wastemods: (Default)
wasteyard mods ([personal profile] wastemods) wrote in [community profile] wastegate2019-06-05 02:08 pm
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BETWEEN SUN AND MOON.


Photo by nintheu

OVERVIEW.

Hey, guys! This is an OOC counterpart to your newest event log.

Everything in our TDM is playable in the new log. Our TDM is also still open to potential new applicants, so if you or someone you know is interested in the game, feel free to tag in as needed!

Also, even players who don't app right away can consider the TDMs game canon. Time in this world is wonky, after all, so maybe they just happened to walk through a door and end up a month further along than everyone else.

That aside, you guys are naturally free to use this post for plotting, or continue to use our CR meme. Whatever works best for you! And, as always, if you have any questions, please ask away below!


ESCAPE ROOMS.

And now for the meat of the post. As you may have noticed in the log, characters may find themselves in something of a...situation. There are ways out of the escape rooms (that's what I'm calling them now), but explaining that in detail resulted in a lot of vague tl;dr when written as prose. So, here's a more succinct explanation.

The secret to escape lies in the mirrors and collaborating with whoever's on the other side. The specifics of each choice are entirely up to you, so go ahead and get creative with the mechanics! Also, while in these rooms, it doesn't matter which side of the divide you're on. Sunsiders can interact with moonsiders or other sunsiders, and moonsiders can interact with sunsiders or other moonsiders.

There are three fundamental exits:

  • BREAK: Breaking the mirror breaks the room...if the characters break the mirror together. One character acting out and shattering the mirror will result in the mirror shuddering and warping back to its previous undamaged state, like it's copying itself from the other side. If characters cooperate, however, the mirror will break and stay broken. Cracks will form all over the room, creating huge gaps in the walls and floor.

    If a character climbs into a crack—whether it's poor life choices or feeling it's right...perhaps this hole was made for them?—it's a tight fit, uncomfortable and claustrophobic. But they can't go back. They'll emerge dirty and dusty in...another room! Good game, hope you're ready to play again.

    Otherwise, the cracks spread and spread, until the room shatters and send them into a freefall. They fall through darkness until suddenly it isn't dark anymore and they're cast back into the storm. You know what they say about breaking mirrors: It's bad luck. Your character may experience a sudden and intense bout of it, which will last until they get back indoors. If nothing else, the shadows apparently got the memo; they're waiting, more hostile than before.

    Happy landings.


  • CHANGE: Characters can move the mirrors around for a change in perspective. What's invisible to them isn't invisible to whoever's on the other side, provided the mirror is pointed the right way; your partner can see the unseeable. This includes doors, windows, holes, fireplaces...or creepy shit.

    If it reveals a way out, hooray! Though your character might want to make sure their partner returns the favor before they leave, or they might be kinda screwed... Whoops.

    This option also allows characters back in the main setting to interact with anyone trapped. Is your character unfortunate enough to have no one on the other side of their mirror? Did they get ditched by a douche who couldn't be assed to lend a hand? Hopefully if they turn the mirror enough, they'll find someone on the outside who can help them and will want to help them, even if they have no personal stake in the situation.

    It might make for some awkward charades, however, when characters in the rooms can hear what everyone else is saying, but no one in the sun and moon dimensions can hear them.


  • REFLECT: Maybe your character takes some time to reflect. Maybe they literally reflect what their partner is doing, mirroring their actions back at them. Or maybe, just maybe, your character takes the impulse to be honest to heart. If they build enough of a rapport, reach some kind of understanding, or otherwise find a meaningful commonality with their partner—something that reflects a truth in both of them—the mirror's surface turns translucent. The cracks heal over and both characters can walk through the mirror.

    On the other side, both characters meet up in a hall of endless doors and windows, all unlocked. Despite the alien land, it feels like coming home.

    Notably, the amount of time the dimensions fuse lasts longest by far if you use this option to escape.

You can do escape rooms multiple times with different people. Also, if you have an idea we haven't covered but think it might net an interesting result, feel free to ask us about it here! The above-listed options are just a starting point.


SUBMISSIONS.

If your character escapes from a room (or...tries really, really hard), you should submit the outcome here! The action your character takes in these threads will affect the next stage of the plot.

Submissions close on June 19th June 26th, as per our poll, so we have time to prep the next log.



ascocarp: pt2a16.k | (i saw my only one.)

[personal profile] ascocarp 2019-06-22 12:25 am (UTC)(link)
ESCAPE.
Players: pel & dove
Characters: ellie ([personal profile] ascocarp) the last of us, ruth aldine ([personal profile] sorrypardonyesthankyou) marvel
Thread: link
Summary: ellie and ruth realize theyre both stubborn pieces of shit, and are able to get through their mirror through the 'reflect' option