cityship (
cityship) wrote in
trans_pilgrims2012-01-03 12:41 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Exploration Plot and New Setting
Hey Folks, Saphie here. With permission of the mods, I'm organizing the addition of new settings for the exploration plot this month for the people who need to move to the Dreamwidth-side Trans_9 early. Since we're adding new ship locations to the overall game setting and not everyone has joined DW-side to the OOC comm yet, I figured it'd be best to discuss it on LJ still so everyone can see, so if you know someone who can't check into LJ for various reasons and wants to discuss it, please give them a heads up that this post is here and to let me know if they can't access the site. I can email the text of this post to them and they can make suggestions over AIM to me so I can add them.
Blue and Ishfe are running the plot itself and I'm helping them organize on the plot-mod end since we have to get the new locations described and added to the wiki. Here's Blue's current writeup, with all the suggestions players made on the game discussion gathered:
Plot: The Lost Rooms
Plot Runners: Blue, Ishfe
Date: From as soon as possible until the end of January / the game fully moves to Dreamwidth
Synopsis: After the events of System Shock, the damage left over from that attack causes Stacy's transportation tubes to malfunction, sending anyone who uses them to a completely different section of the ship. What's more, a slight electrical shock from the tubes zaps their omnicomms, making those stranded unable to tell the rest of the crew about the problem. So that the rest of the crew don't freak out over people going missing (and know to work on fixing the tubes), Stacy will make an announcement to let the crew know what's happened to the ones who have been sent to the other part of the ship. By the time a the crew manages to get the tubes to stop sending people off to an unknown part of the ship, some of the crew are already stranded. Those stranded must explore this new part of the ship, while the rest of the crew work to fix the tubes so that they can return.
Plot Length: however long is needed!
Plot Size: Probably small-ish, but can be larger if there's enough interest. If there are a lot of volunteers, those that can't thread on LJ right now will be given precedence.
OOC Threading Location: The Dreamwidth Trans_9
IC Plot Location: On-ship, but in a part the crew haven't accessed before. The places present in this part of the ship are:
• An empty replica of the crew's living area - with mess hall, sleeping halls, crew quarters, and bathrooms. The replica is smaller than the one the crew knows, and doesn't contain any luxuries like the sensoriums or media library.
• The Aquarium: a entire section filled with water tanks of various sizes, all of them including aquatic creatures from multiple worlds. In one tank swims Moby Dick, in another two Krakens - one from Earthbound canon and one from The Pirates of the Caribbean, and in another tank is Nessie, the Loch Ness monster (who we shall say is a Plesiosaur)
• The Creepy Toy Room: a room filled with dusty, unused toys that have the peculiar tendency to move when you aren't looking at them...
• The Feather Snow Room: a room filled with feathers that are constantly moving about like snow (like in this exhibit)
• The Artifact Depository: filled with sealed and weapons of Ultimate Power that have been collected by the previous crew - but which possess drawbacks too dangerous and too damaging to ever be used by the crew. These are from a mix of canons, and include some old-school AD&D artifacts. The really nasty ones that are powerful but do incredibly bad things to you. Like, Eye of Vecna level power/screw-over.
- The eye of Argon can be one of them. It's apparently a "crimson emerald" that doesn't actually do anything obviously horribly dangerous, but it causes all narration and dialogue in the vicinity to devolve into the most awkward of purple prose. (Which is why it was locked away). If anyone picks it up it turns into a blob with one eye and starts trying to suck their blood. But yeah, compared to the other effect this is just moderately annoying.
• The Field of Justice. These can be a practice grounds that spawn endless minions where people can fight and prepare themselves for war.
• The Crystal Scar is an arena so heavily infused with magic that normal people can't go into it.
• The Heart Room: a room that is completely empty, except for the Kingdom Heart that floats near the ceiling.
• The Lost Woods from Legend of Zelda.
• The Chalk Drawings: a series of chalk drawings, still on top of the pavements they were drawn on. Anyone who steps on these drawings will shrink down and find themselves inside the chalk drawings. They can only leave by drawing a chalk door and stepping through it.
• Hogwarts: the magical school from the Harry Potter books isn't here in it's entirety: instead, only a few of its rooms and locations are on board, and they're scattered around the area. Places from Hogwarts include:
- The Chamber of Secrets - the bathroom entrance is permanently stuck open, so anyone can enter. Inside, the basilisk still lives.
- The Whomping Willow
- The Great Hall (who's ceiling now shows the space above Stacy, rather than sky)
• The Veil from Harry Potter and the chamber it's kept in. Maybe the Department of Mysteries itself?
• The Crystal Cavern: A cavern filled with crystals from the world of the Crystal Singer books. When tapped, the crystals will ring - and if someone sings that exact pitch, the crystal will then ring back (and can be mined, if they know how). Although one of the crystals, peculiarly, will only react to bad and off-pitch singing. [Description for this would need to be checked - current resources: here and here]
• The Chamber of the Ordeal: A plain stone rectangular room that is a magical device from Tortall. The Chamber forces anyone to enters it to live through their own worst fears without making a sound. Those who do not pass the test of the Chamber may die, or go mad.
Now it's discussion time! For all players, what new locations would you like to see? Alternately, do you have problems with any of the locations suggested or see ways to improve on them? Do any of you have questions about what things can be done by players and departments after the new bits of ship are opened up? Discuss here or grab me over AIM if you can't access LJ easily.
Actual plotting for the plot will happen on the Dreamwidth OOC. For those interested in the exploration plot, please sign up with your DW journals to this post, and then join trans_pilgrims over there.
DISCUSSION IS NOW CLOSED
That said, new locations can still be suggested to be added later. We just have to cap off the list so they can proceed with the plot and more will be added at a later time.
Blue and Ishfe are running the plot itself and I'm helping them organize on the plot-mod end since we have to get the new locations described and added to the wiki. Here's Blue's current writeup, with all the suggestions players made on the game discussion gathered:
Plot: The Lost Rooms
Plot Runners: Blue, Ishfe
Date: From as soon as possible until the end of January / the game fully moves to Dreamwidth
Synopsis: After the events of System Shock, the damage left over from that attack causes Stacy's transportation tubes to malfunction, sending anyone who uses them to a completely different section of the ship. What's more, a slight electrical shock from the tubes zaps their omnicomms, making those stranded unable to tell the rest of the crew about the problem. So that the rest of the crew don't freak out over people going missing (and know to work on fixing the tubes), Stacy will make an announcement to let the crew know what's happened to the ones who have been sent to the other part of the ship. By the time a the crew manages to get the tubes to stop sending people off to an unknown part of the ship, some of the crew are already stranded. Those stranded must explore this new part of the ship, while the rest of the crew work to fix the tubes so that they can return.
Plot Length: however long is needed!
Plot Size: Probably small-ish, but can be larger if there's enough interest. If there are a lot of volunteers, those that can't thread on LJ right now will be given precedence.
OOC Threading Location: The Dreamwidth Trans_9
IC Plot Location: On-ship, but in a part the crew haven't accessed before. The places present in this part of the ship are:
• An empty replica of the crew's living area - with mess hall, sleeping halls, crew quarters, and bathrooms. The replica is smaller than the one the crew knows, and doesn't contain any luxuries like the sensoriums or media library.
• The Aquarium: a entire section filled with water tanks of various sizes, all of them including aquatic creatures from multiple worlds. In one tank swims Moby Dick, in another two Krakens - one from Earthbound canon and one from The Pirates of the Caribbean, and in another tank is Nessie, the Loch Ness monster (who we shall say is a Plesiosaur)
• The Creepy Toy Room: a room filled with dusty, unused toys that have the peculiar tendency to move when you aren't looking at them...
• The Feather Snow Room: a room filled with feathers that are constantly moving about like snow (like in this exhibit)
• The Artifact Depository: filled with sealed and weapons of Ultimate Power that have been collected by the previous crew - but which possess drawbacks too dangerous and too damaging to ever be used by the crew. These are from a mix of canons, and include some old-school AD&D artifacts. The really nasty ones that are powerful but do incredibly bad things to you. Like, Eye of Vecna level power/screw-over.
- The eye of Argon can be one of them. It's apparently a "crimson emerald" that doesn't actually do anything obviously horribly dangerous, but it causes all narration and dialogue in the vicinity to devolve into the most awkward of purple prose. (Which is why it was locked away). If anyone picks it up it turns into a blob with one eye and starts trying to suck their blood. But yeah, compared to the other effect this is just moderately annoying.
• The Field of Justice. These can be a practice grounds that spawn endless minions where people can fight and prepare themselves for war.
• The Crystal Scar is an arena so heavily infused with magic that normal people can't go into it.
• The Heart Room: a room that is completely empty, except for the Kingdom Heart that floats near the ceiling.
• The Lost Woods from Legend of Zelda.
• The Chalk Drawings: a series of chalk drawings, still on top of the pavements they were drawn on. Anyone who steps on these drawings will shrink down and find themselves inside the chalk drawings. They can only leave by drawing a chalk door and stepping through it.
• Hogwarts: the magical school from the Harry Potter books isn't here in it's entirety: instead, only a few of its rooms and locations are on board, and they're scattered around the area. Places from Hogwarts include:
- The Chamber of Secrets - the bathroom entrance is permanently stuck open, so anyone can enter. Inside, the basilisk still lives.
- The Whomping Willow
- The Great Hall (who's ceiling now shows the space above Stacy, rather than sky)
• The Veil from Harry Potter and the chamber it's kept in. Maybe the Department of Mysteries itself?
• The Crystal Cavern: A cavern filled with crystals from the world of the Crystal Singer books. When tapped, the crystals will ring - and if someone sings that exact pitch, the crystal will then ring back (and can be mined, if they know how). Although one of the crystals, peculiarly, will only react to bad and off-pitch singing. [Description for this would need to be checked - current resources: here and here]
• The Chamber of the Ordeal: A plain stone rectangular room that is a magical device from Tortall. The Chamber forces anyone to enters it to live through their own worst fears without making a sound. Those who do not pass the test of the Chamber may die, or go mad.
Now it's discussion time! For all players, what new locations would you like to see? Alternately, do you have problems with any of the locations suggested or see ways to improve on them? Do any of you have questions about what things can be done by players and departments after the new bits of ship are opened up? Discuss here or grab me over AIM if you can't access LJ easily.
Actual plotting for the plot will happen on the Dreamwidth OOC. For those interested in the exploration plot, please sign up with your DW journals to this post, and then join trans_pilgrims over there.
DISCUSSION IS NOW CLOSED
That said, new locations can still be suggested to be added later. We just have to cap off the list so they can proceed with the plot and more will be added at a later time.