
- EXPRESSION OF INTEREST: Fill out the same form with "I'M STILL HERE" or something to that effect so you don't get swept! This option is available for those who took the Break as its given opportunity to completely check out and focus on other things! So we just want to know if you're coming back.
The form is in the designated subthread where everyone should comment to, so be sure to fill it out and comment there!
§ alice in wonderland campaign + act i details
If you can already guess from the various quests, our next campaign focuses on Alice in Wonderland! But, like the whimsical story itself, things don’t always go as planned. This campaign will be split into two Acts, however the first Act will not have any roles for characters to take. In fact, it's not even planned by the Storyteller! Instead, characters will suddenly be tossed down the rabbit hole and will have to fix various locations before they can properly attempt to reenact scenes and straighten out the story in Act II.
Thus, Act I is structured to be more like an event with a singular log with prompts. But to make things interesting (and chaotic), everyone will have their essences "swapped" with another. Now, let's get onto the details of what locations characters will need to fix.
Forest of Doors. In the beginning, all Aspects will land in a misty, foggy forest. There are numerous signs and doors on every tree, and every time someone tries to venture out of the central area, they will find themselves returning to it. As this is considered the "base camp," there are no threats so it's a perfect place for everyone to rest and figure things out. There will also be a little "guide" who will inform them of what's going on since the Storyteller has no hand in this. They will inform the Aspects that they must pass through a certain set of doors and fix the places located within. There is no specific order, so Aspects can enter and leave at will. During Act I, all locations are under repair and will not be considered "fixed" until Act II.
Essence Swap. Every time Aspects pass through a door, their Essence will change to someone else's currently in game. This is not a direct swap with another person and more of a local change to the Aspect. For example, Rokurou could take on the Mermaid Essence, but Roxas could have Hyde and Kazuma has Huntsman. Essences can change again within the same place, so it's not necessary to keep passing through the doors to change Essence. You can think of it as going through the door somehow unbound the Essences so they're kind of flying about willy nilly until the Aspect leaves. This is to prevent unnecessary limitation and make it easier for players to work with. However, no one can have the same Essence at the same time. Of course for our terms, this just means no one can have a thread where the characters share the same Essence—they have to be different. Rokurou and Roxas cannot be Hyde in the same thread together, but they can both be Hyde in different threads with other characters. Aspects will lose their current Essence abilities, but will retain any non-Essence related skills learned and any skills that was carried over upon entering the game. The swapped Essence will also adapt to the Aspect, so players are not limited to whatever abilities the original owner has made (but are certainly allowed to use them). Essences will return to the original Aspect upon returning to the main area.
To help coordinate and plot things out, we have a subthread players can comment to. Feel free to use the Essence List for a quick reference of what is currently available!
Doors. Instead of "scenes" we have our doors and different settings, so let's see what's behind each one and what you can expect.
- Door # 1: Caucus Race. Inside there is a giant cave that is mostly submerged in salty tear water, but there are several pockets of exposed rocky ground. A giant race track goes through the cave, going up steep inclines, through cavern pockets, and even underwater. Various animal blots lurk around and act as the crowd. The "cheering" crowd will try to help by tossing out healing packets or some other random items that could be useful, and the cheers themselves will help give some boost to the racers. The "opposing" crowd will boo, heckle, and throw rotten food at the Aspects, so while they're hostile they are not actually dangerous. The only real threats outside the track are any erasers lurking about, especially in the water. Those not participating in the race will be in charge of "crowd control": distract the jeerers, move crowds to safety, clear out lurking Erasers, try to take care of the cats that appear on the track.
Everyone participating in the race must wear one of the following mascot costumes: dodo, turtle, mouse, or duck. The karts themselves are shaped like teacups and can spin around either on command or at random. The track takes on your classic Mario Kart/go kart themes complete with special ramps, speed boosts, power ups, and traps. There are various items along the track that need to be picked up and collecting them all will "clear" the stage. To make it less "linear" there are also several routes available that racers can pair up with together to go through and collect items. Just beware the giant cats that will chase them at random points through the track. - Door #2: Mansion Mash. A giant haunted mansion that is in actuality two mansions mashed together as one. There are very creepy mechanical puppets versions of the original Wonderland characters: the Duchess, White Rabbit, Pig, Baby, Mary Ann, and more. These along with twisted versions of Wonderland animals and Erasers pose as the main dangers of the mansion—and of course the mansion itself will be trying to thwart the Aspects and attack them. The goal is to defeat the Wonderland puppets and somehow split the mansions apart.
To do so, everyone will be wearing an Alice costume as they trek through the mansion. Along with defeating the puppets, there are two other ways to fix the mansions: 1) move items to their proper rooms (labels and color codes will help); 2) collect broken pieces of two keys. - Door #3: Wild Tea Party. It's all topsy turvy at the Mad Hatter's tea party. Set in the middle of a twisted forest grove, everything is floating around and in all different sizes and colors. The cookies are crackers, the tea is coffee, and there are random presents that if opened (deliberate or accidental) will pop out some kind of surprise or effect that could either help or make things worse. Furniture and tea sets are also "lively" with forks and knives that might try to stab. Not even the original was this crazy!
There are two ways to help restore everything back to "normal." One is for people to try and sit around and have a tea party. This might be difficult with the chairs floating about and tables hanging upside down, but things will start to move into proper place the longer they manage. To help with this process, some Aspects can be focused on trying to force things back into their proper places. Bolting furniture to the ground, containing loose silverware, replacing food with proper snacks and actual tea. Some foraging in the nearby forest may be necessary to find replacements, but it just so happens that cookies and tea apparently grow on trees here. And of course, beware any Erasers that might lurk nearby.
To make things more interesting, those participating in the actual tea party will either wear ridiculous hats, have rabbit ears, or mouse accessories. Those who are focused on fixing the set up will find themselves dressed as either butlers or maids (not gender specific). - Door #4: Croquet Maze. Another mash up, this time it's the Queen of Heart's royal garden maze structured like a croquet field. The sides are rose hedges, but the archways leading down forked paths are croquet hoops. Like all fun mazes, there are various traps such as rose vines trying to stab people, pit traps, hedges closing in, giant
boulderscroquet balls rolling down the lanes, and other typical maze dangers including hostile cards and Erasers. The "Queen" herself (another mechanical puppet) is sitting high and "pretty" in a Tim Burton kind of way and will randomly issue out execution orders on the Aspects for no real reason. A troop of cards will then enter the maze to attack, and the Aspects must either fight back or escape.
To get through the maze Aspects are paired off and will themselves in one of these situations: 1) one person is in a giantZorbcolored plastic ball with the second wielding a giant croquet mallet to try and smack them along; 2) both are in the giant balls and must somehow roll and maneuver through the maze (they will have mallets inside in case they need to use). It's possible to exit the ball, but difficult. The ball itself has its own defenses that can be deployed and is quite sturdy, but not impenetrable.
Whatever the formation, the pair must maneuver through the maze and pass through the "hoops." These hoops are sealed and must be broken through by the ball quickly plowing through it. There is no "right" or "wrong" way as the paths will twist and change regardless, so the routes can be painless, difficult, silly, or some strange mix. It's really however you want to make of it. Just get through the maze to cause mallets to fly up and smash into the "Queen."
We'll have some prompts on the log to help give everyone ideas and focus on what to do, but that should be the main details. While we are not making any direct assignments, you are free to use this post or other platforms to coordinate with others.
§ end notes
And that's all for now! If you have any questions, feel free to leave a comment to this subthread.
no subject
Character:
Rokurou |
Shizuo |
Eustace |
Are you still here? YES I AM!