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Serendipity Mod Journal ([personal profile] serendipitymod) wrote in [community profile] serendipitymemes2021-12-03 07:37 pm
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test drive meme #1

TEST DRIVE MEME #1
Welcome to Serendipity's first test drive meme!

TDM threads can be considered game canon if everyone agrees to it.
Any questions about the TDM can be asked in the mod questions thread.
Questions about the general game mechanics, setting or locations, or magic can be asked on their respective pages.

i. ARRIVAL


It was a beautiful dream, complete with a sobering and tantalizing choice.

The awakening is just as beautiful, and you wake slowly, comfortably and completely on your own time, eyes blinking open to take in the surroundings. You are floating in the center of a pool of pink-tinted liquid, just a little thicker than water, just thick enough that the floating takes no effort. Dressed in a soft white cotton robe, you find yourself staring at the high domed ceiling of a round room lined with huge windows that let in the afternoon sunlight, a little pale and washed out with the cool midwinter temperature and the reflection of light snowfall outside.

Inside, it is warm, the liquid you float in close enough to your body temperature that you can barely feel it as it moves over your skin. Thick vines climb the walls, weaving in and out between the windows and occasionally over them, throwing thick organically-shaped stripes here and there across the room. Once you fully awaken and stand up and exit the water, you will find towels to dry yourself beside a neatly stacked bundle of your clothing (all very precisely mended) and any other items you might have had on your person when you made the decision to stay. You are left alone, given time to sort yourself out and get changed, and it is only when you decide to leave the antechamber with the pool through a single open arch and make your way into the courtyard of the castle that you will be approached.

The people who greet you are warm and welcoming, wearing robes of different colors depending on the House they're affiliated with - green for Life, blue for River, brown for Stone, and yellow for Sun. These representatives explain to you where you are and what you've agreed to and answer any questions you might have. After this conversation, you are given your tablet and walked through how to use it, then taken on a tour through the various House accommodations so you can choose which suits you best, and offered to be taken to the stables should you have a mount, large pet, or vehicle that's come through with you.

ii. WELCOME HOME


In honor of the first new arrivals to this empty little valley, the heads of the Houses have decided to set up a little party in the largest ballroom in the Castle. It's a simple gathering, primarily a feast with live music, dancing, and games. The ballroom is lit up with candles and strings of magical fairy lights, there is a large table lined with chairs and loaded with simple farm-to-table type foods - roast chicken and beef, baked and mashed potatoes, buttered and roasted vegetables, bread rolls and loaves of bread intricately braided into various shapes, several types of stews and curries made with goat, mutton, beef, and chicken served with flat fried breads, and an assortment of pastries, tarts, and cakes. To drink, there will be mulled wine and mead, beer and a few spirits, and a wide variety of juices and other non-alcoholic beverages. The crowning achievement is a small ice cream bar with various flavors of ice cream and chocolate and caramel sauces.

☆ a. CELEBRATIONS The rest of the room has been mostly cleared aside from some couches and armchairs set up around the edges of the room for people to rest in. Throughout the evening, several small bands play a variety of music meant for dancing and an entire large section of the room is dedicated to games - darts, tabletop sports games, cards, chess, and a game something like Pictionary or charades. Characters are welcome to mingle, dance, and play games with each other and with NPCs that will be more than willing to ask characters to dance or join them in a game.

☆ b. HOUSE PRESENTATIONS In a smaller room adjoining the ballroom, each of the Houses has set up a booth of sorts, meant to describe the interests and focus of each House as well as to demonstrate the types of magic that each house specializes in. Here, characters can observe mages from each House performing complicated spells or brewing potions and offering samples.

The spells performed will generally be complex, high-level spells intended to be impressive displays of what each House's magic can do. Characters can be temporarily changed into animals, have their worries erased for a few hours, become intangible, or be allowed to breathe underwater for a time, among many other types of fantastical spells. The samples of potions are good for an hour or so of effect and can cover a wide range of effects - intoxication and euphoria, enhanced luck, temporary infatuation, forced truth, the ability to speak to animals, and a host of other magical effects.

House booths are not recruiting, characters are not asked to join any of the Houses or ally with them, but they are showing off to try to tempt characters to sign up with their House to learn magic.

☆ c. SHARING IS CARING In another smaller room adjoining the ballroom, characters are invited to talk about their homes, show off their own abilities, or share something cultural from their own worlds. There will be a near-constant stream of interested NPCs as well as other characters who may watch or listen. Tell a folklore story from your country, perform a folk song, show off your superhuman abilities, or share anything else that reminds you of home in an enthusiastic sharing of culture.

iii. SECRET SIGNS


Towards the middle of the evening, a 'game' is announced - the Secret Signs. A magic spell will be cast on the room at large, and characters will find a glowing inscription above their heads that reveals a minor but relatable secret of theirs, or functions as a sort of 'shaming sign' betraying a minor relatable misbehavior that the character indulges in. These inscriptions will remain for a few hours, and characters are encouraged to mingle, observe other people's inscriptions, and try to find common ground in these inconsequential secrets or guilty pleasures.

However, the spell isn't perfect, so some characters may have no inscriptions, or false accusations or untrue secrets displayed and have to deal with the fallout of that. Alternately, if players wish it, deeper secrets or wrongdoings may be exposed completely by accident.

iv. GREENHOUSE INVASION


On the day after the party, a call goes out on the tablets for the assistance of anyone who's able - the Greenhouses, which provide most of the food for the current population, are being invaded by pests! These pests are rodents about the size of very large rats that like to eat the ripened fruit and vegetables that have taken months of careful cultivation to grow. They are exceptionally good at climbing and the females of the species are capable of short flights using little 'wings' similar to those of a flying squirrel. When they're cornered, they have a nasty bite that can cause people trying to catch them to experience extremely strange surreal hallucinations.

It's very important that these pests be cleared out of the Greenhouses, because they are the source of most of the foods that characters will be eating, especially considering it's mid to late winter and growing things outdoors won't be happening for a while. It's your first opportunity to really contribute to your new community!

v. NETWORK


Each character's tablet will light up at some point during the first few days and open a new entry with a blinking prompt: Tell everyone something about yourself. Where are you from? How old are you? What was your family like? What is your favorite food or color?

Or characters are welcome to post up their own network-based prompts.

NAVIGATION








silentscout: (114)

secret signs

[personal profile] silentscout 2021-12-07 10:19 pm (UTC)(link)
Lalli isn't the best at understanding other people. He's a bit self-centered when it comes to how he relates to others, applying his own personal motivations to other people's actions in an effort to understand them. It doesn't always work, because Lalli's thought process is...odd, to put it gently. And those misapplications of motive lead to many misunderstandings, both humorous and not.

In this case, though, Lalli isn't too far off the mark. He can see Finnick walking briskly and attempting to escape, and it reminds him of how he himself often tries to escape conversations. So in Lalli's mind, Finnick doesn't like the game and wants to leave as quickly as possible. Completely understandable, Lalli himself also wants to escape this situation.

"It's telling you that you've eaten too much sugar." A straightforward answer in his mind. Humans aren't made of sugar, they're not baked goods. So Finnick must have eaten too many cupcakes recently or something. But after saying that, Lalli will wordlessly point to one of the side passages out of the room. He's already scouted out several different escape paths, so he might as well share his knowledge with someone as similarly annoyed as he is. Especially since he plans on using that same path for a quiet escape shortly.

Lalli's sign, for what it's worth, says 'NEVER SLEEPS'. A fair assessment, if an annoying one.
fishermansweater: (Default)

Re: secret signs

[personal profile] fishermansweater 2021-12-22 11:41 am (UTC)(link)
"I didn't ask it."

For all Finnick's immediate sarcasm, it's something of a relief that all the sign says is something as superficial and ridiculous as a comment on his taste for sweet things. He's always had a linking for sugary or honeyed things, but the life of a victor in the last ten years has made it much easier for him to indulge it, as he's done here tonight with ice cream and on many occasions in the Capitol when admirers have tried to impress him with treats. That thought might be a little jaded, but there's still a genuine enjoyment in savoring sweetness.

It's not something to be ashamed of, nor one of the many many secrets Finnick wants to hide. That doesn't mean that he likes it being revealed like this; when privacy is as hard to find as it is for a victor, the infringement is one in a long series, but no more welcome for its frustrating familiarity.

What is welcome is the gesture from the stranger, indicating a passage that looks like it might get them out of this room. Finnick can't always leave a party when he's fed up with it, so now he plans to, since nobody seems about to tell him he can't.

"Thanks," he says, his voice low. "You coming too?"
silentscout: (117)

[personal profile] silentscout 2021-12-22 02:57 pm (UTC)(link)
Ah, the complaints of a frustrated individual. It's a familiar sound to Lalli, though at least in this case he doesn't have to try to translate said complaints with what little Swedish he knows. It's much more relatable when he can understand it right away.

When Finnick asks if he'll come along, Lalli nods in agreement. This is why he had sought out an escape route, after all. It would be weird for him not to use it. In fact, Lalli will go ahead and start walking down the side path, assuming that Finnick is going to follow along with him. "I don't like big crowds," he says, explaining himself quietly as they walk, "Too noisy. It's better to go where there's not big groups."