endsthegame (
endsthegame) wrote in
fandomhigh_ooc2013-03-23 05:33 pm
Entry tags:
Your Spring BDE!
Have you ever wondered where baby Ingvar gets all of his toys? No? Well, that's a major oversight on your part - because Tuesday, April 9th Ingvar's friend the Celestial Toymaker is stopping by to give you an inkling! And it won't be pretty.
On Tuesday morning, the Toymaker will sweep in and whisk away Fandomites as they are sleeping, dropping them at random across three points of a special dungeon out in dark space that he’s prepared especially for you, Fandom! Won't it be fun...?
Well. If it is, you're not doing it right.
Because this dungeon is alive.
As the days count down to our finale on Sunday, April 14th, the walls shift. Gravity changes. Time warps. Strangely familiar rooms - if there's a particular BDE you wished your character could've gotten a shot at, a one-day-only opportunity might open up for it! - will open and close at will. Monsters lurk in the darkness that are not easily vanquished. In fact, you can't kill our grues at all: your best bet is to stick to the routes that are well-lit. Because remember:
The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale...
Powers can only chase away the darkness for a little while, and when it falls again, the grues return with it. And yes, you can die here.
...Wait, what?
Well, okay, 'die' might be a big word. Anyone who's killed by a grue (or any other peril) will find themselves whisked away again and suspended in stasis in a room at the heart of the dungeon until the end of the plot. Their comrades -- depending on what they witnessed -- will think they’re really most sincerely dead, or at best, missing: fate unknown.
Stay in the light, is what we're saying. Or the grues will get you.
So... this dungeon...
The dungeon is a maze, really. But not the way you might remember from the Labyrinth: these walls are stone and the ceilings are low. The walls do move -- they’ll change on a daily basis -- and teleportation is dangerous - you never know when what once was an open route suddenly turns into solid rock. Not only that, but telepaths will find themselves inhibited to the point where their powers simply stop working outside a radius of a few feet. Characters with more offensive powers can do very little damage to the walls of the dungeon itself. All powers will behave erratically: you might suddenly find that witch-light winking out on its own when you least expect it to.
Participants will be distributed across three camps. Some days, these camps will be able to reach each other easily by foot. Some days, only two camps will be able to reach one another. And some days, you're all entirely isolated, all methods of communication - and transportation - with other camps stripped from you. Each camp is outfitted with its own water fountain, but that's as far as amenities go. Every character will wake up with only what they wore to bed that night, though there'll be some bags available for those of you with more nudistic sleeping habits. (No, not bags of clothes. Bags to wear. You’re welcome.)
But my character won't exactly go to sleep with a blanket, fifty granola bars and a steak in their pocket!
That's fine. Every day, the dungeon will open doors to chambers that contain animals or plants or other kinds of food. The only problem is this: each chamber has a hazard, and many of these hazards might seem oddly familiar to you. One day, foraging for food might involve dodging zombies. Another day, you might find yourself plowing through the dangerous streets of Rapture to find your next meal. The dungeon's peculiar version of 'death' is lurking on every corner.
Each day, we’ll provide you with a few specific rooms to explore, reachable from your base camp by paths laid out on that day’s map -- paths that might not be there tomorrow! On some days, the corridors available to the different base camps will intersect, and you’ll be able to meet up with your friends; other days, some or all of the groups will be isolated from each other. The daily map will always show you this, and we’ll make it clear in our overview for the day as well.
While those special rooms will be accessible from all of the base camps, you won’t be able to meet up with other groups in them, or sneak across to someone else’s camp that way! There’s a separate entrance from each path, the room will only let you out the door you came in, and this creepy place knows when someone’s in the room, and won’t open any other doors until whoever came in the last time has left. So the only people you’ll be able to hang out with in these adventurey rooms are those you entered with at the same time, from the same door. (However, sooner or later some smarty may well come up with the idea to leave a note for their friends. Someone might even find said note, if it doesn’t get eaten by a grue!)
Besides that, there's space for you to come up with your own rooms (rooms that will be accessible only to other characters with access to the same corridors as you) - with a few guidelines:
- Each room has to have a clear hazard. Some way to die. Whether it be plummeting from great height or being mauled by vampires.
- No cornucopias. There can be food and other vital items in any room, but they won't exactly be plentiful.
- No clones of rooms we've already run (or have warned you about in advance, since we’ll give you a heads-up about some of the upcoming rooms for pre-play needs).
- No specific BDE rooms - we'll be taking care of those!
Each day we'll give you a little preview of the rooms scheduled for the next day and a copy of a map, the way the dungeon's going to look that day, as well as whatever peculiarities the dungeon will throw at you the next day, such as patches of slow-time.
Certain effects from the various room can and will stay with you: for example, if you get bitten and turned into a vampire, you'll be one until the end of the plot.
So how do we get out?
There are three keys hidden in the maze. Once found, these keys open the room that lies at the center of the dungeon. There the bodies of all the 'dead' are stored - along with a figure who knows Fandom's long history, keeps the dungeon spinning, and has more than a little muscle to back him up.
Find him, beat the muscle, convince him to let you go.
It sounds easier than it is.
Fine, but how do I avoid this?
Avoiding the BDE is pretty easy this time around: just don't sign up. The island will operate as it usually does. The only people affected (and suffering the usual communications blackout, etcetera) are the ones in the maze.
All BDE-related posts will be placed within the BDE comm that we'll announce closer to the start of the plot.
But what about classes?
Anyone who remains on Fandom is welcome to keep teaching classes - as is anyone in the maze. Just keep in mind the demographics might be very different. You're also free to adapt your classes to fit the situation - students might suddenly find 'how to forage for food' more vital than 'how to cook an awesome meal'.
Of course, teachers are also welcome to cancel class.
And alumni?
Alumni and expats are absolutely welcome to sign-up and participate. They just have to be on the island on Monday night/Tuesday morning. It won't count against your allotment of days. We won't be organizing an alumni event this time around, though, so be creative!
On Tuesday morning, the Toymaker will sweep in and whisk away Fandomites as they are sleeping, dropping them at random across three points of a special dungeon out in dark space that he’s prepared especially for you, Fandom! Won't it be fun...?
Well. If it is, you're not doing it right.
Because this dungeon is alive.
As the days count down to our finale on Sunday, April 14th, the walls shift. Gravity changes. Time warps. Strangely familiar rooms - if there's a particular BDE you wished your character could've gotten a shot at, a one-day-only opportunity might open up for it! - will open and close at will. Monsters lurk in the darkness that are not easily vanquished. In fact, you can't kill our grues at all: your best bet is to stick to the routes that are well-lit. Because remember:
The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale...
Powers can only chase away the darkness for a little while, and when it falls again, the grues return with it. And yes, you can die here.
...Wait, what?
Well, okay, 'die' might be a big word. Anyone who's killed by a grue (or any other peril) will find themselves whisked away again and suspended in stasis in a room at the heart of the dungeon until the end of the plot. Their comrades -- depending on what they witnessed -- will think they’re really most sincerely dead, or at best, missing: fate unknown.
Stay in the light, is what we're saying. Or the grues will get you.
So... this dungeon...
The dungeon is a maze, really. But not the way you might remember from the Labyrinth: these walls are stone and the ceilings are low. The walls do move -- they’ll change on a daily basis -- and teleportation is dangerous - you never know when what once was an open route suddenly turns into solid rock. Not only that, but telepaths will find themselves inhibited to the point where their powers simply stop working outside a radius of a few feet. Characters with more offensive powers can do very little damage to the walls of the dungeon itself. All powers will behave erratically: you might suddenly find that witch-light winking out on its own when you least expect it to.
Participants will be distributed across three camps. Some days, these camps will be able to reach each other easily by foot. Some days, only two camps will be able to reach one another. And some days, you're all entirely isolated, all methods of communication - and transportation - with other camps stripped from you. Each camp is outfitted with its own water fountain, but that's as far as amenities go. Every character will wake up with only what they wore to bed that night, though there'll be some bags available for those of you with more nudistic sleeping habits. (No, not bags of clothes. Bags to wear. You’re welcome.)
But my character won't exactly go to sleep with a blanket, fifty granola bars and a steak in their pocket!
That's fine. Every day, the dungeon will open doors to chambers that contain animals or plants or other kinds of food. The only problem is this: each chamber has a hazard, and many of these hazards might seem oddly familiar to you. One day, foraging for food might involve dodging zombies. Another day, you might find yourself plowing through the dangerous streets of Rapture to find your next meal. The dungeon's peculiar version of 'death' is lurking on every corner.
Each day, we’ll provide you with a few specific rooms to explore, reachable from your base camp by paths laid out on that day’s map -- paths that might not be there tomorrow! On some days, the corridors available to the different base camps will intersect, and you’ll be able to meet up with your friends; other days, some or all of the groups will be isolated from each other. The daily map will always show you this, and we’ll make it clear in our overview for the day as well.
While those special rooms will be accessible from all of the base camps, you won’t be able to meet up with other groups in them, or sneak across to someone else’s camp that way! There’s a separate entrance from each path, the room will only let you out the door you came in, and this creepy place knows when someone’s in the room, and won’t open any other doors until whoever came in the last time has left. So the only people you’ll be able to hang out with in these adventurey rooms are those you entered with at the same time, from the same door. (However, sooner or later some smarty may well come up with the idea to leave a note for their friends. Someone might even find said note, if it doesn’t get eaten by a grue!)
Besides that, there's space for you to come up with your own rooms (rooms that will be accessible only to other characters with access to the same corridors as you) - with a few guidelines:
- Each room has to have a clear hazard. Some way to die. Whether it be plummeting from great height or being mauled by vampires.
- No cornucopias. There can be food and other vital items in any room, but they won't exactly be plentiful.
- No clones of rooms we've already run (or have warned you about in advance, since we’ll give you a heads-up about some of the upcoming rooms for pre-play needs).
- No specific BDE rooms - we'll be taking care of those!
Each day we'll give you a little preview of the rooms scheduled for the next day and a copy of a map, the way the dungeon's going to look that day, as well as whatever peculiarities the dungeon will throw at you the next day, such as patches of slow-time.
Certain effects from the various room can and will stay with you: for example, if you get bitten and turned into a vampire, you'll be one until the end of the plot.
So how do we get out?
There are three keys hidden in the maze. Once found, these keys open the room that lies at the center of the dungeon. There the bodies of all the 'dead' are stored - along with a figure who knows Fandom's long history, keeps the dungeon spinning, and has more than a little muscle to back him up.
Find him, beat the muscle, convince him to let you go.
It sounds easier than it is.
Fine, but how do I avoid this?
Avoiding the BDE is pretty easy this time around: just don't sign up. The island will operate as it usually does. The only people affected (and suffering the usual communications blackout, etcetera) are the ones in the maze.
All BDE-related posts will be placed within the BDE comm that we'll announce closer to the start of the plot.
But what about classes?
Anyone who remains on Fandom is welcome to keep teaching classes - as is anyone in the maze. Just keep in mind the demographics might be very different. You're also free to adapt your classes to fit the situation - students might suddenly find 'how to forage for food' more vital than 'how to cook an awesome meal'.
Of course, teachers are also welcome to cancel class.
And alumni?
Alumni and expats are absolutely welcome to sign-up and participate. They just have to be on the island on Monday night/Tuesday morning. It won't count against your allotment of days. We won't be organizing an alumni event this time around, though, so be creative!

Questions!
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I love this plot? There.
Anyway, for clarification: say you've got an intangible girl or two who can just waltz on through walls. Would those powers still work, or would they be included in powers that would just go wonky and not work all the time?
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Like, say, Surreal walking along and suddenly airwalking without initiating it, Ghanima flashing prescient, or one of John's stored spells going off without being triggered?
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...Just don't explode the camp!
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Basically, extra-dimensional spaces, how do they work?
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I'm sorry that this only pertains to my character(s), but how would this work for Sholeh and her sisters? If only one of them dies (which can happen, one or even two siblings can die, leaving survivors behind), will they also show up there? As a body?
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... Though, admittedly I'm asking because Jono has radio on Tuesday morning, and I've signed all of my boys up for this BDE because BDEs are shiny and I've been squealing about this one since Saturday.
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They're only bringing what they're wearing on them, right? Like, if someone had a pet that slept all snuggly like, or they were clutching something like a teddy bear, those stay behind? YEAH, IT'S LAST MINUTE. BUT I WAS JUST THINKIN'. SO. YEAH. DEAL WITH THAT.
Have some pretty for your time.
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Comments!
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Also I volunteer the alien to be used as a walking nightlight should anyone want him.
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