Apr. 4th, 2021

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GAME CLOSURE

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GAME CLOSURE

► TO MY WONDERFUL PLAYERS

    It's with an incredibly heavy heart and months of delibreration that I've come to the decision to close Vestige.

    In truth, it kind of just came down to the fact that even though I've cut down the amount of modwork I need to do - events and event posts every other month, not kicking my own ass to wax poetic on the Bulletins, etc - the cost-benefit ratio still just isn't enough. I'm writing these modposts for the 3-4 people at best who tag into them. I'm writing Bulletins and events for a number of people I can count on one hand. This isn't a fault of anyone in the playerbase, but just kind of the inevitable consequence of a tiny game geared toward folks with busy lives and slow tagging speed. That kind of game can survive with more people, but not like this. New folks who join have basically nobody to tag, so they go idle too.

    I know that I've mentioned opening up no-invite apps later this month, but even though March was better than February, it just isn't at a sustainable level and I've run out of ideas for sparking engagement. I honestly just want to call it before this crosses over into actual burnout rather than just fatigue, for me as a mod and a person.

    So this is it. As a playerbase, y'all may be small but you've always been just such a delight. Vestige's Discord has been like a little internet home for me for the better part of a year now, and I love everyone in this bar. I know that last time I mentioned potential closure, a lot of folks rushed to apologize for having a bad month and insist they'd do better/get more involved, and I want to say: This isn't on you. No one person (or small handful of people) should ever have to feel responsible for keeping a game afloat. Y'all have done your very best within your level of bandwidth, and I love you endlessly for it.

    If folks think it would be beneficial to have proper closure ICly, I can toss up a quick network alert from the Technicians re: everyone being sent home for now, backdated to just before the end of March, and y'all can use the March catch-all to thread out closure threads? Just let me know.

    And thank you all for a wonderful 10 months. All in all, I had a blast playing with you and modding for you, and I hope you've enjoyed your time here too.
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Apr. 2nd, 2021

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APRIL BULLETIN

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APRIL BULLETIN

► BASICS


    Bienvenido, murderfam. 🔪 Surprising no one more than myself, the Bulletin is alarmingly punctual this month. I hope you're proud of me. I'm proud of me.

    As an even-numbered month, there are no events in April - just a couple of anomalies to play around with.

    As a general note, my Spring quarter has just started, which seems at a glance to be done the first week of June. I'd like to think I'm getting in the swing of this school-practicum-modding-RP balance, but that also feels a lot like hubris so we'll see when May hits and The Fuckbox™ of weeks 4-8 are underway.
ANNOUNCEMENTS OF VARYING IMPORTANCE

  • MOTHERFUCKIN' TEST DRIVE MEME - I bet you thought it was just a myth. A legend. A pot of gold at the end of the rainbow. But no - Test Drive #3 truly has come to pass. Tell your friends.

  • NO-INVITE PERIOD - Aiming for the last half of this month. I'm going to put out a note about it with this TDM, and I've already added an April 2021 update to the FAQ section about our invite-only status.
APRIL IN VESTIGE

WEATHER.

    Spring is well underway by now, with sunny skies filled with puffy white clouds and a brisk breeze cooling those who sit in that sun for too long. It sprinkles for an hour or so on 2-3 days per week, but April sees very few proper rains.


WILDLIFE.

    The animal populations are acting as animals do at this time of year, with little of particular note to report. The raccoons' Baby Fever seems to have calmed down a bit, with a number of the juvenile raccoons dispersing into the forest or even off into the town where the scavenging is ripe. A small band of them take to Foodland, stealing boxes of crackers or fruits when they think nobody's looking and hiding under the check-out counters when they know they're being watched.

    As for plants, a wealth of flowers have come to bloom - but that isn't entirely reassuring news. See 'Anomalies'.


RESOURCES.

    In Foodland, one can find the usual assortment of groceries, along with:

    • What remains of last month's seeds.

    • A particularly robust assortment of chapstick, for those feeling a bit more conscious of their lips thanks to certain dreams.

    • A renewed supply of camping gear - basically anything you might find in the camping section at Walmart is fair game.

ANOMALIES FOR APRIL

WAIT, ISN'T IT SUPPOSED TO BE MAY FLOWERS? VARIOUS EFFECTS, ALL MONTH

    Throughout the month, in addition to various entirely harmless flowers, a number of less harmless flora seem to be popping up as well. Coming into contact with the pollen of these flowers (whether by direct touch, inhalation, or even just standing too close while the pollen is on the breeze) seems to have an effect on people... Precisely what effect depends on the flower. The following can be encountered throughout the containment zone this month:

    • ASPHODELUS - ( 📷 ) This flower will cause the feeling of soul-crushing regret and guilt. What's the one thing that you regret the most? The one thing you would change if you could turn back time? It's time to have that thrown back in your face for the next twelve hours, assuming you're not exposed to this pollen again. The funny thing about it is, you're feeling even worse about it now than you ever did before, even if the issue has long since been resolved.

    • BEGONIA - ( 📷 ) Suddenly you're aware that everyone is conspiring against you. Not just your enemies, but your friends and family as well. Even that raccoon over there. Look at the way it's looking at you, making those weird chittery sounds and scampering up and down that tree. It's up to something. Exposure to the begonia pollen will cause intense paranoia for up to twelve hours after initial exposure (assuming you don't come in contact with it again).

    • EDELWEIß - ( 📷 ) Oh, Edelweiss. A beloved and simple flower from the Alpine region of Europe. This one will cause you to become extremely reckless, possibly to the point of death. It goes beyond developing or exacerbating a hero complex. It's like experiencing l'appel du vide for twelve hours and actually listening to it. Good luck.

    • GENTIANA ANDREWSII - ( 📷 ) When's the last time you had a good night's sleep? A few days? Weeks? Prior to ever showing up here? Here, let's help with that. The pollen from Gentania andrewsii, commonly known as a closed or bottle gentian, will instantly put anyone who comes in contact with it to sleep. It doesn't matter if they're sitting, standing, driving or swimming. They will fall into a deep sleep, varying anywhere from twelve to twenty-four hours. For the duration of that time, some will have a dreamless sleep, while others will experience vivid nightmares and will only awaken after experiencing sleep paralysis.

    • GLOXINIA - ( 📷 ) This flower can have one of two main effects, depending on how it is that you're exposed to the pollen. If you touch the pollen with your hands (picking the flower, holding onto it in order to reach in to smell it, etc.), you'll discover ~5-10 minutes later that you're quite allergic to it, and your hand + everything you've touched with that hand since begins to redden and burn like a terrible rash. But some might argue that this is the preferable option, because if you receive the pollen via airborne exposure, you'll find yourself either blinded or deafened instead. Don't worry - both the loss of senses and the burning rash are entirely temporary, wearing off in anywhere from 2-6 hours.

    • POPPIES - ( 📷 ) I mean, what do you expect from poppies? This shit gets you high. There's a low but persistent level of opium in the pollen of these bad boys, so buckle up.



That's it! Expect the Catch-All Log tomorrow, and I'm also going to wait to Plurk about the TDM until tomorrow too so that I have more brainpower to write a note about the no-invite apps. Otherwise, have a good April!
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TEST DRIVE MEME #3

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TEST DRIVE MEME #3

LABYRINTH 2: ELECTRIC BOOGALOO
► BASICS


    The starting point for this Test Drive Meme may be familiar to some: A very tall and elaborate labyrinth.

    At its core, the labyrinth is just as it was in March's event, but with a few key differences:

    • FOG - A fog fills the maze, sparse in places and thick enough to obscure visibility in others.

    • NO EXIT PORTAL - There is no exit building in the courtyard. Instead, there is simply a jagged hole in the ground - and a deep one. Any light dropped down the hole fades from view before it hits the ground. Anyone pushed into the hole (or anyone who jumps in voluntarily - I'm not here to judge) blacks out abruptly and wakes up elsewhere in the maze, forced to reorient themselves anew.

    • MONSTER FREQUENCY - The monsters listed in the March event are still present, but less frequent now that they're no longer the only alarming feature within the twists and turns of the maze. They seem to avoid any anomalies within the maze (see below).

    • ENDLESS(?) - In contrast with the March labyrinth and its clearly-defined borders, this one doesn't seem to end... Nor does it seem entirely consistent in measuring distance traveled. You could walk for the better part of a day in one direction, then turn around and within five minutes encounter a landmark you passed that morning. Or perhaps you leave the courtyard, travel for six hours, then enter the courtyard again from the opposite side. Are their two courtyards? Did you get turned around? It's a mystery.

    • ANOMALIES - Throughout the foggy hedge-labyrinth, there are a few different anomaly types that one can encounter. Some feel like a simple break in the maze, while others feel like you've stepped entirely out from one dream and into another.
    Upon arriving, everyone wakes up somewhere within the maze itself, some sporting headaches and sore limbs as if from an especially rough sleep, others still bearing the wounds they brought from home, while others still awaken feeling enviably refreshed and ready to go. The drop-downs below will describe the possible anomalies! Everything else not specified above or below can be assumed to exist as described in the March event.
ANOMALY TYPE 1 ► YOU KNOW THE PLACE
    The fog has been especially thick for a minute or so, but for one reason or another, you've ventured on. Maybe you're fleeing a beast, or searching for some shred of hope in this endless foliage hell.

    What you find is something different altogether.

    After a few more steps, the fog seems to clear a bit, revealing a weathered stone arch covered in some manner of ivy. You didn't think you were anywhere near the end of the maze - in truth, you were starting to wonder if there was an end at all. But sure enough, through this very archway lies-... well, it's a bit hard to discern, but it's certainly not more twisting pathways.

    Make your way through the archway, and things become a bit more clear. Clear and familiar. You've found yourself in a place of great emotional weight to you personally - perhaps your greatest regret occurred here, or your most traumatic childhood memory. The place is empty now, a bit broken-down and still cloaked in a light fog, as if it hasn't seen visitors in quite a while. But as you approach, you find that the old memories or feelings are stirred up almost as vividly as they were when they were created. Some particularly unfortunate souls will find themselves reliving it, gripped with visions of the prior events - or perhaps they see the place as it now exists but feel all of the pain or anger or guilt they felt at the time, seemingly without cause.

    (If the weighty emotion or memory is more positive - a place of great joy, love, or hope - then the above still applies, but at the end it's tainted by a sort of sadness. Wistfulness, nostalgia, or some other manner of emotion which appropriately captures the despair or melancholy of such a place of joy now crumbling away in ruin. In fact, it seems a bit more ruined now than it did when you arrived...)

    Each archway contains only one such place at a time, so anyone who wanders in after you will find you in this place so dear to your heart. With any luck, they won't relive the memories or feelings right along with you... But in the labyrinth, luck is rarely on your side.
ANOMALY TYPE 2 ► THE MEET-CUTE
    This archway is very much the same as the one above, but this one at first glance seems only to travel through the brick wall from one path to the next. Seen through a foggy haze, it's entirely too easy for the faintest shimmer across the gap to escape your notice... At least until you've passed through it and found yourself not on the next path as the illusory barrier made you believe, but in an oppressive and unbroken darkness that not even those with sharper night-senses can discern proper shapes in.

    A quiet sound nearby lets you know that you aren't alone. Is it man or monster? Now might be the time to ask - if only it were so easy. As soon as you go to speak (or even just mouth-breathe, really), you'll find that you're unable to open your mouth. No... Lifting a hand to investigate, you'll find that the truth is quite a bit more concerning. You don't seem to have a mouth anymore at all.

    Don't worry! This, like all things in life and death, is entirely temporary. Once both you and the other person have made your way through the exit (a similar archway which leads back into the maze), you'll find your mouth once again where you left it.

    But the journey isn't quite so easy as it sounds. Throughout the room, hall, caves, or wherever else you've ended up (it varies by the occasion) lie all manner of perils - knives which jab out of holes in the wall, flames which briefly illuminate your corner of the room they shoot up just in front of the weight-sensing pad on which you've stepped... Y'know, typical Trap-Infested Cave With Treasure At The End shit, but it's in the dark with a similarly mouthless person you may or may not know, and the treasure is 'getting the fuck out'.

    At least you'll have a story to tell the grandkids.
ANOMALY TYPE 3 ► HAPPY BIRTHDAY! YOU'RE A DISASTER
    Once more for good measure: A stone archway. An unsuspecting you. A seemingly-innocuous hedge-lined path on the other side. But just for a change of pace, this one doesn't fling you down memory lane or into a dark and booby-trapped meet-and-greet.

    This one just plain knocks you out.

    You wake up right where you last recall being - the barrier-shimmering sky above, the foliage looming oppressively high to your left and your right - but something is very very different. You feel it right away, but you can't quite put your finger on what... At least not yet.

    But it won't keep you waiting long. Within two or three minutes of your awakening, that 'something' makes itself quite apparent: You now have a brand new power or ability, and it's mostly or entirely out of your control.

    Good luck, godspeed, and try not to kill anyone.
MOD NOTES + CONTINUITY

    • This TDM takes place in a shared dream for all participants, so as not to interrupt in-game continuity. Characters already in-game may experience this dream at literally any time between now and the next TDM, and new characters who TDM here will have this dream as their vivid introductory experience, which they're free to remember/not remember upon joining the actual game. Players of current Vestige characters, feel free to fudge when your characters experience this nightmare and/or when something inspires them to remember it.

    • In Anomaly Type 2, you're welcome to fully improvise whatever room shape and/or traps and dangers your characters encounter. Go nuts. (Also, while we're talking about it - characters still retain vocal chords and mouth cavities, and are still able to hum/grunt. It's just like someone took the Clone tool and photoshopped more cheek where their mouth is supposed to be.)

    • In Anomaly Type 3, you are literally just 100% free to decide what power you want to inflict on your character and those around them. If you're at a loss, ask the Discord for ideas!

    • Unless otherwise specified, characters arrive with all powers intact and carrying all items that they had with them on their canonpoint.

    • Vestige will be lifting its invite-only rule on a trial basis beginning on April 15th! Folks without direct invites are welcome to TDM in the meantime, but no-invite applications won't be accepted until the 15th.
    • I recommend checking out our New Player Guide (specifically the 'for characters' drop-down) or the FAQ before you TDM, even though this isn't set in the Containment Zone proper.

    • Feel free to hop into our Discord server if you aren't there already! You're welcome even if you aren't in the game just yet.

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Mar. 17th, 2021

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(event) TWISTS AND BLOODY TURNS

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MARCH EVENT: TWISTS & BLOODY TURNS

MARCH 18TH - 23RD
► THE BASICS


    Hello, my delightful murderfriends. It's time for the event infopost! First things first: You'll notice that the event has been pushed two days later (18th - 23rd rather than 16th - 21st). This is to account for the timing of the infopost + log, so that folks still have a day or two to get their ducks in a row.

    This month's event is a problem-solving event (or at least, that's how it's presented by the Technicians) with heavy notes of monster horror which in turn offer some body horror and psychological horror. Is murdering your homies considered psychological horror? If not, we've got some of whatever kind of horror murdering your homies is, because that's (supposedly) the only way out of this mess.

    This event is opt-in, and there are ways to get your character involved even if they aren't a part of the initial opt-in abduction.
THE MAZE
ARRIVAL.

    On the morning of the 18th, a number of characters wake somewhere distinctly different from their bed. Around them is an alarmingly tall labyrinth, the walls made of lush green foliage, the sky overhead an idyllic blue where it peeks down between the maze walls.

    Unfortunately, between characters and that very sky is a barrier just like the one surrounding the containment zone itself. Characters who have the means or willpower to reach that high, they'll encounter it no more than a hand's-width above the uppermost reach of the maze walls, presumably to prevent cheating by climbing from one path to another. And while the walls themselves may appear to be manicured shrubbery, any attempts to dig through will find cold and unyielding brick a few inches deep.

    If anyone is decent at guesstimated measurements while navigating winding pathways, the maze is roughly square-shaped and seems to span about a mile in each direction from end to end.


COURTYARD.

    Why are they here? How do they escape? The quickest way to figure these things out might be to venture to the center of the maze. There sits a small courtyard, paved with mossy brick and containing a number of run-down decorative garden benches. The most notable feature, however, is a round single-room brick building with an ornately-arched doorway, beyond which lies what looks like a spiral staircase leading downward. Is this an exit, or a trap?

    Survey says 'exit' - or at least, the laminated notice thumbtacked to each side of the arch sure does. It explains that it's the only exit, and that if you kill one (1) person within this maze, the barrier over the door will let you pass through it. Sure enough, no manner of trickery seems to convince that barrier to do anything but precisely as the notice says.

    Those who kill someone and pass through the barrier will find that the spiral staircase leads to an underground tunnel lit with hanging lanterns, walking roughly a mile to emerge from under a drainage grate in the courtyard of the school. The grate is closed, but can be pushed open with little difficulty. Congratulations! You're free.

    Those who don't kill, on the other hand, have quite a bit more to deal with here in the labyrinth than they may have bargained for.


MONSTERS.

    They aren't alone in this maze. Trapped in with them are monsters of three different types... Monsters which those who frequent the town might find familiar, not entirely different from some of the stone figures within the statue garden - except these versions are (of course) much, much worse.

    They keep to the outer parts of the maze for the first day or two, perhaps not ideal for anyone attempting to find an escape along the outermost walls (or for those who try to mount a rescue... more on this later), but generally easy enough to avoid otherwise.

    But over the course of characters' stay in the maze, they make their way closer and closer to the courtyard. By evening of the 22nd, not even the courtyard is safe from attack or whatever else that particular monster might have in store.

    Generally, the monster population is dense enough that if someone is in a monstery part of the maze (as described above), they'll at least be in the vicinity of a monster about once per hour. That said, these monsters can be evaded with vigilance and careful efforts not to draw attention. If you don't want your character to have to deal with any of the monsters, it's infinitely more likely that they carefully evaded the notice of the ones they encountered than failed to encounter any at all.

    A note that all monster 'effects' (the 'fuckery' sections below) end when the monster which inflicted it is dead and/or when the individual leaves the maze.


THE MONSTERS
THE BASILISK ( PICTURED HERE )

  • SPECS - The basilisk is basically a three-headed snake with four lizardy legs up near the front. It is, however, about 30-40 feet long, able to lift each head to glare down at you from about 10 feet in height. All four feet are clawed. A double-set of fangs protrudes from each hissing mouth. (At least they aren't venomous?) The basilisk seems to have the approximate intelligence of a particularly intuitive dog, though each head does seem able to think independently as well as in tandem. It's the most aggressive of the three monsters, with the general demeanor: Hungry.

  • COMBAT - Honestly, this is just a big fuckin' monster to hack and slash at. Destroying one head kills that head but not the beast - killing all three heads is one way to kill it, as is a heart-wound if you can penetrate the hard scaly flesh. The heads seem aware of some manner of strategy, tending to work together to watch multiple enemies or to protect its throats/heart area. It will claw if necessary, but much prefers biting as far as attacks go. One thing to look out for is letting it swat you (with a clawed palm or a swing of its head) into something that might knock you unconscious - the basilisk makes quick work of swallowing down immobilized enemies, and the inside of its throat has the muscular strength to crush most people to death on the way down. Speaking of immobilized....

  • FUCKERY - It's critically important not to make eye contact with the basilisk. This may be tricky, because this fucker knows what it can do and it absolutely will try to duck a head into eye-contact range while you're distracted trying to fight it. Anyone who does make eye contact (whether up close or from afar) will find that their joints will slowly begin to ache and stiffen, eventually rendering them as stiff as a statue, though they're still entirely conscious and otherwise intact. This process can take as little as ten minutes or as long as half a day, depending on how direct the eye contact was and how close the basilisk was at the time.


THE VOID ( PICTURED HERE IN INITIAL FORM )

  • SPECS - The void looks like a seven-foot-tall shadow enshrouded in a tattered black cloak, curved horns protruding from the top... If you notice it. In picture form, this monster may seem pretty hard to miss, but the void has the uncanny ability to linger just outside of conscious recognition. Most every character who spends any time in the maze will be able to think back once they've escaped and remember a time in which they walked right past this ridiculously ominous figure but somehow didn't even notice it at the time - and it'll seem so obvious to them in retrospect, but they distinctly recall not seeing it. At least not until it was (nearly?) too late.

  • FUCKERY - This is where the voids get their name. Those who come within three or four yards of a void begin to feel less... well, feeling. Anger, fear, joy, hope, sadness, fondness - all of it seems to dull, not quite numbing the person so much as leaving them feeling neutral and pragmatic and efficient (or however it might translate for each individual). Maybe they notice it happening, maybe they don't. But the void needs for this to happen, both in self-defense (an adaptation after noticing that subconscious 'something's wrong' fear responses were what alerted most people to their otherwise-unnoticed presence) and because a void is very much as void as their name implies. If they feed on the emotions of enough people, they'll theoretically be whole. (Note that if/when the void is killed, the emotions all come back in a potentially-overwhelming rush, and will probably feel more intense for an hour or so.)

  • COMBAT - I swapped these two points because combat depends entirely on whether the void was caught before it finished feeding or after. The more emotions a void drains from others, the more substantial and noticeable they become, until they achieve their ascended form and shuck their cloak. In this state, they basically fight like a humanoid would be expected to, but with enhanced strength and very sharp teeth and claws. Their skin is thick and tougher to penetrate, almost like leather. They seem confident (perhaps even delighted) and entirely ready to engage in combat, though they don't speak or communicate in any way. If they're caught before they ascend to wholeness, that's a whole different ball game. The goal for these voids is to a) ruin your day for ruining their day, or b) get the fuck away if it seems like they're outmatched. Their claws are horrifically long and their bite is pretty unfriendly too, and they're ready to unleash both on whoever was rude enough to notice them. Stabbing and slicing doesn't work nearly as well on the voids in this form - you kind of have to hack it to bits before it'll die. However, if it seems like you're able to hack the void to bits, the void will unleash one final self-defense mechanism on the biggest threat to them in the form of a harrowing tide of emotions in their most extreme forms (misery, fury, elation, terror, love - all at once in an overwhelming barrage). While the person is ideally debilitated by this maneuver, the void will attempt to flee into the maze where it can start again from scratch.


THE MUISTIVARAS ( PICTURED HERE AND HERE )

  • SPECS - The muistivaras are about man-height atop their gangly limbs, though it's rare that they'll stand still for you to compare. These creatures are extremely quick and nimble, navigating just as easily across the walls of the labyrinth as they do across the ground, leaping impressive distances with little apparent effort. This makes it quite easy to do what they do best: Fucking flee. They often trail quietly along after a person for as long as it takes that person to notice, then do their best to disappear into the twists and turns of the maze.

  • COMBAT - Why are you fighting these things? We'll get to that in the next section. First, how to do it. It's simple. If you can catch it, you can kill it. They're pretty kicky, but they otherwise don't really have much combat capacity at all.

  • FUCKERY - Now, why exactly would you choose to fight a muistivaras when it seems all too ready to fuck off and leave you alone? It's because it hasn't left you alone. Not really. Above, it mentioned the creatures trailing along behind a person for as long as it takes that person to notice. As it turns out, the damn scavenger took a nice big bite out of each and every memory that person thought of while they were being followed. You'd be surprised how many memories cross your mind that you don't actively stop and dwell on... But the muistivaras certainly wouldn't. :') This actually brings us to the only real difference between the two types of muistivaras - one of them eats from good memories and one of them eats from bad ones. (As the monsters encroach on the courtyard, characters may begin to find that the memories woven into their dreams have bites taken as well - unless someone is standing guard to watch for these pesky little fuckers.)


THE OUTSIDE
DISCOVERY.

    Very little is known at first to those left outside on the morning of the 18th. They may not even know something's amiss, unless their partner or housemate has disappeared. In fact, the network will probably be the first sign a lot of people have - cell signal is unsteady but intact within the maze, allowing texts as well as poor-quality voice/video to come out from the maze and to reach into the maze from those outside.

    No signs point directly to the maze being the formerly-innocuous statue garden in town, especially since it still very much appears to be the same size from the outside, but it can be pieced together. It is the only maze in the entirety of the containment zone, after all, and the monsters are arguably a little familiar to those who've spent any time in the maze as it typically is. Anyone who's killed and escaped can place the labyrinth's location as 'somewhere in town' at the very least, just based on how far they walked. On top of that, the statue garden is... acting a bit strange from the outside.


STATUE GARDEN.

    Those who approach the statue garden will find that a barrier seems to stretch from the top of the hedges (which look like the usual 10-foot tall ones) to some indefinite point in the sky, preventing anyone from flying overhead. Those able to jump/fly high enough outside of that barrier to peer down into the garden will find below the tops of the hedges enshrouded in a thick fog, blocking visibility.

    But they're only hedges, right? You can cut through hedges. In fact, you can even cut through these hedges, opening a path from the outside for long enough to get inside before it quickly grows over again, and any attempts to exit there find the same brick wall as everywhere else. Congratulations! Now you're stuck too. (If someone else cuts again at that same spot, it opens up to an entirely different part of the maze. This shit's tricky that way.)

    (It might be a good idea to take some food in with you if you do make your way inside. All anyone really has to eat in there is dead monster, and that's raw unless someone can build a fire.)


THE ENDING
    On the morning of the 23rd, those trapped in the labyrinth find the walls around them beginning to shake and crumble. It's terribly ominous, not to mention dangerous if they aren't careful to watch out for falling rubble. All the while, the crumbling of walls kicks up a dust so thick they can't see their hand in front of their face, thick enough to burn their eyes and probably even get them coughing.

    When the dust settles, however, it reveals... the statue garden, entirely intact, just as it has always been. Their fellow labyrinth abductees still surround them, likely just as confused about what they've just experienced.

    None of this is perceived from outside the statue garden. No sound of crumbling walls, no cloud of dust, none of it. All they know is that one moment the garden's airspace is walled off by a barrier and the next, it isn't. (And, of course, they'll probably hear the sudden presence of bitching from various points amidst the hedges.)




It's literally 8 AM as I finish this so I'm sure there will be questions - ask them in the top-level below!
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MARCH BULLETIN

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MARCH BULLETIN

► SUP, SQUAD


    Hello again, horrorfam! 🔪 Welcome to March, which might as well be the month after January with how much of a blur Feb turned out to be. This is going to be fairly short for finals-week bandwidth reasons, with most of the attention going to the event bit at the end.
ANNOUNCEMENTS OF VARYING IMPORTANCE

  • NEW PAGE: NEW PLAYERS' GUIDE - So we now have a New Players' Guide for folks to basically parse out the need-to-know things upon joining Vestige - but it's also (in my opinion) maybe useful for folks who have been here a bit but want a refresher! Even as I type this I've thought of something else to add (about the books in the cabins which sometimes offer helpful pictographs), but if there's anything else y'all can think of that might be important to toss in there, let me know.

  • PAGE UPDATE: FAQ - Our FAQ was... woefully out-of-date. it's mostly updated now, aside from a couple of things I've thought up since doing so (the above book + something about the pamphlets), so basically I'm asking the same as with the newbie guide: if you can think of anything else I might want to add, hit me up.

  • GENERAL UPDATE: NO-INVITE PERIOD - So basically, one of the key ingredients to a successful no-invite application period is for them to be able to look at the last month or two on the comms and see reasonable activity - which February (being the Void Month Which Only Supposedly Existed) didn't really have. If March goes a little better, I'll aim to do this in April. A Test Drive Meme will likely still go up in the meantime, but it'll be a smaller one to tide us over until that no-invite period.
MARCH IN VESTIGE

WEATHER.

    Though it's cloudier in March than it was in February, the temperature is also generally warmer, and the air has finally lost that 'nippy' quality it's had since pretty much late November. Expect rains once or twice per week, ranging from a sprinkle to a shower.


WILDLIFE.

    Plants are flourishing, early spring flowers are blooming, etc. No further news on that front.

    As for wildlife, the raccoons are also conspicuously absent through March as well... At least until the final week, at which point they come back with a vengeance. And by 'a vengeance', I mean 'so many babies'. So not only have the hands returned, but a glance under the porch of nearly every cabin will find any number of tiny wary eyes staring back at you.


RESOURCES.

    At Foodland, a lot of February's resources, particularly the candy hearts, are still on the shelves (although the supply is dwindling... somehow). Additionally, this month you'll be able to find:

    • A variety of green decor and clothing, many of which feature gold accents or four-leaf clover designs.

    • A rack full of seed packets, but rather than being professionally-printed and labeled, they're plain brown with handwritten labels ranging in specificity from 'carrots' and 'lotus' to 'maybe zucchini?' and 'no idea'. Most of them are fruits or veggies of some sort. Godspeed.
    • A more diverse range of questionable foods, like fresh stargazy pie in the deli, Manwich (in original, bold, and thick & chunky), jars of Vegemite, and ambiguous potato snacks.

    • Huggle hoodies in a variety of colors and sizes.

    • A few one-pound bags of caltrops.

    • What looks suspiciously like a vial of actual blood amidst the goods in the freezer section??


    Additionally, a formerly locked storefront on the main street in town now seems to be unlocked, and inside an assortment of car parts can be found (new and gently used, but make and model are hit or miss).


ANOMALIES.

    The "Saba" investigation from February is still underway! Current OOC investigative questioning is occurring here, and y'all are welcome to ask further questions on that top-level if other characters also want to dig into it. Until otherwise specified, assume that elk carcasses (of the second category, sans-necrosis) continue to be found in the woods. I'll edit this section + put out a Plurk/Discord note if anything develops!

    The gas station also continues to be sketchy behind the boarded-up windows and locked doors.

EVENTS FOR MARCH

TWISTS AND BLOODY TURNS MONSTER HORROR + PSYCH HORROR + MURDERFEST?, MARCH 18TH - 23RD

    On the 18th a number of characters awaken, not in their own homes (or whatever damp corner of an abandoned building that they curled up in last night - hey, I'm not here to judge), but somewhere in an alarmingly tall labyrinth. Overhead, a barrier just like the one surrounding the containment zone hovers a hand's-width above the labyrinth's uppermost reaches to prevent climbing over from one path to another, and though the walls appear to be made of manicured shrubbery, any attempts to dig through will find cold and unyielding brick a few inches deep.

    The only exit offered lies in a courtyard in the center of the labyrinth. But, as characters are quickly informed, this exit cannot be used unless you've killed one of the others trapped within the maze with you. So that sure is a thing.

    But if 'stuck in a hedge maze' isn't bad enough, three types of monsters roam the leafy green pathways, looking for any characters they come across. For the first few days, they stay out in the maze itself, but on the last day or two they even venture into the courtyard itself for the hunt. These monsters aren't just tough and angry, either - each one has some sort of additional fuckery they can conditionally inflict on characters (a body horror, a mental horror, and an emotional horror), which will only go away once the monster is dead.

    Phone signal is inconsistent, but characters from the outside can get involved - individuals who try to enter the maze from the outside might just find themselves tangled up in vines that almost seem to move, pulled through a narrow gap in the labyrinth wall and deposited inside. Unfortunately, any attempt to find these gaps in order to escape comes up useless.

    Though characters are definitely left with the lie-by-omission impression that killing one another is the only escape, the 23rd sees everyone ejected from the labyrinth whether or not they've done the deed.

    More detailed event info will come in an event infopost sometime between now and next weekend, with an event log going up shortly after!




Thanks for tuning in! Toss any questions into the top-level below.
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FEBRUARY BULLETIN

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FEBRUARY BULLETIN

► AND NOW FOR A WORD FROM OUR SPONSORS


    Holy shit, how is it February already? 💀 January passed like a flash in a pan, let alone the first seven... days... of this already-short month, yikes. The intro got long, so instead I've tossed all of the info into the announcements drop-down below (in lieu of any real announcements) - feel free to skip the State Of bit, it's just context for some of the stuff below it.

    Also note that this month's 'events' drop-down has been replaced with 'anomalies', which usually go into the 'month in vestige' section. I'm still figuring out what is/isn't too much during the off-months, so this month we're testing out two options - one very brief and avoidable thing with fairly low stakes (gotta celebrate Valentine's Day somehow) and one optional investigation/hunt which might not even draw the attention of like 90% of the game. I'll be feeling things out a bit later in the month to see if this was the right amount of action or too much of it and adjust future off-months accordingly!
ANNOUNCEMENTS OF VARYING IMPORTANCE

  • STATE OF TRACE - So I've started my internship, which needs me to be available for most of like 3-4 days per week in order to space out my allotted hours - which doesn't mean I'll be busy for the entirety of those 3-4 days, just that I have no idea until the week-of which days/times I will be busy. Also anyone in our Discord server has heard me openly weeping into my hands about one of my professors this semester, who basically doubles the work we have to do by way of incredibly unclear expectations and due dates. Those two things mean that while I have enough time to be around and modding and tagging, I have a frustrating lack of consistency in the schedule I have to keep, half of which will be solved in March and half of which continues 'til I break for summer (hopefully not literally).

    Thus far as a mod, I've been all about transparency and getting all information out in the open as soon as I'm able. This has been great in a lot of ways - it has led me to gather feedback that has changed the game for the better on more than one occasion! But on the flip side, my dedication to transparently laying out schedules and dates for upcoming events/changes has mostly just led to due dates I've set and then failed to meet. Because of this...

  • (TEMPORARY) MODDING POLICY CHANGE - Until I have a better handle on my schedule, I'll no longer be offering even estimated dates for when things will occur on an OOC level. IC dates will still be scheduled so y'all can RP with continuity, of course, and I'll try to get those things up on my end before they're ICly necessary - but other than that, 'possibly mid-month' or 'the end of the month, hopefully' or something is the best I'm going to offer.

  • NO-INVITATION APP ROUND - As for the 'no-invitation app round' I've teased for January and then February (ripski), I've decided it would be better to kick it off on an event month anyway, so I'm tentatively aiming for March if I have time to get my ducks in a row by then. I will try to let you know as soon as I know concretely one way or the other.

  • GENERAL AGENDA - So there's an immediate agenda, then there's an ASAP-after-that agenda. The immediate agenda, as soon as I'm able to churn it all out reasonably, is to finish this Bulletin (good start, good start) and do the catch-all log pretty much ASAP. Then I'll be getting back to a lot of the investigation questions/loose ends.

    Then, as soon as I'm able to tackle it, I'll be drafting up a few things to toss y'all all at once, including (1) the next TDM. (2) A brief infopage for potential applicants, something functioning kind of like most games' premise page but not quite. (3) A brief infopage for new applicants in order to get them all of the info they need to know right out of the gate including things like 'your username is fucky for a week, sorry homie'. (4) An update to the FAQ to bring it in line with all of Vestige's developments over the last 7 months.

  • REMINDER: VESTIGE BINGO! - On a wholly different note - this is just a reminder that Vestige Bingo (our 2021 kickoff resolutions/goals + CR-forming meme) is evergreen, and you're never too late to make your own list! Feel free to post it in the links channel on Discord if you do, for maximum visibility. (If you aren't a member of the disco, I'll paste it there for you.)
FEBRUARY IN VESTIGE

OVERVIEW.

    After the idyllic snowscape of December slipped into nearly a month and a half of Struggle plus an involuntary nap that wasn't even restful, it's entirely reasonable not to trust any stretch of time within the containment zone which seems to resemble peace and quiet... But believe it or not, that's pretty much what everyone's getting. The weather is decent, the wildlife is back and flourishing, and the incidents this month are about as inherently harmless as the Technicians have to offer. It's entirely possible to go the entire month of February without encountering anything more stressful the trials of semi-survivalist life and the latent anxiety which comes with waiting for the other shoe to drop.


WEATHER.

    Though the air remains brisk throughout much of the day, the month of February is actually pretty sunny overall. The last of January's snow melts throughout the first week or so, and though the occasional dusting of snow comes down throughout the following weeks, what little manages to stick is quickly melted away by the sunny skies. Very few clouds appear overhead, apart from those occasional snow-sprinklings and an infrequent shower of rain.

    (At least for the first week or two, the lake still seems to be frozen? But the odds of falling through are about 80% at this point, so I wouldn't risk it.)


WILDLIFE.

    Plant life in the containment zone is finally starting to revitalize! That which survived the winter, at least. The snow has melted away, revealing grass and foliage long hidden under the blanket of powdery white. Though much of the flora almost seems to be growing at first (and rapidly, too!), it's simply straightening up to full height again after a winter spent supporting the weight of the snow. Near the end of the month sees the first new growth, the most vibrant of which is the occasional cluster of pansies sprouting up in various woodland clearings... Though anyone present last summer might cast a wary eye at the blackberry starts sprouting up along the the lowermost walls of some of the cabins.

    The wildlife, meanwhile, has bounced back quite robustly. Birdsong now fills the morning air, especially for those who live amongst the trees, and the expected populations of deer, rabbits, foxes, coyotes, and yes, even mountain lions seem to steadily return throughout February. No bears, but that's to be expected with one month left of hibernation - and I'd say that mountain lions are plenty, wouldn't you? Also conspicuously absent: Raccoons. Aside from those which were brought mercifully inside during the frozen months, that particular population has yet to wander back in... Which is odd, considering the return of the opossums and quokkas in town.

    A new herd of elk roams the containment zone, typically sticking together in a cluster... And unlike the deer, the elk are both wary and ready to defend themselves from any perceived threat. I wonder what has them quite so defensive? A closer look at the herd might give some sort of indication: A few of them (maybe 1 in 10) have a long, narrow patch of darker brown-black somewhere on their shoulder or flank, the coat there patchy and ragged. Those familiar with the concept might recognize it as some sort of necrosis, not yet advanced enough to debilitate the beast but certainly not something one typically finds on an otherwise-healthy elk. Concerning, to say the least.


RESOURCES.

    Since very few people were actually able to make a grocery run before the snowstorm swept through, Foodland still contains many of the blackout supplies from January (flashlights + batteries, oil lamps, a couple of generators with fuel). Additionally, residents will find:

    • Valentine's Day candy! Heart-shaped boxes of assorted chocolates in varying sizes, none of which have the cheat-sheet which tells which shapes are what flavors (a true evil), are pushed to the backs of the shelves and hidden behind a truly godawful number of boxes of candy hearts. Some have the phrases you might expect, some are kinda insulting, some are not appropriate for Naminé's eyes, and some... well, some are like this. It's pretty much impossible to tell what kind are in each box, so godspeed.

    • Paper valentines of varying sorts, like the kind kids give each other in elementary school. Mostly. Some of them have questionable text (whether lewd, confusing, or outright threatening). Feel free to make shit up, whatever suits your fancy.

    • Lederhosen.
    The gas station is still boarded up... though a couple of the boards are a little looser, as if they've been opened and then hastily nailed back on.
FEBRUARY'S ANOMALIES
( As an even-numbered month, anomalies will be listed here rather than events. These are very limited + entirely optional to interact with. )


MISTLETOE BLEEDING + EMOTIONAL DISCOMFORT, FEBRUARY 14TH

    It seems that someone has hung springs of mistletoe in quite a few locations, largely public but occasionally even over the doorways of personal residences! And this isn't any ordinary mistletoe - if your character's been caught underneath it, they'll know. All at once, they're inexplicably unable to move - as if they're made of cement from the waist down. The only way to free yourself is to kiss someone, then slice them open in some way and dab their blood on the mistletoe's leaf. Even just a pricked finger is enough for the bloodthirsty plant to release you.

    But how will your characters know what to do? Taped somewhere near each sprig is a piece of paper, about the size of a bookmark overall. On it are two simple pictographs: The first, of two people kissing. The second, of the stuck person smearing blood on the sprig... While the helpful volunteer lies on the ground bleeding profusely from the neck. It's just being dramatic - you only need a tiny bit of blood, I promise. (If anyone's still keeping track of the Big Book Of Runic Script and Creepy Pictographs, this process is also depicted in a small formerly-blank spot there as well.)

    Some semantics! Though the pictograph depicts people kissing on the lips, a kiss on the cheek or something would technically work - though they wouldn't necessarily know that until after they've drawn the blood and completed the tiny ritual successfully. Also, destroying the plant is fully possible, but leaves the character rooted to the spot for a number of hours so I hope they've got good leg stamina. If the plant is intact, they're functionally trapped until the kiss-blood ritual is completed.

    These appear in the wee hours of the morning on the 14th and spontaneously wither up dead sometime early on the 15th. Characters still trapped in their grasp when they wither up dead are freed immediately.


"SABA" GENETIC ABOMINATION, HENCEFORTH UNTIL KILLED

    Throughout February, those who travel often throughout the woods of the containment zone might find the occasional elk carcass, partially-mutilated. Though their location varies, most of them fall into one of two categories:

    • Necrotic spots are larger and more numerous across the carcass, oftentimes up around the throat and head. Necrosis is also much more advanced, likely the cause of death. No further damage.

    • No necrosis whatsoever, but an assortment of wounds. Most of the wounds look like they were inflicted by some manner of claws or talons, though some sport what look like small impalement wounds ranging in size (some shallow and about the width of a pencil, some deep and the approximate width of a silver dollar at the entry point but tapering smaller). These appear to have been... eaten somewhat? Or more specifically, large pieces of them have been clawed away for some reason or another, and consumption is the simplest bet.
    What did this? Good question. :') As February goes on, the non-necrotic/wounded carcasses begin to outnumber the necrotic ones, and non-necrotic carcasses found later in the month seem to have been killed more efficiently. Could whatever this is be... learning? Either way, it currently seems to do a pretty good job of avoiding incidental human contact, but if someone takes it upon themselves to solve this gory mystery, an active search may turn up a bit more.

    How do you interact with this anomaly? Anyone who discovers a carcass is free to post/spread information about it as you please! If you'd like your character to actually dig into the mystery, hit me up in the questions top-level below and I'll dish some more deets. Otherwise, this anomaly will continue to linger within the containment zone.


Enjoy what's left of your February, and don't hesitate to ask any questions you might have in the top-level below!
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Jan. 2nd, 2021

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JANUARY BULLETIN

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JANUARY BULLETIN

► IT'S ALWAYS 2020 IN THE CONTAINMENT ZONE


    Happy New Years, horrorfam! ✨ And thank you all for 6 awesome months here in Vestige. Y'all have really been just such a great playerbase, so encouraging and patient in all of my modding endeavors - and modding here has been so fun, even when it has been work. The game feels like a little bitty family fueled by suffering and I love that.

    This bulletin is gonna be short and sweet, for the most part - especially the 'this month in vestige' section, since there's functionally only a week of it to play around with properly. But without further ado!


LOOKING TO 2021 IN VESTIGE

    The last six months have honestly just been me unlearning conventional modding and figuring out exactly what's expected of a musebox-game like Vestige. I think that as of our poll in December, we've figured out what the game needs in terms of event pacing, and we'll get to watch how that shakes out over the next handful of months.
  • WHAT TO EXPECT FROM VESTIGE? - Since everyone seems to have had fun with what we've done so far, basically just more of the same (psych, monster, and body horror) in new and diverse flavors! We're already seeing some mysteries and even mild NPC activity creep into the game in a couple of places, which will possibly continue to develop over time. Ideally we'll also see a few player plots in the roster, if anyone happens to have any. Equally ideally, we'll be seeing a growth in the playerbase within the next few months as we open it up to non-invite-only applicants at times, but this is less something I can outright predict.

  • WHAT TO EXPECT FROM YOUR MOD? - Grad school hell has only just begun, but none of my impending quarters should be nearly as hellish as the Fall one (this one, for example, is 3 classes rather than 4.5) - so between that, the new event pacing, and my increasing ability to manage my time, I should be able to be more on-top of things than I was before. Otherwise, just generally expect me to continue to try to shape the game in ways that make it easier/more fun for y'all as players, based on the feedback I get.

  • GOALS FOR IMPROVEMENT - Aside from the 'we super duper need fresh blood in here' ongoing struggle, I'd also love to find a way to make the non-event stuff more appealing to engage with (map exploration, diving into the various alluded mysteries, the Buy Shit system, etc). This may have its root in the fact that the pacing made engagement outside of events more difficult to find time for, so we'll see about that. Otherwise, that's everything coming to mind here!

  • HOW YOU CAN HELP? - Invite your friends!! (Especially those with non-Untamed/MDZS characters, since that cast is currently unofficially capped until the game gets bigger.) Sincerely, that's the best thing you can do right now, that and doing your best to tag around so that the comms show the same level of interest that our Discord does. Barring that, I feel like Vestige has benefitted a lot from the feedback I've gotten from the playerbase - so please, don't hesitate to give me feedback if you have any! Whether it's something I could do better or even just a suggestion for consideration (like a type of event you think people would do well with, for example).

SETTING UPDATE: BRAND NEW PHONE APPS
      Since Lana wished for phone apps, we've got 'em! I'll be migrating this list into the FAQ soon, and will continually update it as I get new phone app suggestions. (So like, hit me up if you want a new app and I'll see what i can do.)
    • YIKES - Basically Vine/Tiktok meets Snapchat. You can make 30-second videos of whatever stupid ass shit sounds good to you at the time. You can overlay it with songs, filters that make you pretty or change your face, voice-changers, etc. You can re-film your video as many times as you want, but it automatically posts to the network or a pre-specified recipient when you click 'done', so. Godspeed, you crazy filter-loving bastards. (To utilize OOCly, feel free to just.... make a regular network post or inbox tag-in and specify somehow that it's a Yikes app pic/video.)

    • CHICKCHUCK - A mindless phone game where you throw cute animated baby chickens at things, Angry Birds style.

    • SAUSAGEFREE - A ladies-only gacha with plot, character-leveling, weapons, accessories, and very strong (often overt) lesbian overtones, but not in a creepy male-gaze kind of way. Blame Luusi. (If you end up bullshitting any of the story elements, please let Trace know so she can cobble together whatever stupid ass adventure story y'all make up for this.)

    • NEF (NOT ENOUGH FISH) - Because 'Plenty Of Fish' is taken, Christian, and also a straight-up lie. This is basically Tinder except the Technicians wrote your page for you. (To utilize OOCly, we actually now have a Not Enough Fish page for everyone to link their bios. Feel free to ask any questions on this top-level!)
ANNOUNCEMENTS OF VARYING IMPORTANCE

  • GAME CHANGE: EVENT PACING - As mentioned above, y'all voted to shift our event pacing to bi-monthly instead of every month! Beginning this month, events will now occur on odd-numbered months, with very minor/non-critical happenings occurring on the even-numbered months. If this still proves to be too much, I'll scale the off-months down even further, but I'd like to err toward giving something to play with. (For a little more info, consult December's Not-Bulletin.)

  • NO-INVITE APPLICATION PERIOD - The period of time in which Vestige lifts its 'invite-only' restriction has been moved to sometime in February, since January is an odd month (as you'll see below). In the interim, I plan to clean up the FAQ page + write up an 'Interested in Vestige?' briefing post re: what the game is, the pacing, etc., which y'all will then be invited to comment on and share your overall "What would you tell a potential applicant about Vestige?" thoughts.

  • MEME: VESTIGE BINGO! - We've got a Vestige Bingo meme fresh off the grill, where you toss up your list of Shit You Want To Do In 2021 and then help each other plot to reach Bingo (even if you never fuck around with making an actual bingo sheet). I hope y'all have fun with it!

  • USELESS NEW PAGE: DATING(?) APP - As mentioned above, the Not Enough Fish dating(?) app (or shaming app, it's honestly hard to tell) now has a page for you to link your characters' profiles/bios, complete with a summary of the app + a guide on setting up the coding. So that's a thing.

  • A QUICK REQUEST! - Hey, all! I just wanted to drop a line real quick in here and ask that folks make sure to reply to the Housing page re: where their character's living. I know a couple of people have claimed non-cabin/apartment buildings, and I especially need to know something like that for the sake of planning for future events.

  • SHH! THERE'S A SECRET NEW HELPER MOD - And she's doing all the excellent page maintenance and reminding me of things I've missed in my own modding and it has been wonderful and I just wanted to toss her a little love and credit. (It might be Maus. Shhhh.)

JANUARY IN VESTIGE

OVERVIEW.

    January is a bit of an odd month, with half of it being... more-or-less an overly long nap. (See: EVENTS FOR JANUARY below.) Between that and the blizzard which follows, it's honestly going to be February again before the poor residents of the containment zone see any kind of return to normalcy - but shit be like that sometimes.


WEATHER.

    Cold as balls. Who knows what the weather was like while everyone was asleep, but only at the tail end of the month do we see anything but a truly harrowing amount of snow. Fortunately, the snow begins to melt away consistently starting on the 23rd. Unfortunately, there's enough of it piled up that not even the following stretch of sunny skies can melt it all that quickly.


WILDLIFE.

    The plants, from what can be discerned, are doing the best they can under the onslaught of snow. Not much more can be discerned until it melts some. As for the animals: Absent, quite conspicuously. No birds, no fish, no raccoons under the porch... At least until after the blizzard, at which point they begin to sparsely trickle back, acting about as normal as they ever have.


RESOURCES.

    If you can reach Foodland, you'll find that it has an unusual surplus of blackout supplies. Flashlights and batteries, oil lamps, even a few generators with fuel. What a shame that most people won't make it to the grocery store until well after the blackout has passed.

    As for the gas station, well....


ANOMALIES.

    Though there are no new anomalies this month for obvious reasons, it's worth drawing a moment's attention to Ellie's gas station discovery.

EVENTS FOR JANUARY

ANNUAL MAINTENANCE (OPTIONAL) EVENT FLASHBACK, JAN 3RD - 16TH

    At 5 AM on January 3rd, the containment zone goes into a brief period of annual maintenance. All characters fall into what amounts to a coma for the duration of two weeks until the 16th.

    Within this coma, many characters experience some... troubling dreams. Essentially (since trying to write this in a narrative way confused a lot of the details so fuck it), they spend that two weeks within a nebulous shared dreamscape with a tenuous concept of time and are able to experience various past Vestige events/unpleasant happenings as if they're currently occurring. Maybe you missed an event and want to experience it! Maybe you had two different ideas for how an event might go and would like a chance to play out the one you didn't go with! It's kind of freeform and do-your-own-thing, so just fuck around with it however you please. It's also 100% up to you whether or not your character recognizes it as a dream.

    Alternatively, if you're not burning to play with any of the past events, the coma means this can be skipped entirely with no IC 'time is passing and I'm missing things' consequences. Those who choose to are fully welcome to just use this two-week period as a freebie to catch up on backtagging from before the event pacing chilled out. Your characters just had a nice, dreamless coma instead.

    When everyone wakes up on the 16th, they'll find their limbs a bit stiff and weak and their eyes a bit crusty around the edges, but overall they'll be in pretty much the same state they were in when the maintenance began. As if they've simply overslept one night rather than laying unconscious for a fortnight.


HEY, WHO TURNED OUT THE LIGHTS? WEATHER EVENT, JAN 20TH - 22ND

    When the residents of the containment zone collectively awoke on the 16th, they may have noticed that the snow was... a little bit deeper. Nothing to worry about yet! It just seemed like it was starting to melt at the end of the year, and now it's back up to knee-high and counting. Maybe it'll just kind of stay this deep, regardless of how much it snows. Y'know, like it did in December?

    Unfortunately, that doesn't seem to be the case. On the 20th, a gale-force blizzard kicks in and piles the snow ever-higher with no sign of stopping - and to make matters worse, just before sundown all electricity to the cabins starts to flicker for an hour or so, then cuts out and doesn't return. The same happens to the town's electrical grid sometime closer to dawn.

    This blackout lingers through the 21st and into the 22nd, cold seeping in through the windows and cracks as you huddle near the fire or generator-run space heater and hope for the best... But even the best isn't pleasant in the slightest. The lack of internal heat lets the doors and windows freeze shut, and snow piles high enough around the house's exterior that they'd have to climb out an upstairs window in order to exit. Not only is it cold as hell, but everyone's more-or-less stuck in it for now.

    The blizzard lets up mid-day on the 22nd and the power finally flickers back on that evening, but some cabins/apartments/buildings may find that it's less consistent than others, continuing to flicker dangerously throughout the next day or so. But while the blizzard is over and the sun shines brightly overhead, the snow is still piled quite high around any given building, and characters will unfortunately be left to dig themselves (and each other) out of their homes. Fortunately, that does seem to be the last of the snowing, and what remains will melt away over the rest of January and beginning of February.




As usual, toss any questions into the top-level below! A log should be going up in the next day or so encompassing all of January, with a top-level within it to contain all dreamscape shenanigans.
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vestige bingo! (or: a new years resolutions meme)

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VESTIGE BINGO

► HERE'S HOW IT WORKS


    Basically, you think up Shit You Want Your Character To Do/Experience in 2021 here in Vestige and make a bingo card out of it. (Or, if you're lazy like Trace, just make a list.) When you're done, toss your card/list up in a comment!

    Then, you treat this like the reskinned CR meme that it is and comment around to plot out ways to help others get blackout bingo. Teamwork makes the dream work, even when the dream is 'get murdered by six different ridiculous things in 12 months' or something. (Note that not all of the items on the list have to be things others can help with! Something like 'teach himself how to swim' is still a valid item/bingo space.)
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Dec. 9th, 2020

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DECEMBER NOT-BULLETIN

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DECEMBER NOT-BULLETIN

► HERE WE GO


    Hey, y'all. This is gonna be brief since I've gotta be up in like 4 hours for class, but I wanted to bang this out since (as you'll see in a bit) there are two (2) posts going up tomorrow already.




POLL RESULTS

    So nine of y'all responded to the poll I tossed up a little under two weeks ago, and here's where we've landed:

    • We will be switching to events every other month instead of events every month! This was unanimous, and honestly, I'm pretty psyched about it too. As such, the event I've alluded to Mel guest-modding in February will now occur in March, and event months will generally continue to be the odd-numbered months.

    • What should occur in non-event months, on the other hand, was all across the board - votes were basically even in 'very small non-infopost events', 'non-event parties/mingles', and 'literally nothing'. In looking at these results, I think what's going to happen is playing it by ear. For now, non-event months will still contain a small, brief Dangerous Happening or a harmless party/mingle. If this turns out to still feel too fast, I'll start tossing in months with literally nothing. Event months, meanwhile, will no longer include smaller bonus events like a couple of them have. It'll be Just The One Thing.

    • As for the January flashback event, we ended up with five votes for 'yes' in some shape or form, two for 'do not want', and two for 'no preference'. Based on this, I think we will be doing the flashback event as generally detailed in the poll post (linked above). Those of y'all who voted 'no' are welcome to say that ~due to some fluke~ your characters are awake while everyone else is 'asleep' for maintenance, or you can handwave that time period. A post will go up about it when we get closer. It'll be fine.

    • Some feedback mentioned leaving room for player plots, so I did want to say that if anyone has a player plot they want to run but don't have characters who could inflict that plot, hit me up and I'll lend you the Technicians to wreak some havoc.

    • This also means that our open application month will occur either in February entirely or will begin much later in January. I'm gonna feel it out and see how it goes.




DECEMBER RESOURCES

    Check out Foodland this December and you'll find:

    • Wrapping paper in various colors and patterns! Some are Christmas-related, some are very much... not that.
    • Ice skates in various sizes! Most are hideous, though. Think: The awful neons of bowling shoes.
    • Children's books about Santa Claus and the story of Christmas. Possibly also the baby Jesus version, but that one's hidden behind all the Santa. These now overwhelm Foodland's meager book section.
    • Ugly Christmas sweaters! Or ugly sweaters in general. Go nuts.
    • November's thicker jackets and bear mace remain.

    The gas station continues to be boarded up, though the pickings weren't great there lately anyway.


UPCOMING THINGS

    So since it's officially the 9th, you can expect two things in approximately the next 24 hours:

    • The December Catch-All. Y'know, the one that was supposed to go up on the 1st? That legit just slipped right past me. Somebody yodel at me if it happens again.

    • The Merry Shitscram network post, where the Technicians open up the floor for characters to ICly make wishes (within reason) and have them granted. I initially said that gifts would be granted sometime within the week, but because I want to be realistic and make sure I have time to get to everyone's before the gifts would ICly be received (and also to give y'all more of a window to actually reply to it), the new gift delivery date is December 20th.



    That's it! Goodnight.
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Nov. 28th, 2020

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IMPROMPTU FEEDBACK POLL: Event Pacing!

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A POLL!

IDK WHY I'M EVEN USING THE CODING
► SO HERE'S WHAT'S UP


    An impromptu query in the Discord led to some unofficial/speculative feedback that the pacing of events might be a little quick for our playerbase's tagging speed. It was suggested that when events which go up and get no immediate top-levels, it's less indicative of the event quality and more of the fact that we're basically all in backtag hell and don't want to overload any further.

    I admit, I myself have not been able to keep up with Vestige's events as a player - but since I hadn't heard anything re: pacing in the official feedback request a bit ago, I assumed it was my modding/grad school combo. What I'm hearing now is that it's something more people are struggling with than I realize, so I've created a poll to get a proper consensus on where the game pace should be compared to where it is now.

    The drop-down below explains the questions a bit, so that I don't need to do so on the poll itself - so take a peek at that, then hop over to the poll and weigh in!

    POLL LOCATED HERE!
SEMANTICS Y'ALL MIGHT NOT EVEN NEED BUT W/E


SHOULD WE SWITCH FROM EVENTS EACH MONTH TO EVENTS EVERY OTHER MONTH?

    The overarching question, and fairly straightforward: Should we make the switch from a monthly gamewide event to an event every other month? For the sake of this poll, define 'monthly gamewide event' as 'a gamewide occurrence large enough to require an event infopost and/or event log'.

    The rest of the questions below are just elaborations thereof, so feel free to choose N/A if you voted 'no switch' and don't have a further opinion.


IF BI-MONTHLY, WHAT SHOULD OCCUR IN NON-EVENT MONTHS?

    Forgive me, I wasn't sure how to phrase this any better, which is why I'm glad I gave myself space to explain it - basically, this assumes the event schedule is once every other month, and the question can rephrase as "What would feel correctly-paced/manageable for the game during non-event months?"

    Should it basically be a freebie with very minor goings-ons? Should there be brief/mild events, detailed fully within the Bulletin in 2-3 short paragraphs and contained within the Catch-All (for example, the Winds of Change event from October)? Do we want non-event/gathering mingles (like the Thanksgiving Feast) or are those too much? Check all boxes which you feel you would want in these months!


JANUARY FLASHBACK EVENT, YES OR NO?

    So switching to bi-monthly might help from now on, but what about recent events? I know there are a number of people who haven't had time to participate properly in one or more of the last 2-3 months of events, for the above-listed pacing reasons. I know I've heard folks express a little disappointment in the past that they're 'too late' for the events, even by Vestige standards.

    In response to this, I kind of thought back to age-old Box's dreamscape event, particularly 'phase 2' (ctrl-F 'phase 2' for ease of navigation), and had the idea of making part or all of January a throwback month. Everyone is put into a Big Long Sleep for containment zone maintenance purposes, and within this time, characters are within a nebulous shared dreamscape with a tenuous concept of time and are able to experience various past events as if they're currently occurring. Maybe you missed an event and want to experience it! Maybe you had two different ideas for how an event might go and would like a chance to play out the other! It's kind of freeform and do-your-own-thing, and can be skipped entirely with no IC 'time is passing and I'm missing things' consequences.

    This would mean two things - 1) the small-medium event I had planned for January (environmental fuckery without a ton of actual action involved) would either be cancelled or the flashback dream would only take up 2-3 weeks to leave room for it. 2) the 'open application period' for non-invites would be pushed to February instead, which is not an issue but is something to note.

    Basically, is this opportunity to dip back into older events something y'all would even want? And if so, in what form? Let me know on the poll.




    If there's anything you have to say that I didn't ask about and/or want to elaborate on your answers, I left a blank write-in question at the end of the poll - please let me know your thoughts! :)
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Nov. 21st, 2020

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(event) H̸̠͉͖͌̓̋̽E̵̯͐ͅĻ̵͛̕̚L̶̨͈̪̗͑̀̀̚Ơ̵̢̠̣̐̏̚

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NOVEMBER EVENT: H̸̠͉͖͌̓̋̽E̵͐Ļ̵͛̕̚L̶̨͈̪̗͑̀̀̚Ơ̵̢̠̣̐̏̚

NOVEMBER 25TH - 26TH
► SO HERE'S WHAT THE FUCK IS UP


    Belated bienvenido to my cold, damp November homies. 🌧️ (If you're warm and/or dry, this is clearly your cue to dampen yourself in solidarity.) It's time, at long last, for this month's event!

    This month's event is largely psychological horror! While it may seem like monster horror (what with the conspicuous and alarming visitors), that implies there's some way to fight them and, well. That's not so much the case. This is, at its core, an environmental effect event kind of like Shatter & Decay back in July - things happen to the characters, and their only real recourse is to try to hide and wait it out until it's over. And while the event itself is quite short (25th - 26th), the after-effects of the event last anywhere from a few days to... well, however long you decide it's fun to make your character miserable, really.

    If you want to opt out, feel free to say your character was just plain never in range of any of the effects, though you may have to finagle where else they might be if (for example) your characters' housemates are affected, since it's not really something that affects some but not others. Content warnings are minimal for the event overall - some of the things which can be experienced are also things which, in the context of some mental health struggles, can be very troubling (disassociation, for example). Other than that, any CWs are subject to how y'all extrapolate on what I've given you.

    But what have I given you? Let's find out.
THEY COME

    Though November is, overall, a fairly dreary and nondescript month, one thing of note has certainly occurred: For the first time since characters were first turned loose in the containment zone, one month has rolled into the next and the increasingly alarming tree hasn't moved any closer. It still sits 50 yards from the barrier, creepy as hell, fucking your brains.

    Until suddenly, it doesn't.

    On the 25th, at the godawful hour of 5 AM, a ripple wakes everyone from whatever level of sleep they may or may not have been previously enjoying. It's not a sound nor a sight, nor is it even really a sensation that can be felt on the skin - and anyway, it's gone by the time most characters are properly conscious, leaving them wondering what exactly woke them. But everything... seems pretty ordinary, to be honest. They may even decide to settle back in to steal a few more hours of sleep. Wouldn't that be nice. What a shame that things have only just begun.

    Five minutes later, with the obtuse buzzing of an emergency alarm, a senderless text alert arrives on every phone:

    Do not leave your home. Do not draw attention. Remain unnoticed.

    Wait for follow-up alert that situation has been contained.

    That's definitely reassuring in no way at all. It's entirely up to characters whether or not they listen to it, but those who don't might be in for a bad time. You see, that creepy ass tree is now 50 yards closer, planting itself firmly in a brand new hole in the middle of the road in front of the gas station, asphalt uprooted and crumbling aside. And now, for the first documented time since the tree was first sighted, the figures perched on the branches begin to move. Should anyone happen to be at the gas station at 5 AM on a Wednesday, they get to watch (amidst some pretty extensive mindfuck) as the figures dismount the tree and begin to disperse - in all directions, sure and unhurried.

    For all intents and purposes, the visitors are indistinguishable from one another. Humanoid but hairless, with necks just slightly too long and no discernible noses. When they move, they walk with gradual steps, as if strolling... But it's like they flicker or (for lack of better word) glitch forward through time-space at a speed incongruous with the visible motion of their steps.

    But that's fine, because characters still find that they can't seem to bring themselves to look at the visitors. Those who try are seized with a primal and mind-numbing avoidance reaction, as if some part of them recognizes something in that tree as beyond the scope of what they're prepared to handle or comprehend. This can be overcome - more on that in the next drop-down.

    Throughout their time in the containment zone, they can feasibly be found wandering literally anywhere, always alone as opposed to in pairs or groups. They never seem to have a specific destination in mind, though they do seem to wander more frequently through populated areas like the cabins and around the apartment complex.

    But what do these visitors do? That depends on who you ask.
THEY WANDER

    So for simplicity and for the sake of not making this later by wasting time padding it, I'm going to break this shit down for you bullet-point style. Note that of a given list of possible symptoms, it's entirely up to you which ones your character experiences (as few as 1-2 symptoms or as many as the whole damn list, if you're feeling ambitious), and it's also up to you how strong those symptoms are. All symptoms last basically as long as you want them to, go nuts with it.

    And I cannot emphasize this enough: If something (especially in the 'fuckeries' below) seems too abstract/ambiguous for you, take whatever parts resonate with you and re-interpret them however you want even if it's not at all how I described it here. Consider these more ideas than strict guidelines. This is like Build-A-Bear if by 'Bear' we mean 'existential reality-shifting mindfuck trip'.

IF A VISITOR IS NEARBY, BUT NOT IN VISUAL RANGE

    EARLY SIGNS -
      (any of these can be experienced if a visitor is within 20 feet, regardless of walls/obstacles between them )

    • mild to moderate disassociation; feeling outside of/apart from their body or feeling disconnected from the world around them
    • deja-vu
    • synesthesia (especially chromesthesia or mirror-touch synesthesia)
    • the perception that they or those around them are moving either too fast or too slow
    • distortion of sounds (everything sounds muffled, or echoed, or tinny, or distant)
    • low buzz of anxiety (nothing sharp or urgent, more of an undercurrent)
    • dilated pupils, possibly eyes going unfocused
    • mild aphasia (swapping of words/inability to find correct ones)
    • (in rare cases) prosopagnosia (face-blindness)

    LATER SIGNS -
    ( any of these can be experienced if a visitor is within 10 feet, regardless of walls/obstacles between them. )
    ( these fall into three key categories; extrapolate as you please )

  • TIME FUCKERY - the character essentially no longer feels constrained by the linear concept of time. maybe they watch their memories like a movie. maybe they see what they feel like is a vision from their future. maybe they feel like they've transcended to a place where they're in the past, present and future all at once. maybe they literally are, for a minute - depending on which way you want to go with it, it's possible for characters to experience 'memories' of things in their future which have yet to happen, or to feel like the past/present/future versions of themselves are all present within their body. you can also go a totally different route with this than anything I've listed here. for real, go nuts.

  • 'VERSE FUCKERY - this is like 'TIME FUCKERY', but instead of the past/present/future, they experience parallel versions of themself alongside the current one. they might remember the alternate self's memories, feel their emotions, etc. it could be a vague awareness of their presence, or it could be as intense as a brief hivemind scenario. make up whatever wild ass AUs you want for this, no rules.

  • INTERPERSONAL FUCKERY - let's hope you like the motherfucker hiding here with you, because shit's about to get real personal. the distinction between two people blur in some shape or form - maybe they're briefly a telepathic hivemind, or remembering one another's memories interchangeably with their own, or feeling/sensing things which the other person is feeling/sensing. or hey, maybe it's not even the person next to you! maybe it connects you with someone halfway across the containment zone! that definitely won't be awkward or anything.



IF A VISITOR IS WITHIN VISUAL RANGE

    This, unfortunately, is when the fear kicks in.

    While present but out of sight, the visitors largely just seem to emit ambient ripples of reality distortion. When you see one, however - whether one crosses your path or you simply peek out the window and catch sight of one in the distance - what feels like the most primal of survival instincts begin to claw at you from within. Any symptoms of a panic attack are things which can occur if your eyes stray too near one of the visitors, though it only seems to apply so long as the visitor is within some part of your visual range - once it no longer is (you shut the curtain, you closed your eyes, etc) you can typically calm down/be calmed down without too much struggle.

    Like I said in their introduction, it's nearly impossible to bring yourself to look directly at them, but this can be overcome if someone is stubborn enough to fight back against what's likely the most visceral existential fear they've ever experienced. But this is hardly a preferable outcome - as if feeling your gaze upon them, the visitor will stop, turn, and visually locate you with unerring accuracy. From there, the visitor begins to approach with the same unhurried reality-glitchy steps. Now that their eyes are on you, it's impossible to miss the dark voidlike quality of them. In fact, if your vision strays too near their face, you're inexplicably drawn to meet those voidlike eyes.

    Those who meet the visitors' eyes find at once that doing so was a mistake. Regardless of the distance between you and the visitor,you feel an immediate intense sensation of plunging forward into those voids and over a precipice, falling a great and terrible distance. In actuality, you've fallen into something between a trance and a daze, and will remain like this (with the continued perception/sensation of falling) until someone else interrupts you and jars you out of it. Luckily(?), the visitor seems to lose interest the moment you fall into that voidlike gaze, either focusing instead on whoever else is with you or wandering off in some nonspecific direction.

    But let's say you managed to look at the visitor, drew its attention, but did not meet its eyes. What then?

    The visitor continues to approach, steady and sure, until it stands just before you. Walls are no obstacle to the visitor - in the span of a blink, it somehow exists within the safety of your cabin (or wherever else you hide) instead. It's all you can do to convince yourself not to freeze in place as the visitor slowly reaches out with the apparent intent to touch. Do you allow it? Can you even convince your body to flee?


IF A VISITOR TOUCHES YOU

    Should you remain there in place, the visitor slowly reaches out to brush wondering fingertips against your cheek - and from the point of contact blooms a radiant mishmash of synesthetic sensation all at once, melodies that sing colors that you can taste, it's all just so much - and then you collapse. Not unconscious, but a nebulous sort of consciousness, like when you're incredibly drunk and have no grasp on what's going on but aren't properly dead to the world just yet. This lasts anywhere from minutes to hours, and when you wake up, things are a bit... different. (See the below drop-down for more.)
THEY GO

THE DEPARTURE(??)

    Late on the 26th, the Technicians finally seem to take matters into their own hands. Whether the decision was made unanimously or one of the Technicians just got sick of debating and did a thing, what looks very much like small barrier bubbles (picture it without a door) shimmer into existence around each of the visitors with no particular warning, then drag them sharply downward to be swallowed up by the earth.

    The tree, for its part, can next be sighted as a large stump protruding from the middle of the road surrounded by stacks upon stacks of freshly-cut firewood.

    Somebody downstairs ain't fucking around.


THE AFTER-EFFECTS

    Though the visitors have, in no uncertain terms, been removed from the vicinity of the containment zone, that doesn't mean things are quite back to normal.

    FOR EVERYONE -
      ( anyone affected by the visitors to any degree may experience whichever of these you feel are applicable! most last for just a couple of days, but you're welcome to play with some of them lasting longer if you want)

    • fatigue, partial numbness (physically or mentally)
    • mild oversensitivity of one/more senses
    • lingering anxiety or unease, possibly even flashes of panic (nightmares an option)
    • occasional mild resurgences of synesthesia
    • those who experienced the fuckeries may have trouble sorting out which memories/feelings were theirs for a bit
    FOR THOSE TOUCHED BY A VISITOR -
      (these effects begin directly after the person regains proper consciousness post-touch, no need to wait for the event to be over. aside from the one mandatory effect, the rest are entirely optional. in general, all of these fade away over the course of the week following the event, some faster than others.)

    • ( MANDATORY ) for the next 2-4 days, those who come within proximity of your character (5-10 feet, you choose the specific threshold) begin to experience some of the milder side effects within the 'early signs' list above.
    • none of the disorienting effects of the visitors' presence seem to have any disorienting effect on your character
    • a prevailing low-key feeling of warmth or acceptance (nothing cult-y, just like warm fuzzy vibes)
    • everything seems a little bit richer (smells and flavors have brand new facets of nuance, they can see colors which they never knew existed, etc)
    • more vividly synesthetic or generally impossible sensory capabilities (being able to touch something and feel what color it is, for example, or tasting emotions in the air and naming them correctly, etc)


A NOTE ON THANKSGIVING

    Because this was pushed back a couple of days, the Thanksgiving feast will be arriving a day late, too. It's fine. The food's still going to be delicious. And as an added bonus, within the bar during the feast, any lingering negative after-effects of the visitors' presence temporarily seem to dull to a minimum. Characters are less fatigued, less anxious, less plagued by memory fuckery (or at least less stressed by it), even if only for the duration of the feast.




My brain is too dead for a Q&A segment this time, feel free to ask any that you have here in the Mod Qs top-level or on Discord! I'll be getting the event log up as soon as I get some sleep.
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Nov. 10th, 2020

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NOVEMBER + DECEMBER BULLETIN

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NOVEMBER + DECEMBER BULLETIN

► OH LOOK, THIS BULLETIN DOES EXIST


    Sup, murderfam. Most of you saw on either Discord or the modplurk that things were running a bit late this month, but to the few who didn't: My sincerest apologies. Grad school, the election close-calls, and bronchitis (yeah, like, the bronchitis I had six weeks ago and somehow still fucking have now) kicked my ass in a tag-team cage match.

    This bulletin, as you can probably tell by the title, is a bit different from most. I've decided that since November is already halfway gone and December is a lax month, I might as well just save the extra work and just bang both months out in one kick. This will be our last bulletin of 2020! See the last drop-down for a tentative schedule of what to expect throughout the rest of the year.
 ANNOUNCEMENTS OF VARYING IMPORTANCE

  • HOUSING PAGE - The HOUSING PAGE is (at long last, months overdue) live! Those who claimed cabins/apartments already are listed. Please note the ( ! ) alert in the opening blurb - now that there's a tangible number of cabins and apartments, characters not listed are henceforth assumed to be homeless, so please go claim somewhere for your character to live if you haven't yet done so!

  • PAGE CODING REVAMPS - The Applications + FAQ pages have now had their coding updated! Perusing the FAQ and updating the information is also on my short-list of things to do in the chill month of December - I'll post on Plurk/Discord when it's updated (and probably point out places of specific interest).

  • NON-INVITE APPLICANT PERIOD - As a result of the feedback from last month's game/mod HMD, I'm tentatively planning for January to include a period in which individuals can join without being invited by a current player, the idea + nuances of which I addressed over here. This will include a new TDM + some advertising on Plurk + allowing players to recruit via EMP rather than directly amongst their friends.

    A number of the concerns expressed in the feedback request echoed the importance of making sure potential new players know precisely what sort of game Vestige is, as the speed/tagging expectations/general mood are somewhat different from other games. Because of this, I plan to put up a What Should Potential Players Know About Vestige? post sometime in December, in which those of you who play here can talk about the game in your own words within the comments. This, to me, seemed much more liable to convey the right message than trying to write something up myself from the bird's-eye mod view.

    All in all, I don't anticipate getting swamped with new players like a brand new game might, and I'll definitely take precautions to stem it if that guess turns out to be wrong. The goal definitely isn't to get huge, game-wise. Just a little bit more robust (while also being homey!).

  • PLEASE INVITE YOUR FRIENDS! - In the meantime pre-January, y'all should absolutely invite some of your friends if you haven't already. We're slowing down just the tiniest bit, not enough to worry about but enough that we can definitely stand to draw in a little fresh blood.
 NOVEMBER + DECEMBER IN VESTIGE

OVERVIEW.


    NOVEMBER - A far cry from the idyllic-ish summer months, November is damp and chilly and... honestly, kind of dismal. The sunset colors of fall are now muddy leaf slop on the ground, the lake and rivers are deeply unpleasant to do laundry in, and even the town strays seem to have less energy for roaming and raising hell. Though the Thanksgiving feast offers a distinct highlight in the month's dreariness, this month is kind of just something moderately unpleasant to endure. Sometimes it be like that.

    DECEMBER - A winter wonderland, quite literally beginning at the month turnover. Somehow, the landscape containment zone has looped back into a sort of idyllic. And there are gifts! Gotta love gifts. And maybe some of you can even have a little bit of Leggy Krampus, as a treat.


WEATHER.

    NOVEMBER - Cold. Absolutely cold. You spend the entire month acutely aware that winter is breathing ominously down the back of your neck, the skies almost perpetually grey and cloudy and your breath visible at all but the warmest mid-day hours. The wind seems to have calmed down from October, replaced almost entirely by the air's biting chill. It's not quite as wet as October, either, which would be a good thing but for the fact that when it does precipitate once or twice per week, it's either ice-cold rain or something more in the hail-sleet department. Expect golf-ball-sized hailstones on the 29th, as if firing off one last hurrah before proper winter weather sets in.

    DECEMBER - Snow! Immediately snow - like, everyone wakes up on the very first day of December to a blanket of snow about six inches deep. Though it snows off and on throughout the month (from light picturesque sprinklings of snowflakes to heavier snows with somewhat limited visibility), it never seems to grow any deeper than that for much of December. Nor does it seem to melt away any, despite the regular presence of actual fucking sunshine for what feels like the first time in months. The sun is wonderful, bright and unfiltered enough for the warmth to almost balance out the air's ambient chill, but it comes at a cost. Hope y'all weren't fond of your retinas, because sunshine on untouched snow kicks up one hell of a glare.

    Oh, and also: The lake's frozen. Do with that as you will.


WILDLIFE.

    NOVEMBER - It's as if all of the wildlife in the containment zone is holding its breath, waiting to see quite how harshly winter chooses to rear its head. Nearly all of the herbivores are in a tense sort of flurry, some stockpiling nuts and seeds and such for the colder season, others trying to fatten up in what little time they have left. Most obvious is the deer, which can be seen grazing urgently on any available source of grass before winter steals it away from them. As for carnivores, they're not quite so pressed. The bears have disappeared altogether, likely bedded down to hibernate for the winter, and the rest show no sign yet of struggling to find prey. The town strays are the main exception to that - they seem much, much hungrier than before, enough so to consider attacking for any obvious food you might have.

    DECEMBER - Wildlife in December is very, very scarce. Most of the small prey species and herbivores are bedded down somewhere warm and cozy, while the grazing creatures scrape at patches of snow in search of the greenery underneath. The under-porch raccoons disappear for a few days, huddling deep under the cabins for warmth, but by mid-month they've mustered up the courage to tentatively creep up onto the porch to scritch scritch at the door. It's very cold out here, sir or madam, would you please let us in? (A few tablescraps wouldn't be remiss, either.)

    Predators, too, are finally starting to show signs of hunger - encounters with wolves, cougars, and even some larger coyotes (most frequently occurring in the woods) are likely to end in some form of attack and attempted consumption. To everyone who thought humans were at the top of the food chain, my condolences.


RESOURCES.

    NOVEMBER - On offering at Foodland, you'll find:

    • All of the Autumn items listed in the October Bulletin are still in stock! (Underwear are back, though. In case anyone was worried.)
    • Food items that one might recognize as 'Thanksgiving-themed' - sweet potatoes and/or yams, cranberry products of various kinds, the fixings for apple pies, etc.
    • Thicker jackets! These won't even let the hail in! On the downside, the colors or patterns are not aesthetically pleasing and they make you look like a marshmallow with legs. (e.g. this, for a more merciful option)
    • Thought the bears have gone into hibernation, there seems to be an odd surplus of bear mace. I bet it works on wolves and cougars, too?
    The gas station has the leftover dregs of last month's candy, and seems to be boarded up entirely after November's event. But it'll open back up eventually... right?

    DECEMBER - A list of December's resources will be posted in the December Not-Bulletin, along with any last-minute news or updates and a link to this bulletin.


ANOMALIES.

    There will be no 'anomalies' in November or December, aside from that which is listed in the events! These will resume in January.

 EVENTS FOR NOVEMBER + DECEMBER


H̸̠͉͖͌̓̋̽E̵̯͐ͅĻ̵͛̕̚L̶̨͈̪̗͑̀̀̚Ơ̵̢̠̣̐̏̚ PSYCHOLOGICAL HORROR, NOV 23RD - 25TH

    Remember the increasingly alarming tree? The one that took almost six months of steadily approaching and inflicting escalating mindfuckery before a single person finally said something about it? On the 23rd, it seems to have migrated 50 yards closer again.... Bringing it solidly inside the containment zone's barrier.

    The Technicians, if they're to be believed, did not anticipate this. They put out a one-way notice on everyone's phones advising to 'just try not to be noticed' while they sort the mess out, but in the meantime, everyone in the containment zone are in for a bit of a trippy ride as the figures dismount the tree for the first documented time since the tree's appearance and roam the area inside the barrier, distorting all perception of time, space, and reality as they go. (The Technicians do clear it up by the 25th, for whatever that's worth while you're still re-adjusting to a concrete grasp on reality.)

    More info on this will go up with the event infopost on the 16th.


PLEASE ACCEPT THESE ROASTED BIRDS THANKSGIVING MINGLE + LOCATION REVEAL, NOV 26TH

    On the morning of the 26th, everyone gets an alert that in light of the last few days (and the fact that they're craving turkey but it's pointless to cook a whole thing for just them), they've decided to provide a Thanksgiving Feast. Y'know that locked-up old bar in town? Yeah, it's there - the place is all cleaned up now, and the doors will unlock at 4 PM to a room full of tables covered in as many Thanksgiving foods as anyone could ask for.

    The bar is fully-stocked, the jukebox plays music, and overall the atmosphere is just... weirdly uplifting, considering the month and the recent days' visitors. There's a distinct chance that there's a teensy-weensy artificial mood-enhancer in the food - but it's not much! Just a little! They're just trying to help. It's not nearly enough that anyone starts acting unlike themselves. Just... maybe the tiniest bit less weighed down for a couple of hours, y'know?

    If nothing else, the Immediate Recompense for the previous few days' chaos lends mild credence to the notion that they sincerely didn't expect that shit to go down quite that way.

    (This will also make the bar, #9 in the 'town' section/map, an active location within the game after November 26th. I'm aiming to get the log for this up on the 22nd!)




MERRY SHITSCRAM TOTALLY HARMLESS I SWEAR, DEC 9TH

    On the 9th, one more post from the Technicians will go live on the network. It's the holiday season, and they're in the alarming benevolent mood to grant some wishes. Characters are welcomed to (publicly or privately) make gift-related wishes, and if it's within the Technicians' scope of possibility (which most things are), they'll grant them.

    There are a few provisos - No wishing to go home, that gets ignored and also wastes your wish. No wishing to bring someone else here, because that's not how this works, either. And no wishing to exit the barrier. Believe it or not, it's much safer in here.

    All viable wishes made will be granted in some shape or form on the morning of December 15th.


BABY IT'S COLD OUTSIDE PSYCHOLOGICAL/ENVIRONMENTAL HORROR, DECEMBER 16TH - 17TH

    This isn't nearly as romantic as it sounds, I promise you. Anytime on the 16th - 17th, some characters begin to experience something... a little strange - they either feel progressively colder or progressively hotter with no discernible explanation.

    Those who experience cold find themselves getting colder by the hour or even by the minute despite any attempts to warm up. They can feel the warmth, whether it be a blanket or a fire, but the warmth doesn't seem to reach more than skin-deep no matter how hard they try. This continues on until your character achieves the beginning stages of hypothermia, at which point it can wear off anytime you'd like. If you'd care to take it even further, moderate or even severe hypothermia are also viable options. (A slightly technical list of hypothermic stages and the symptoms thereof, for your reference. Alternatively, these graphics.)

    If your character experiences heat instead, it functions much like a steadily-increasing hot flash despite the chilly temperature. They'll find themselves sweating and looking for some way, any way to cool down - potentially even stripping off their clothing, racing out into the snow, and... y'know, getting mild hypothermia this way instead. Other potential effects are colds/flus, frostbite, and distinctly-heightened UST.


YOU'D BETTER WATCH OUT, YOU'D BETTER NOT CRY MONSTER HORROR, DEC 23RD - 25TH

    Throughout the couple of days before Christmas, when the snow seems to flurry the hardest, a gentleman I've decided to call Leggy Krampus arrives to do his work. And what is that work, you might ask? To punish those on his Naughty List, of course. That Naughty List is basically just a list of those who haven't yet died here in Vestige. If your character has yet to die and help in the perpetual effort to appease the Elder Gods, you're welcome to opt into Leggy Krampus coming for your character! But he doesn't have time to come after everyone - he's only one excessively-limber man(??), after all - so even if your character has yet to die, you're free to say he passed over them if you'd rather not fuck with it.

    For those who do receive a visit, the first sign is the faintest sound on the rooftop, like footsteps but much too light and too numerous. Then, all at once, any fire which may blaze in the fireplace goes out, and down your chimney comes everyone's new least-favorite red-coated monstrosity. Two clawed hands wrap around each side of the fireplace, eyes pale as the snow, the beard around his gaping mouth tinged with the red of blood. But there are more hands now, so many hands, so many too-long arms, peeling himself from your fireplace to attack.

    He can be fought off by anyone skilled in combat (especially with help), but not quite so easily as one might think. He's alarmingly quick, both in mobility and in the speed with which he can swipe and grab with his clawed hands. His goal is to drag his victim back up the chimney, at which point he'll try to find a secluded place to wrap his long prehensile tongue around their throat and squeeze until they asphyxiate. If it doesn't seem like an abduction is in the cards, he'll try to draw as much blood as possible with his claws, or even try to tongue-choke them right then and there.

    Alas, Leggy Krampus can not die. He can be 'killed' and even dismembered, but somehow, somehow he always finds his way to the next victim on his list.

 TENTATIVE SCHEDULE FOR THE REST OF 2020
    ( Dates should be taken as 'give or take a day', generally. )


    • NOVEMBER CATCH-ALL LOG, NOV 12 - This month's catch-all log will go up. It'll be pretty short, but it'll do.

    • EVENT INFOPOST, NOV 16 - An event infopost for "H̸̠͉͖͌̓̋̽E̵̯͐ͅĻ̵͛̕̚L̶̨͈̪̗͑̀̀̚Ơ̵̢̠̣̐̏̚" will go up, providing more details to work with!

    • EVENT LOG, NOV 19 - The event log for "H̸̠͉͖͌̓̋̽E̵̯͐ͅĻ̵͛̕̚L̶̨͈̪̗͑̀̀̚Ơ̵̢̠̣̐̏̚", which spans the IC dates of November 23rd - 25th.

    • THANKSGIVING FEAST LOG, NOV 22 - A post-event holiday feast, taking place ICly on November 26th (Thanksgiving).

    • DECEMBER CATCH-ALL LOG, DEC 1 - Your typical monthly catch-all. This will probably include prompts for December's events rather than a separate event log, since there's nothing too intense over the holidays. (All relevant info for December's happenings can be found in the above drop-down + the elaboration in the catch-all.)

    • DECEMBER NOT-BULLETIN, DEC 3 - Around the same time as the bulletin would usually go up, I plan to put up a tiny mod note with any last-minute updates for December + a link to this bulletin.

    • 'MERRY SHITSCRAM' NETWORK POST, DEC 9 - See the description in the event drop-down for more on this.

    • 'WHAT SHOULD POTENTIAL PLAYERS KNOW ABOUT VESTIGE?' POST, DEC ??? - This post (as mentioned above in the announcements drop-down) is basically for those who might app in uninvited to hear about the game's slightly unusual pace/style/mood from the players themselves. Participation isn't mandatory but is deeply appreciated.
    ( ! ) If anything else comes up, I'll note it on Discord/Plurk and edit it into this schedule!




That's it! Feel free to ask any questions on the top-level below.
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Oct. 14th, 2020

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FOOD STOCKS.

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Hello All!

It is I! Lily! Player of medieval anxiety cat, Gilia.

Who has one (1) job back at home. Well actually it's a very complicated multifaceted job so it's more like ten jobs - point is!! It's about making people not die in winter especially as a number #1 priority.

So per her post of taking stock of all food in Foodland, and then roping people into cut up cabbages until their hands fall off, Gilia has slowly been turning about 80% of the fresh food: meat, fruit & veg, into various kinds of preserves, jams, jellies, salted cures and what have you. Plus beer. I hope you like pre hops beer because there is now A LOT OF IT.

Which means! Time for deliveries. She's basically going to count everything, then everyone, and then divide equally all the food and start dropping it off to people's houses. I'll do a better list of what everything will be per items when I write send the messages to everyone.

In the mean time if your character has any thoughts, interests, please let me know here!

In addition, if you'd prefer for your own plot related reasons for your character to NOT receive food? That's fine too! Similarly, just leave me a message here.

All my love!! Lily xoxox.

Oct. 2nd, 2020

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OCTOBER BULLETIN

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OCTOBER BULLETIN

► SPOOKTOBER IS UPON US


    Suit up, spooky dookies. 👻 Haunting season may be over (for now), but All Hallow's Month has just begun! No big long game-change briefings this month, but I do have a couple of important things to briefly note!

POR QUÉ ES 'BULLETIN'??

    We had monthly infoposts + event infoposts, and when I had to write things like 'consult the September infopost', I started to realize that it might be a bit confusing whether I meant the actual monthly overview or the event post itself. From now on, we'll have monthly bulletins + event infoposts on the OOC side, plus of course the monthly catch-alls + event logs on the IC side.

    I may one day go back and change all prior references to event infoposts to event bulletins instead, but that is a project for another day and this will mostly just be a change from here on out!


MODDING TRANSPARANCY NOTE

    Firstly, an apology for the lateness of the event log for last month's event. I had a bit of a personal crisis week and definitely didn't meet the deadline I was aiming for (the one stated in September's infopost/bulletin). Thank y'all again for your everlasting patience with me.

    Semi-relatedly and also more pressingly: As of this week I've started my first quarter of grad school. I have yet to have the foggiest clue how busy that will keep me, though right now (based on what I'm hearing from my professors + reading in the syllabus) it's looking promising. I just wanted to drop a note in here to say that while there's zero chance whatsoever of being busy enough to need to close the game, there may be weeks when I'm unable to touch modwork at all. You'll still see me RPing throughout those weeks, because I'm not going to let guilt over waiting modwork disrupt my overall ability to enjoy RP as a hobby. I hope y'all can trust that anytime I have the bandwidth to do the modwork in a given week, I'll 100% do it - and if I'm not doing it but tagging instead, it's a tougher school week and I need the zen.

    That said, all actual modposts should be on time. When scheduling time to write them, I plan on erring toward too early rather than risking them being late - so in general, if I list a date, know that it'll be up on that date, one or more days before that date, or on rare occasion no more than 24 hours after it.


HOW'S TRACE'S DRIVING?

    Vestige has now been open for three full months, going into the fourth. I mentioned that after September, I wanted to put out a general request for feedback regarding the game so far. So here it is: I'd like to hear how I'm doing as a mod, and how Vestige is doing as a game!

    While I'm open to hearing literally whatever thoughts you have in your brainpan, there are some categories you might consider dropping feedback on, as well as some known issues that I'm already addressing.


CONSIDER OFFERING FEEDBACK ON...

  • The event pacing. I plan to continue the once-monthly-event pace, but what is variable is the actual involvement each event involves. If folks feel like the events have been too involved each month, I can alternate between very involved months and more laid-back months. Alternatively, if people feel like there's not enough going on between events, I can add mini horror prompts to each bulletin (more so than I already have been, since so far they've been somewhat subtle/very very localized).

  • The event contents. Have you enjoyed the events so far? Have they been easy enough to get involved in (on average) for any given character, or do they seem unfairly skewed toward specific demographics? Are they too structured/complicated, or maybe not structured enough? Is it easy enough to engage in events like Ghosts & Hosts (which are kind of self-guided in specific semantics), or would you rather I avoid that sort of open-ended events in the future?

  • The pages/info available. Are there any pages you think that we need but lack? Is there anything unclear within the Vestige info (within the pages on the mod journal or in monthly infoposts) which I could clarify or expound on? Etc.

  • The player engagement. Specifically, do you think I've done the best that I can to facilitate it, or is there more that I could be doing/more effective things? I never want to implement an AC or inflict mandatory engagement, but I also want to encourage it as best I can while also taking into consideration that we're a game full of busy/chill people.

  • The player acquisition. I want to keep Vestige a safe, secure environment where people can feel at home and chill, and our Discord seems like it has largely accomplished that as of late, in no small part due to the invite-only element. That said, I also want to see if we can't keep slowly but surely gathering folks to join us, so I'd love to hear thoughts on the best means by which to do so. Advertising on Plurk seems to fall a bit short due to the fact that the interested parties tend to be people who saw a replurk but have yet to receive a direct invitation. Would it be an idea worth considering to lift the invite-only restriction on a trial basis (a month or something) and see what happens?

  • My modding quality as a whole. I really do want feedback on this. Am I too laid back/could I stand to be more professional? Is it off-putting to see f-bombs in the game modposts? Is there anything else that I do which could use work?

ISSUES I'M CURRENTLY ADDRESSING INCLUDE...

  • My modpost punctuality. It's an issue. I'm chronically late in my actual life, and functioning as a solo mod, I've been chronically late in this capacity as well. Very few posts or pages have gone up on the dates/within the timelines that I've stated I plan for them to, and that's not something I'm thrilled about. Ideally, getting myself on a more structured daily schedule for grad school will help me with this, too - and while I'm positive I'll never be a mod who posts things exactly on the given date at all times, I can at least strive to become one who is far more frequently early than late, and always late on a much smaller scale than I have been.

  • My aesthetic uniformity. My pages and modposts have basically all looked fully different aside from the main overarching format, in part because I've been trying to find the aesthetic I like the best. Now that I've found it, you can expect it to stick from now on, and older pages/posts are currently in the process of being updated to match (see announcements below).

  • My tendency to get too involved in key IC roles. This may be something I myself notice more than anyone else does, but I myself know that I tend to get too involved in plot (e.g. the way Wei Wuxian ended up in a key role in the Way Down We Go event, and Lalli has headed up the scouting efforts on both occasions in which scouting has been a thing). At current, Vestige is a small enough game that we don't have a ton of characters willing to leap into big roles or catalyze progress. As we gain more characters, it'll become easier and easier for me to pull my characters back from any sort of spotlight and let y'all take it over. In the meantime, I'm always going to try to hold back from taking that role for at least a couple of days to see if anyone else wants it - and if someone wants a key event/involvement role even after I've already started to OOCly plot for it, please, let me know so I can hand it over.

    If you want to some feedback my way, please toss it up on the Mod Contact post! Comments are screened, and if you'd rather be anonymous for personal comfort, feel free to sock up for it.

    Please note that all game-changing feedback I get that seems feasible to implement will first involve a poll to the playerbase to make sure it's wanted! Examples coming to mind include changes to pacing and the questions addressed in the 'player acquisition' bullet above.

ANNOUNCEMENTS OF VARYING IMPORTANCE

  • The task of revamping the Housing page will ideally take place in the first half of October. I'll put a note up on Plurk + Discord when it's ready!

  • A most excellent secret volunteer (henceforth known as Helper Homie) has taken on the task of kicking our older pages and modposts into the current coding aesthetic and generally making them look uniformly organized. A big thanks to Helper Homie!

  • Our first mystery location was discovered in September! Geralt found Location N in the middle of the swamp. Popping this in here as an example of how that mechanic works, and as a note that N should be up on the Locations page soon!

  • While a couple of people have utilized our Buy Shit page so far, I wanted to once again point it out as resource for folks who want to give their character neato (or horrifying) new things to experience.

OCTOBER IN VESTIGE

    OVERVIEW.

      As Autumn sets in, the containment zone begins to settle into all of the trappings of autumn. Chilly weather, bundled clothing and hot drinks, the turning and falling of leaves... It really just goes to show that life goes on in a place like this just as it does anywhere else.

      No horrifying curse or dangerous monsters plague the containment zone at large this month, nor is there any dire emergency from which anyone needs rescued. In fact, for some, October is a blissful month of recovery, perhaps even domesticity. But others - those who get caught in the crossfire of one of the more localized happenings, especially - may find it quite a bit more difficult to relax into the reprieve(?) you've been afforded.


    WEATHER.

      October is wet. While it isn't quite frigid just yet like you'll see around wintertime, three or four days per week offer moderate rainfall, and at least one or two of those rain heavily enough that a simple trip to your neighbor's cabin will leave you halfway soaked. The few rain-free days offer enough sun to dry up most of the puddles and whatever else is soggy by the end of the day, only for everything to get soaked again the following day.

      The middle of the month sees stronger winds, never gale-strength but nonetheless sharp enough to sting. And... draw blood? See EVENT BRIEFINGS for more on this + the mid-month thunderstorm!



    WILDLIFE.

      The animals no longer seem to be as scarce as they were - sometime in the last couple of weeks, the containment zone has been repopulated with an appropriate number of woodland creatures. These new arrivals are fairly easy to pick out, if it occurs to you to do so: Regardless of species, they seem a bit lost, a bit unsure. It's an odd season to have to acclimate to a new environment, to have to figure out where to scavenge for food and what dangers to avoid.

      These new animals do seem wary and skittish of people... But as the month goes on, many of them (especially the smaller ones - raccoons, opossums, foxes, coyotes, birds of various kinds) take to the manmade structures as shelter from the biting wind, especially those structures like the farmhouse and the unclaimed cabins which see little foot-traffic compared to the occupied cabins. If you're claiming a cabin this month, don't be surprised to find a host of woodland creatures inside!

      As for plant life, the possibly-hemlock is still going strong, and the rest of the flora seems to have revitalized from summer's heat by now too, with the grasses around the lake and in the various clearings growing a vibrant well-hydrated green again.

      A batch of new slow-growing flower starts have sprung up in the most broken-down of the town's three greenhouses, as if the town's discovery has awoken their seeds from slumber in hopes of proper nursing and care. They'll be dead by mid-November if nobody discovers and cares for them... Are they dangerous? Are they helpful, or useful? Or are they simply baby flowers trying to survive in this world like the rest of you?


    RESOURCES.

      Foodland is here for all of your autumn needs! Find a restock of fall-related items, including:

      • Supplies for various hot drinks - cocoa, cider, and a few different hot teas.
      • A host of new squash varieties in the produce section.
      • What looks like an additional produce section full of fall gourds, corns, etc. - but they're all just plastic decorations. Other autumn decor is present, too.
      • Autumn clothing! Lots of plaids and flannels, lots of scarves and mittens. Sweaters in general see an influx this season. Hopefully nobody needs new underwear in October, because the ONLY UNDERWEAR to be found are long johns in various shapes and sizes.
      • Costumes. In the latter half of the month, a costume section pops up, and you can basically assume that your character's able to find whatever costume they want for Halloween purposes (or that they can't and they're stuck with something awful).
      And then, of course, there's the gas station. It's trying a little harder this month. I'd probably still go to Foodland. Gas station finds include:

    • Halloween decorations, so many. Anything from spectacularly tacky to actually kind of cool, but... mostly the tacky kind.
    • So much Halloween candy, too. The trouble is, it's full of literally all of the the things that chain e-mails and conservative news channels warn parents to look out for hidden within their child's candy: Razor blades, needles (not the drug kind), edibles (definitely the drug kind). The rare candy is even laced with cyanide! Luckily, you'll only find something Alarming in about one out of every twenty pieces.
    • The hot roller (y'know, the one that handed out 7/11 flautas back in July?) seems to have something new on the menu... and it smells delicious. Every Saturday and Sunday, come on down to the gas station for some dessert egg rolls! They come in apple, chocolate cheesecake, and pumpkin pie flavors.

    ANOMALIES. (aka that fucking tree again)

      That fucking tree is now just 50 yards from the barrier, and at this point it's impossible to ignore. But while looking directly at the tree last month caused you to black out, now you find that it's entirely impossible to look directly at. Characters who try are seized with a primal and mind-numbing avoidance reaction, as if some part of them recognizes something in that tree as beyond the scope of what they're prepared to handle or comprehend.

      Regardless of how courageous or daring or foolish they are, 100% of characters are now unable to directly look at this tree. Beyond that, the threshold is variable - some characters find that they can't have it in their peripheral without discomfort too severe to ignore, while others can't even bring themselves visit the gas station at all.

      Those who can stand to observe the tree in their peripheral will find that the figures seem to vibrate so strongly in place that their outlines distort... while also giving the illusion of stillness, of not moving at all. It's impossible for both to occur at once, and yet that's what characters seem to be witnessing in the indirect corners of their eyes. Additionally, all who go to the gas station find that something feels wrong about it + the road, clearing, and immediate woods surrounding it. As if they've stepped into a plane slightly detached from their own, or as if the world itself has tilted just fractionally and gravity tugs them accordingly, or as if they've been here in this exact time and place once or twice or a dozen times before. They may feel the dizzying and disoriented sensation typically associated with being upside down, as if hanging upside down from the ceiling would right things.

      These effects can be mild, moderate, or severe, and will disappear as soon as they put distance between themselves and the gas station. Hope those egg rolls are worth it.
EVENT WRITE-UPS
    Rather than one big weeklong event, we actually have three (3) mini-events in store for you. Because none of them are spectacularly involved, I'll be including them all here in this post. As such, there will be no event infoposts to speak of - any semantics not covered here will be within the individual mini-event logs, and none of it will be stuff you would've needed in order to plot in advance.


IS THE DOCTOR IN? LOCATION REVEAL, OCT 8TH

    On the 8th of October, a number of characters wake up in one of three different floors in the hospital rather than wherever it is that they fell asleep. Here, they'll have various horror-themed prompts to interact with (some mild, some less so). Characters who don't wake up in the hospital will find that the formerly-locked front doors are now accessible, as well as the hatch into the basement.

    This will be a one-day mini-event (honestly, probably just a few hours of the day - it's not like they're actually trapped), and will be more of an alarming circumstance than any sort of genuine event. The set-up will be very much in the vein of Test Drive Meme #2, but adjusted to reflect taking place in reality rather than within a shared dream. After this log goes up, the 'hospital' section of the Locations page will be updated to reflect this new accessible location!

    (Expect the event log for this to go up on the 8th or possibly slightly earlier.)



THE WINDS OF CHANGE WEATHER EVENT, OCT 18TH - 24TH

    While most of the containment zone's trees are evergreen and thus untouched by the changes one might expect of autumn, a number of trees - especially around the farmlands and directly surrounding the town, but also scattered throughout the rest of the containment zone - aren't so fortunate. The leaves begin to fall at the start of October, benignly, perhaps even serenely. But nothing is ever truly safe here, is it?

    Beginning on the 18th and spanning through the 24th, the winds grow sharper than the containment zone has seen thus far - enough so that they kick up fallen leaves from the ground, whipping them about like a tornado might with cars or chunks of building. But while the leaves seemed soft and even soggy on the ground, in this strange new wind they cut like razors, slicing through flesh like a knife through hot butter and leaving a thin trail of blood in their wake. It's never deep enough to be fatal, but it certainly stings. One more reason to bundle up when you go outside, I suppose.

    On the 24th, it comes to a head in the form of a large thunderstorm which starts in the morning and lasts through the day and even part of the night. It seems like your typical storm... unless you happen to be outside in it. Those who venture out quickly discover that rather than aiming for the tallest objects around, the lightning seems to target you. It's potentially fatal, but for most, it will probably just injure you and leave a mildly alarming scar in the Lichtenburg figure.

    (Consult the lightning injury wiki for more on potential side effects + these pictures of lightning scars - the second is underwear-nsfw.)

    (This mini-event will not have an event log - feel free to integrate it into your prompts in the October Catch-All, which will be going up within the next 24 hours!)



WELCOME TO THE MASQUERADE PSYCHOLOGICAL HORROR (AND PARTY!), OCT 31ST

    Though it may very well go unnoticed in light of the razor winds, sometime just after midnight on the 20th, a very large tent appears in a brand new clearing carved out of the trees along the stretch of road between the farmland and the town itself.


    ► THE TENT -
    The tent is large, almost circus-sized, but colored a deep purple rather than anything flashy. It seems to consist of one large central tent with a series of smaller 'backstage' tents interconnected by tent-tunnels. It appeared with no sign of who put it there or what's inside... Your character doesn't find that odd, however. Doesn't seem to realize it's even out of place. It's like scenery, like 'the sky is blue, the grass is green, there's that tent again, no big deal'. On November 1st, they may very well look back and realize how alarming this oversight was, but for now, the tent remains undisturbed and largely overlooked until the night of the Ball.


    ► THE FLYERS -
    Beginning on the 21st, flyers have been hung through the town and the gas station, and a few more can be found flying about on the wind amongst the leaves. These flyers advertise a masquerade ball, with the following information:

    • Held in the aforementioned tent on the 31st, beginning at 6 PM. No specified end time.
    • Costumes (or at least masks) are absolutely required. No entry without!
    • Partner recommended.
    • Food and beverages will be provided.
    • Dance music of all kinds will be featured.
    It fails to specify who exactly is throwing the Ball, but much like the arbitrary tent, this ambiguity isn't suspicious either. In fact, your character even feels unusually inclined to attend... Or at least, to let someone more outgoing strong-arm them into attending.

    These fliers are printed on fancy stationary with an elegant but distinctly Halloween feel to them. If you tear one down (to remember the details, of course), another will replace it within the hour.


    ► THE BALL -
    True to the flyer, you can't get in the door without a costume, but they can be found all through the month at the Gas Station (or Foodland, if you're creative) or your character could easily just half-ass their own costume out of junk.

    ICly, the Ball will be a genuinely enjoyable experience for the first ~3 hours. Few people, if any, have managed to leave by then - much in the same way they were unnaturally inclined to attend, they're similarly inclined to stick around. The music will be mostly good (nothing too wild or controversial, generally easy to dance to), and there will be a feast of Halloween-themed snacks along with both alcoholic and non-alcoholic Blood Punch (it's like regular punch, but darker red).

    After 9 PM, the horror begins. The tent flap zips closed, unnoticed over the sounds of the music, and all attendees are trapped within the tent for the next three hours. This will be a psychological horror event, centering around the concept of (you guessed it) fear. And for the next three hours, they'll be faced with manifestations of that which they fear - typically their deepest and innermost fears, but if you want to go easy on them, they can be lesser fears.

    Characters will be released from the tent at midnight just three hours later, though for some it will feel like quite a bit longer.

    (Expect an event log for this on or around the 25th. This event log will be a bit longer, since it'll include a lot of non-critical semantics in lieu of having an event infopost on the topic. See this Masquerade Ball FAQ for any questions you may have, and go ahead and ask anything not covered here!)



    That's it for now! Quite a bit to chew on this month. :') Expect the October Catch-All within the next day or so. Otherwise, I hope you enjoy this month in Vestige!
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Sep. 16th, 2020

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(event) GHOSTS & HOSTS

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SEPTEMBER EVENT: GHOSTS & HOSTS

SEPTEMBER 22ND - 28TH
► THE BASICS


    Salutations, murderfam. It's time to talk about the September event!

    First, a note on events in Vestige overall. Looking at the events so far + the events I have upcoming, it seems like we've fallen into a general pattern for event months: first an event in which horror things happen to characters (see: Shatter & Decay), then a month in which a horror problem needs to be solved (see: Way Down We Go), and then a month in which some sort of horror entity needs to be fought or dealt with (this month). I like this pattern, and aside from the wild cards I'll throw in every once in a while for holiday reasons - or because a character triggered it, like a fool - most events henceforth will follow this pattern with relative consistency.

    As for this month's event, like I said, we're dealing with a good old-fashioned monster horror event, with a side dish of psychological horror depending on how you approach it. There are multiple directions from which to approach this event, which ideally means that combatants and non-combatants both have ample opportunity to get involved. It's also worth noting that large parts of this event are dependent on player extrapolation, and that you'll be given a framework to work within and free rein to run wild with it.

    While this looks ICly like a problem-solving event - there are multiple routes by which to tangibly and noticeably get rid of the entities, and they're given no reason to think that it will go away on their own if they don't - the OOC outcome of this event is not dependent on how characters handle the obstacles therein. There's no need to fuss with the level of plotting and orchestration we had last month. Just do your best and have fun. :')

    The lead-up to this event (as detailed in the September Infopost) has been running since the containment zone expanded on the 10th, while the event itself runs from September 22nd - 28th. The event log is currently aiming to go up on the 19th.

    In order to opt out of this event, simply say that your character was left alone! This event occurs all through the containment zone, but it's more 'anywhere' rather than 'everywhere' and can easily be OOCly avoided. Content warnings for this event as a whole are mostly just for monster gore - while individual pieces of the event may have more intense CWs, they're pieces which are left to player extrapolation so those are mostly dependent on the players involved. (As such, please remember to include appropriate content warnings if your prompts call for any!)

    Now for the fun part.


THE GHOSTS

THE OVERVIEW.

    Some characters - especially those exploring the manmade bits of the new and improved containment zone - may have felt a bit like they were being watched, as of late. Not all the time, and never from any direction you can pinpoint... Or maybe from more than one direction at once? They might have written it off as their imagination. It was certainly subtle enough to be the mind playing tricks, especially exploring these creepy new buildings everyone seems to have found.

    Beginning on the 22nd, they'll start to figure out why. Spirits begin to manifest with varying degrees of tangibility and even humanity, all over the containment zone but especially in the town and around abandoned structures. While few of them actually seem to affiliate with one another (though the weaker ones tend to flock together for strength in numbers), they all seem to share a common target: The living.

    What do they want, and what do they do? That varies quite a bit by the spirit, and is actually entirely up to you! Within reason, of course. We'll dig a bit into that, but first a key concept to keep in mind when brainstorming for this event: Every spirit has a theme, even if you don't go too deep into it. It doesn't matter if you're dealing with generic rando spirits/beasts, but if you decide to craft one to personally fuck with your character, try to have a concept in mind (like 'jealousy' or 'died trapped in a fire') and use that to craft how the spirit/beast looks and acts. I'll have some examples in the comment section below.

    The rest of this section is about building the spirits for your characters to interact with, offering hard and fast rules + options for things to consider. All info on stopping them can be found in the 'UNFUCKING YOUR CONTAINMENT ZONE' drop-down below.



WHAT DO THEY LOOK LIKE?

    THE FRAMEWORK -
    • The only real mandatory feature is that they were once human in some shape or form.
    THINGS TO CONSIDER -
    • Their degree of visibility is variable - they can be anywhere from 10% to 90% opacity, and you're welcome to say they're able to change how visible they are at a given time.
    • They can still look just as they would have when they were alive, or they can be changed in some way.
    • If they are changed, you have a lot of creative liberty there - their features or bodies can be distorted and/or uncanny, they can have wasted away or eroded, they can have grown Extra Spooky (demonic/dark), etc. The only real guideline there is that their changes would have matched their general theme in some way, but if you're making up generic random ghosts there's no need to fuck with theme shit for that.
    • They can still carry their death injuries, or an exaggerated version thereof.
    • How they sound is variable. They can sound fully normal/human, they can have the wrong voice for their body (e.g. creepy man ghost with little girl voice), their voice can be distorted in some way, they can open their mouth and animal/otherwise nonhuman sounds come out, go nuts.


WHAT DO THEY WANT?

    THE FRAMEWORK -
    • The only rule is that all spirits seem to have wants/needs which lead them to target the living in some shape or form.
    OPTIONS TO CONSIDER -
    • They want something all living can offer, indiscriminately - your soul, your memories, your eyes or other such body part, your body heat leeched from your body, for Literally Anyone To Understand Their Pain, etc.
    • They want something specific living can offer - maybe they latch onto someone who fits the general age/gender of their long lost relative and get yandere about it, or find someone who reminds them of the person who murdered them and try to make them regret that murder, etc.
    • They want something irrelevant to the living, but the living are interrupting that and need to be fucked with/chased off - maybe they want some goddamn peace and quiet, or for a certain building or landmark to be left alone, etc.



WHAT CAN THEY DO?

    THE FRAMEWORK -
    • Spirits are not fully tangible, and while they can interact tangibly in some ways, they don't have a physical presence which interacts consistently with the world around it. (e.g. maybe it can grab and throw a book, but also walk through a table.) This is mainly to establish that spirits can't pass seamlessly as a living being, even if they give it a convincing try.
    • Many spirits can accomplish things without regard toward their aesthetic form - for example, their strength when lifting/pushing/pulling doesn't need to match the strength a human of their apparent shape/size would have, and a spirit may not need to tangibly reach out and grab someone in order to hold them in place.
    • Spirits do not seem able to possess the living. This is the one thing that none of them display the ability to do, universally across the board.
    OPTIONS TO CONSIDER -
    • They might interact with the environment. (e.g. throwing furniture, wielding a weapon, setting a fire, making the air around the character freezing cold.)
    • They might interact physically with a character. (e.g. shaking hands to appear benign, grabbing/restraining a character, pushing/pulling a character, etc.)
    • They might take control of a character's body part. (e.g. reach into the character's arm and make him punch himself or something, idk.)
    • They might harm a character. (e.g. biting or clawing them, stabbing them with the aforementioned weapon, etc.)
    • They might read a character's mind. (e.g. a spirit might work like a boggart and take the shape of one's worst fears, or take the form of a lost loved one to lull the character, or maybe just cruelly jab at the character's biggest insecurities.)
    • They might lure/hypnotize a character. (e.g. whispering in their mind to call them to a certain place, or lulling them into a complacent daze so they hold still for whatever harms the spirit plans to inflict.)
    • They might induce hallucinations. (e.g. showing the character how they died, adjusting the character's perspective of the current reality they're experiencing, etc.)



EASTER EGG: SHATTER & DECAY

    Some characters who experienced the rot psych horror side of Shatter & Decay back in July - specifically the telepathy equivalent, in which characters experienced increasingly agitated voices in their heads - might find some of these spirits very familiar. In fact, all 'hallucinated' voices from Shatter & Decay were actually spirits and can be interacted with during this event, should you choose to do so.

    Anyone who did not experience glass effects (physically or mentally) in July is free to retroactively handwave having experienced these voices, if you'd like to have your character recognize a few of these sorry ethereal fucks from a couple of months back.


THE HOSTS

THE OVERVIEW.

    As the spirits begin to manifest around abandoned buildings, dilapidated beasts rise up throughout the containment zone as well - and I mean 'rise up' quite literally. They emerge from the muck of the swamp, from the rivers, from the sinkhole, from any given patch of mud, clawing and scraping their way out into open air.

    While the beasts' exact shapes are varied, they're very wendigo-esque in aesthetic - feral patchworks of skeleton and loose fur and misshapen flesh, limbs too long or too gangly, much stronger and faster than anything of their nature has any right to be. (Feel free to take creative liberty with the design, no need to stick to the wendigo's deer theme.)

    In contrast with the spirits, these beasts tend to stay away from civilization, lurking amongst the trees or the cliffs or the reeds in the river.


THE ENCOUNTER.

    What do they do, when you encounter one? Nothing... As long as you leave them alone. At first glance, a person may not even realize they've spotted a beast - it hardly registers as a creature, still as the grave, blending in amongst the shadows of the trees or the rocks, and watching. Always watching. A character passing through the woods may very well come within twenty feet of two or three beasts without noticing.

    If spotted, the beast will acknowledge your character with some form of movement - a flick of a body part, an uncanny twitch-tilt of its skull-head, something small but distinct. And that's it. No fleeing, no encroaching, just this incremental acknowledgment.

    From here, a character can simply walk away. The beast makes no move to stop them, to attack, to follow in any shape or form. The character has opted to live and let live, and the beast accepts this truce. However, if your character makes any small indication of a non-truce - an attempt to approach, for example, or even a startled hand on the hilt of a weapon - the beast will attack, and will do so without hesitation or mercy.


THE BATTLE.

    While their battle strategy is largely universal (feral, merciless) and the beasts do share a few universal traits (uncannily strong/fast, clever but not enough so to outright strategize), their exact approach depends on the beast you've designed - for example, whether you've given it antlers to gore with, talons to claw with, teeth to tear with.

    That said, they're essentially glass cannons. They're excessively easy to damage, with bones much too brittle to accomplish any of the things they've just been seen doing + flesh which cuts away like a disgusting but well-cooked tenderloin. Blunt objects punch into their torso as if they're made from paper mache, as if the inside is somehow hollow. They seem aware of the general 'spirit is willing but the flesh is weak' nature of their existence, and do their best to dodge around most attacks rather than trying to tank them.

    Unfortunately, aside from slowing them down by way of hacking off limbs, they're very difficult to actually stop. Even if beheaded, the beast will continue to thrash about on the ground (as will the head)... Unless you destroy the heart. Because each beast's chest cavity is indeed hollow, and inside sits a warm, damp, and beating human heart. Disgusting.


UNFUCKING YOUR CONTAINMENT ZONE
    Right now, you might be thinking that this all seems pretty fucked. Congratulations: You're right! But lucky for everyone stuck in this mess, it's not unsalvageable. There are a small handful of ways to begin to neutralize the threat posed by spirits and beasts, involving varying amounts of time, effort, and danger.


OPTION 1: A-HUNTING WE WILL GO

    Here, we finally learn why the event is named as it is - because while the spirits and the beasts may seem unrelated, two horrors which happen to overlap inopportunely, that's very much not the case.

    For each spirit, there is a beast which carries his or her heart. The beast resembles the spirit in some critical way - a hole through the skull of the beast if the spirit was shot in the head, or a wooden cross necklace around the beast's neck if the spirit wears one made from silver, or charred skin and burnt fur if the spirit is marred by burns - and the quickest possible route to getting rid of a spirit is to find that spirit's beast and to destroy the heart within it.

    Once the heart is destroyed, the beast will collapse like a puppet whose strings have been cut, and the spirit (wherever it may be) will vanish into the ether.

    But how do you find a specific beast, if all such beasts are moderately elusive? It's not actually as hard as you might think. If a certain beast is sought, it will often come to meet (s)he who seeks it, as if drawn to the spot by your character's desire to find it. Not necessarily the wisest choice in self-preservation terms, but the beasts do seem oddly polite right up until the moment at which they perceive that it's time to fight.


OPTION 2: DO THEY WANT TO, LIKE. TALK IT OUT?

    In many cases, it's also possible to just... figure out what the spirit wants, then find some way to satisfy it. Some spirits will be impossible to satisfy, and some will only be satisfied at a heavy cost (perhaps for you to join them in death), but others might as well be glorified spooky fetch quests in the making.

    It's entirely up to you whether they're cooperative or hostile throughout the process of discovering and granting their desire. A spirit's consciousness in death is not as it was in life, and spirits may not comprehend the rationality of ceasing to attack so that your character can help them. It's also possible that a spirit is very willing to be helped but unable to communicate normally, or any number of other problem-solving obstacles you might think of. Once a spirit's desire is satisfied, they're able to leave this realm and move on to the next, fading from existence.


    EXAMPLE DESIRES TO SATISFY -

    • 'I want someone to know how I died.' (viewing/maybe feeling horrible memories, possibly following them to the site of death)
    • 'I want to be buried with my family.' (moving a corpse from one place to another)
    • 'I want to be tucked into bed and kissed goodnight [or insert other sentimental activity] one last time.' (you just gotta do it. take one for the team. kiss that spooky uncanny little shit right on the forehead.)
    • 'I want revenge against this character who first trespassed in my building.' (your character would have to hunt down this other character and harm them somehow. maybe the ghost just wants a little blood, or maybe they want the whole ass murder.)
    • 'I want this character I think is my mother to join me in death.' (legit gonna have to die, sorry fam)

OPTION 3: OR MAYBE THEY CAN JUST FUCK OFF

    Is your character supernaturally inclined? Can they influence spirits, guide spirits, ward spirits, banish spirits, condense spirits into seasoning to sprinkle over a nice stew? They are now everyone's best friend, because that shit more-or-less works like a charm.

    If their spirit-wrangling abilities depend on actual social interaction ('can talk to the dead and convince them to move on'), they mostly just find that they have a slightly easier time getting spirits to cooperate with an attempt to undergo their fetch-quest. If they're actually able to banish/manipulate spirits by force, however, that's quite a bit more effective. In such a case, it's very much an option to just... make the ghosts fuck off out of existence in some shape or form.

    You're at full liberty to decide how well your character's abilities work, with the caveat that it's best to not just like... magically solve the entire event in one fell swoop, that's no fun for anyone. If you'd rather just ask me how the abilities might work, I'm also down to give you a rough idea, but please don't feel like you have to run it by me.


TEMPORARY OPTION 4: IF YOU'RE REALLY THAT SHITTY AT EVERYTHING

    If you can't fight, can't exorcise, and can't run a basic ghost fetch quest, you really need to do better but you're not out of options yet. While this is a very temporary solution, all but the strongest ghosts can be briefly dissipated with iron, reappearing again at the spot which they died after some minutes (or if you're lucky, maybe hours).

    This is a band-aid on a bullet wound, and seeing as ghosts don't like to be rudely stabbed with a fire poker or what have you, they will almost definitely do their best to come back and try to ruin your day in particular as a result. But if you have no other options, finding an iron object to swing through any spiritual assailants is at least better than nothing, right?


ENDING: WAITING IT OUT

    Ultimately, no matter how many spirits and beasts have been destroyed or banished or given peace in the meantime, all spirits begin to retreat one by one in the latter half of the 28th. Where are they going? We just don't know - though it's not impossible to investigate and find out, if you really feel like prying open that can of worms again so soon.

    Similarly, the beasts retreat as well, clambering placidly back down into various sources of water or muck to disappear beneath soft ground.

    The prevailing feeling of being watched which has haunted the containment zone's residents since the 10th is now entirely gone, leaving characters feeling... shaken, probably, but at the very least blissfully unobserved.

QUESTIONS, ANSWERS, & MISCELLANY

    Q: THAT WAS... A LOT OF INFO. WHAT'S THE EVENT TL;DR?

      Spirits happen! They can do a wide variety of things but ultimately all fuck your day up in some way and with varying levels of proficiency. Each spirit has a beast they're tethered to (the spirit's heart is inside the beast), which you can kill to get rid of a spirit or just for fun. You can also negotiate with or banish the spirits, but ultimately they all whisk off to god-knows-where at the end of the event regardless.


    Q: WHAT HAPPENS IF A BEAST IS KILLED FOR REASONS UNRELATED TO A SPIRIT?

      If you happen to encounter and kill a beast without having hunted it down for specific 'this beast holds the heart of this spirit I hate' reasons, it's safe to assume that a spirit somewhere in the containment zone just kind of dissipated with no real explanation.

      You're welcome to play with this element - for example, if your character kills a beast and another character needs a reprieve from a spirit but has no viable means to escape it, you're welcome to say that the dead beast held that spirit's heart, thus saving the character from the spirit's wrath with no... real... explanation for why the spirit stopped.


    Q: IF A SPIRIT IS BANISHED/DESTROYED OR GIVEN PEACE, WHAT HAPPENS TO THE BEAST?

      If the spirit was banished/destroyed, the beast will collapse as if the heart has been destroyed. Investigation will find that the heart inside is deeply rotten and reeks terribly.

      If the spirit was given peace, however, the beast will make its serene path back to the nearest source of water, mud, muck, or loose soil and disappear back down from whence it came.


    Q: HOW WILL CHARACTERS KNOW ABOUT THE ABOVE LISTED OPTIONS?

      I can definitely see how it might be tough for them to connect the puzzle pieces on this one (especially the beast-spirit connection and the effectiveness of iron), so if you'd like something to at least vaguely spell it out for them:

      New illustrations have been revealed in the mostly-indecipherable books detailed in Shatter & Decay, which now reappear on the coffee table of each cabin and apartment regardless of whether or not a character has previously put it away or discarded it.

      A couple of rune-filled pages after the Shatter & Decay diagrams lies a page which previously had a thick blank row across the page, as if space has been left for a picture that someone forgot to add in. Well, now it's here, in the form of two new illustrations - one larger, one smaller. The larger of the two depicts what could passably be a spirit (a humanoid figure, but not colored in like the rest are) with its arms extended. In the air in front of those arms, what looks roughly like a human heart floats, as if being given to a gangly and ill-proportioned creature on the right-hand side of the page. The smaller image depicts a man swinging something long and distinctly some sort of metal (the grey has a metallic sheen to it, perhaps from lead) through a spirit, who appears to be waving its arms in dismay.


    Q: IS IT POSSIBLE TO GET RID OF ALL THE SPIRITS IF WE DO OUR BEST?

      God, there are just. So many gosh damn spirits, between the larger/more problematic ones and the smaller ones which barely have identities and only have the strength to fuck with people a tiny bit. It's possible to get rid of all of the spirits in a small area (e.g. a decent-sized building) if it's maintained with vigilance, and it's also possible to get rid of all of the larger/more problematic spirits in a section of town/around the lake/etc., but not to get rid of them from the containment zone altogether.

      Which is to say: You can make an area safer, but not entirely safe unless it's a very small area and you're protecting it with vigilance. Or wards. Wards are good, too.



That's it, folks! If you have any questions, toss them into the top-level below. You're free to use this post for plotting purposes, though I also recommend linking it on the discord/modplurk for those who may not check the comments.

Happy h(a)untings!
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Sep. 9th, 2020

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SEPTEMBER CR MEME

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CR MEME

SEPTEMBER 2020
► THE BASICS


    Sup, horrorfiends! 🔪🔪🔪 Time for our first CR Meme.

    Use this to update folks on what your character is up to, to reconnect with CR you tagged once and then never followed up on, to make new CR, and (if you utilize the handwaved CR elements) to figure out who your character may have met/what they might have done while you've been busy.

    Try to be specific, if you can! Literally nobody knows what to do with 'I want everything', so at least supplement it with a few specific ideas too.

    Feel free to either post all of your characters in one comment or a top comment for yourself with each of your characters in subthreads, whatever you're feeling.



► COPYPASTA

Sep. 6th, 2020

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SEPTEMBER INFOPOST

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SEPTEMBER INFOPOST
► HELLO, VESTIGE!


    Sup, horrorfiends. 🔪 As I'm sure you've noticed, I'm a little late this month. Those in our Discord know that it's because I've been working on an awesome new map for y'all - for a whole host of reasons, it became a bit more of a project than I anticipated, but it's ready now!

    THE OVERVIEW.

    As I've mentioned in past infoposts, I planned to work toward crafting a bigger Containment Zone for everyone to play in as our little game grew in size, complete with a map so that everyone can visualize the setting as a whole. The Housing page also made reference to this, saying that I'd place your character's cabin on the eventual map wherever it is that you've described.

    Now that the time has come, here's everything coming to mind that you need to know about the update!

    THE NEW CONTAINMANT ZONE.
    • The new Containment Zone is approximately 5 miles tall and 7.5 miles wide, compared to the 4 miles by 2.5 miles of the old Containment Zone (highlighted in blue). It contains six distinct zones of some form of interest, as labeled here (ignore the letters): the lake, the forest, the swamp, the farmland, the cliffs, and of course, the town itself.
    LOCATIONS PAGE.
    • My next step from here is to create a Locations page, using the above lettered map and the numbered town map. It will include a summary of each zone, as well as a lettered + numbered list for each of the marked locations.

      A couple of things worth noting: Firstly, the vast majority of the buildings in town are seemingly beyond salvage, including a few of the numbered ones. This isn't permanent! During the upcoming months, various horror-y happenings will occur in those buildings and essentially 'unlock' a new location. Characters are still able to explore them, loot them, etc. as they are - this is, in essence, a 'oh look, suddenly this building is somewhat functioning as intended', like if the broken-down leaking movie theater is suddenly vaguely clean with functioning lights and a flickering but passable movie-watching experience.

      Secondly, some of the areas off the beaten path (or main road, as the case may be) will likely just include ??? names/descriptions until someone ICly makes the effort to go investigate. This is honestly to spare me of a bit of the immediate workload, letting me fill them in as characters explore.

      This will be 50% of my project for tomorrow (9/7), with the other half being the...
    SEPTEMBER MINGLE LOG.
    • I'll be tossing up a mingle log which amounts to a tour of the new containment zone. I'll still be letting the Locations page do most of the heavy lifting on area descriptions, but this will offer some flavor about the various obvious facets of the new CZ in much the same way July's intro log did for the original CZ.

      Like I said, this will also go up tomorrow (9/7). It will include mild eerie horror elements in anticipation of this month's event, but will mostly just be a benign catch-all for any starters you might have.
    HOSPITAL MINI-EVENT?
    • So I've mentioned a couple of times that I intended to introduce the new Containment Zone with short one-day Incident in the new hospital, reminiscent of TDM #2 but as the hospital appears in reality instead.

      Because all of these other pages are going up a little later than I hoped, and also taking into consideration that this month's event is overall bigger than next month's smaller events, I think I'm going to postpone the spooky hospital log until early October. At this point, it just feels like it'd be too much to smush in with everything else going on.
    HOUSING PAGE UPDATE.
    • I'll also be redoing the Housing page this month to reflect that we now have specifically-located numbered cabins and a new housing source in town (apartments, 1-2BR at largest). From now on, all cabins will be selected from the available options, which will be listed on the Housing page itself (in terms of size/location - you can still choose the exterior aesthetic).

      In the meantime, I'll be replying to your housing comments with this map + the number of your character's cabin. If you didn't post on Housing but you want a cabin for your character, there are like ~6 extras you can hop into once I've got the post up. I'll announce on Plurk/Discord when that's ready to go.
    IC TIMELINE.
    • This will be detailed more properly in the mingle log, but on September 10th, the Containment Zone expands to the newly-mapped one with no particular warning or fanfare. It's up to characters to discover that the barrier marked by spray-painted trees no longer seems to be in place to the north or the east, though someone is free to make a network post about it if they please.

      The mingle log will go up ASAP even if it's not yet the 10th, and folks are of course welcome to forward-date any posts/threads they do!

    I hope you like the map, and the neat new environmental stuff it brings with it. New buildings/features will be added to the map as time goes on, appearing where none were before (or perhaps only ruins once stood). Now it's time for the rest of the regularly-scheduled infopost!

ANNOUNCEMENTS OF VARYING IMPORTANCE

  • We have a brand new Buy Shit page, where you can redeem tag-ins you've done for IC rewards/horrors! It's a super simple system, with the only real thing of note is that tag-ins to the Test Drive Meme count for 2 points instead of 1! It's also worth mentioning that this is retroactive, and you can use any tag-ins you've done since the game opened. (Note that I'll be getting back to these after the Locations page crunch, so eta: 9/9 or 9/10.)

  • Based on the results of last month's poll + Discord responses, I'll be providing monthly catch-all logs for miscellaneous non-event top-levels throughout the month. Most of the time, it will be 1-2 short paragraphs and a flourishing gesture to the monthly infopost for more flavor, but once in a while it will be a bit meatier (like this month, with the introduction to the new Containment Zone). Expect these in the first couple of days of each month, as a general rule.

  • Once the Locations page + catch-all log is up, I'll be putting up our first CR Meme! This will also include a handwaved CR element, so that those who have busy schedules/had a fucky July/August don't miss out on all the neato CR we've all been building so far.

  • At the end of September, I'll be putting out an informal How's My Modding? request looking for feedback on Vestige so far, what could be done to improve it, things you've liked that I've done and want me to keep doing, etc. It's definitely not mandatory to participate at all - I just want to make sure anyone who does have small or large thoughts on the game/my modding is equipped with both a venue to put those thoughts and the assurance that I'm super interested to hear them.
SEPTEMBER IN VESTIGE

OVERVIEW.


    This month brings us a relief from summer's heat and a much larger invisible cage to get yourselves lost in. With the introduction of what remains of a town, you can almost begin to simulate something more closely resembling normalcy... If your 'normal' is 'a run-down desolate shithole', anyway.


WEATHER.


    Lo and behold, it's finally cooling the fuck down.

    While a number of days still enter the low-80°s and the average remains in the 70°s, the hot period of each day is shorter and bookended by cool nights, cloudy skies, and a brisk and refreshing breeze you might have killed a man for this time last month. The rain has returned, as well, sprinkling lightly for a couple of hours about twice per week, while once per week we'll see a decent off-and-on drizzle which lasts most of the day. Nothing too heavy just yet, but wait until Autumn sets in.


WILDLIFE.


    The animals are more scarce than usual. While the Containment Zone expanded, the Technicians have yet to appropriately populate it with wildlife, and so the wildlife we all know and love have scattered throughout the new CZ to revel in what must clearly be sweet, sweet freedom.

    Plant life is struggling from all this heat, but it begins to perk up almost immediately once the rain sets in. In fact, it seems to bring new life springing up from the earth - an impressively fast-growing batch of what's either wild carrot, parsley, or poison hemlock crops up along the edges of the forest surrounding the gas station. Do you dare try to cook with it? (I wouldn't - it's absolutely the hemlock.) The blackberries(?) are finally falling out of season, their nettled vines lingering empty of berries to try to revive come spring. It seems that for now, that particular menace has gone dormant.


RESOURCES.


This month, the gas station is.... alarmingly bare. There doesn't seem to have been a restock like usual this month, with only a few oddities appearing on the shelves. This might be cause to panic, if not for the Foodland grocery store just waiting to be discovered on the edge of our brand new (dirty old run-down) town. Items of mild... concerning interest in the gas station include:

  • Many, many dolls, of the creepy babydoll variety. Many of them aren't terribly eerie on their own, but the collection fills the entire length of a shelf.
  • A jar full of what seems to be dried shriveled eyeballs, just barely few enough to rattle like a maraca.
  • A framed picture of this art, as well as these two pieces.
  • The assless chaps are still here. Sorry, guys.


ANOMOLIES.


    Another update about the increasingly concerning tree from the last couple of months: It is now only 100 yards from the barrier. The figures inhabiting it still haven't visibly moved at all, continually observing from their perch, but their outlines seem to vibrate ever-so-slightly when you look directly at them - but don't look for too long, as the vibration begins to buzz inside your mind with increasing intensity, causing characters to black out in anywhere from five to ten seconds. Additionally, last month's disassociation and deja-vu now try to beset anyone venturing into the gas station parking lot and/or the gas station itself, and characters must fight against some degree of one or both of those sensations until they're no longer in the area. It isn't debilitating by any means, but it's certainly a bit of a trip.

EVENT BUILD-UP
    Characters who venture into the new chunk of Containment Zone, particularly the town itself or any of the more homey abandoned buildings throughout the landscape, may begin to get the sensation that they aren't alone. At times, it feels familiar - like an acquaintance lingers just out of sight. Other times, it feels mildly ominous, as though they're intruding on someone's private home even if they're merely window-shopping along the run-down storefronts.

    This month will fall under the monster horror umbrella with a number of psych horror elements. All further info will be released in the event infopost, going up ideally by the the 15th, with the log on approximately the 19th and the event ICly spanning from the 22nd - 28th.



Thanks for tuning in to our belated infopost. If you have any questions, toss them into the top-level below!
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Aug. 7th, 2020

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(event) WAY DOWN WE GO

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AUGUST EVENT: WAY DOWN WE GO

AUGUST 14TH - 24TH
► THE BASICS


    Sup, scrubs. We've still got quite a bit of time before the meat of the event, I'm just getting this post (and the log) up early like I mentioned in August's Infopost to give y'all more time to plot + to actually thread at your own pace throughout the event - so there's no need to worry about scrambling to do any of the above Right The Fuck Now.

    This month's event is structured a bit differently from the last - rather than 'here are circumstances that happen to your character', this one is a multi-step problem-solving event, and will feature environmental horror (with mild-to-moderate psychological horror depending on how well your character handles the environmental horror).

    The circumstances surrounding this event (the state of the lake, as discussed below) run from August 14th - 24th, with the actual actionable section of the event taking place over a few different stages in the shorter span between the 17th - 22nd. The event log will be going up in the next couple of days, but feel free not to hit it until you're satisfied with your plotting.

    This event is a bit experimental, in that it's something that characters need to opt into in some capacity in order to be involved + no alternative 'for those who aren't participating' is really being provided to avoid having too much happen at once. Additionally, this is the first event in which players/characters influence the outcome, so there's bound to be a little bit of troubleshooting in that whole process. I'll have my eye on the success of this event + what I can do to improve these various experimental features in the future!

    Content warnings are a lot milder this month - we'll be dealing with dark tight spaces and threat of drowning.



THE REVEAL (14th - 17th)

THE LAKE.


    As mentioned in the August Infopost, the lake's prevailing water level has been dropping at a rate of 3-4 inches per day for a week now (between the 7th and 13th). This has been mostly inconspicuous, though perhaps more observant characters have picked up on it... But even the unobservant will have a hard time missing what's to come.

    Characters at lakeside on the 14th will notice that they can quite literally see the water level dropping, like a tide that never quite washes back in. Each hour that passes reveals five more inches of shoreline - of lake bed, as it quickly becomes. Throughout the day the water level drops ten whole feet, a full 1/3 of the lake's total depth, and continues to drop at a rate of ten feet per day over the next two days, and if anyone dares to swim out near the center of the lake, the inexplicable heaviness from last month has intensified to near-inescapable levels. Hardly peaceful now, this new heaviness feels as though you're actively being sucked below the surface, pulled by some force unseen.

    But as the water level drops further and further, characters might notice an oddity at that very spot. Something dark and rectangular along the lake bed, terribly conspicuous now as the turbulent water around it washes away the silt that has hidden it from view so far.

    At about noon on the 17th, the water level stabilizes at a depth of about 1.5 feet - save for the mysterious lake-bed object, which now sits above the surface on a muddy little island about two yards across. Upon further investigation, it turns out to be a hatch.



THE HATCH.


    The hatch is weathered on the surface but otherwise sturdy and intact, bearing a barely-legible insignia of an eye encircled by arms. Most notably, it has been knocked fractionally askew on its hinges, leaving nearly inch-wide triangular gaps at the front and one side - certainly large enough holes to drain a lake (though whether it could drain it so quickly is up for debate). To each side of the hatch lies a padlock, broken, half-buried in mud.

    The hatch door opens easily enough (in fact, doing so straightens it back on its hinges), revealing a six-foot laddered drop into a cave, long and narrow and steep. The floor is at no less than a 20° incline, though the floor seems clean enough of most rocky debris. The only light in the cave is that which filters in from the hatch.

    One could certainly choose to just close hatch back up like it should have been from the start, to walk away and wash their hands of this mess... But the insignia on the door seems ominous, important. What's more, the second a sincere suggestion that they explore the hatch reaches the air, everyone in the Containment Zone receives a text with no listed sender:

    Close the hatch. Stay away from the hatch. This is your only warning.

    That's certainly not ominous or suspicious.

    Now characters have a choice: Do they investigate this hatch that the Technicians want them nowhere near, or do they steer clear as instructed? Note that it is a completely viable choice to close the damn hatch and move on with life - I'll toss out some sort of half-assed alternate event and it'll be fine. But if my faith in our merry band of intrepid (and wary) explorers is well-placed, it's time to talk about...


THE CAVE (17TH - 19TH)

EXPLORING


    Whether your characters take the day to prepare or dive right in, let's skip ahead to the part where they find themselves crawling down the hatch and into the cave. The floor is very damp, almost but not quite muddy, and so are the bottom ~2 feet of cave wall. The walls are narrow, six feet wide at the widest point and often too narrow for two people to walk side-by-side. The cave also seems to turn distinctly to the left at approximate ten minute intervals, doing so two separate times before the incline levels out to almost completely flat and a faint, rhythmically-intermittent red light can be spotted a few yards.

    Thus leads to their first and only discovery.

    The light, as it turns out, is a circular beacon at the top of an almost clinical-looking (if dusty) sign fastened securely to the cave wall at just under eye-level. It seems to be for navigation: One side, with an arrow pointing back in the direction from which they came, is labeled ZONE 2 MAINTENANCE HATCH. Another, with an arrow pointing the way they've been traveling, reads, EMERGENCY EXIT. Opposite the sign is the first offshoot-tunnel the cave has offered so far, but it's not much to speak of: the path is thoroughly caved in just a couple of yards from the intersection, with the top left corner of what looks like it was once an elevator peeking feebly out of the debris.

    The only options, it seems, are to return to the surface or to see where 'EMERGENCY EXIT' leads. At the very least, that tunnel also seems to ascend back toward the surface.



CAVE-IN.


    Should characters choose the latter and continue down the EMERGENCY EXIT path, the response is immediate: The ground gives a shudder, cave walls rumbling in protest for a long ominous moment, and those looking down the tunnel ahead will see the cave ceiling begin to collapse in what almost seems like a wave rippling down toward them, thundering to an ominous stop at precisely where the tunnel starts to incline (though some of the debris does cascade out into the flat part, such is the way of things). Those who may have made the wise choice to flee back toward the tunnel from whence they came are met now with a hollow stone crack of warning, and a section of this ceiling comes down now as well.

    It seems that our poor spelunkers are trapped.

    Though the EMERGENCY EXIT path has been thoroughly destroyed, the debris blocking their path back up to the lake isn't nearly so deep - in fact, light shined at the pile-up filters out to the cave on the other side through many a gap in the rubble, though none are quite big enough to crawl through.

    The concept of moving the debris seems slow at best, dangerous at worst - a well-lit glance at the ceiling finds bits of it leaning heavily against the uppermost debris, threatening further cave-in if the wrong bits of supporting rubble are removed. Despite the danger, it may prove to be one of the better options available.

    Those who try to use their phones find that network service exists even here in the caves, though the quality of all audio/video transmissions are grainy and choppy, sometimes cutting out altogether for a moment, and any attempt to text instead takes multiple attempts to convince it to send. Here's hoping the reply even makes it through.

    And if you want a little extra yikes with your cave-in, characters who were standing too close to either cave-in as they occurred may have been injured by falling rocks, or may even have ended up with an arm, leg, or even their torso pinned under heavy stones and debris.


PROBLEM-SOLVING?


    At this point, characters (both spelunkers and those who initially stayed outside the cave) need to brainstorm and work together to figure out how to get everyone safely out of the caves. I have no right or wrong answer in mind, and I leave it entirely up to your discretion how quickly the rescue efforts will feasibly work given the circumstances.

    With any luck, a solution will come together that gets everyone out safely before anything gets any worse... But if they happen to still be stuck on the 20th, they've officially run out of time to waste.


THE WATER (20TH - 22ND)

THE LAKE.


    If the cave-in itself wasn't reason enough to worry, this most certainly is: Early on the 20th and with no discernible point of origin, the lake begins to refill.

    Those outside the hatch will notice the lake waters rising until they've swallowed up the little island and begun pouring mercilessly into the hatch. The waters rise no further from there - all of the water that would be refilling the lake now seems to funnel down into the cave.

    As for inside the hatch, the news breaks much more alarmingly. What could almost be considered a waterfall now pours down the center of the long narrow path, colliding with the fallen debris before properly seeking out gaps and holes to pour through into the space beyond.



THE FINAL STRETCH.


    The trouble is, that very 'space beyond' - the one in which our spelunkers are trapped - is the lowest point in the tunnel, ascending at each exit. The water that funnels here has nowhere else to go, puddling outward from the wall of debris until it covers the floor of the room and gets deeper and deeper from there.

    It's best to hurry things up a bit, because though the room seems to be filling slowly enough, it will be too deep to sit down and rest in by morning of the 21st (my condolences to anyone who tried to sleep at reasonable hours and woke up with a mouthful of cavewater), it will be up to an average man's neck by nightfall of the 21st, and by noon on the 22nd there will be no air pocket left for even the strongest swimmers to breathe.



BACK TO NORMAL.


    The lake will finish filling back up to its prior water level by July 25th. Further attempts to swim down to examine the hatch will find that opening it reveals nothing more than a harsh concrete slab beneath.


QUESTIONS, ANSWERS, & MISCELLANY

RE: THE CHOOSE-YOUR-OWN NATURE OF THIS EVENT


    So as much as I obviously have this all worked out down to the possibility that everyone drowns, I'm absolutely not requiring that this event go that far. Like I said near the top, characters can literally just close the hatch from the get-go and not even fuck with it, or they can turn back at any point pre-cave-in, or the rescue mission can be quick and efficient and nobody will have to risk drowning.

    All of which means that the plotting for this event is pretty critical, since the ideas thrown out in that are what decide how this goes down. Please, utilize the RESCUE EFFORTS plotting top-level below specifically to coordinate how characters are going to solve this mess, so that I can keep an eye on it and help keep the masses informed about how this is shaking out.



Q: CAN THE HATCH BE CLOSED?


    It can be! It will leak somewhat even if it's properly closed, but nothing near the amount of water that would drown those trapped below. This is, however, a double-edged sword: A closed hatch means that the lakewater has nowhere to go quickly, so it will begin to fill up properly and leave the hatch submerged.



Q: HOW WIDE IS THE PATH AT THE CAVE-IN SITE?


    It's a little over 6 feet wide, and the ceiling in this section (as well as the trapped area beyond) is about 8 feet high.



Q: IF LITERALLY OUR ONLY PLAN IS CAREFULLY DIGGING, WHAT'S OUR TIMEFRAME?


    Rough estimate, between the time it takes to identify which debris is safe to clear without risking further cave-in and the time it takes to actually do so (big rocks! very heavy!) there would be a safe enough gap to climb through by the time the water is at a little over waist-height (mid-21st).



Q: MY CHARACTER WOULDN'T/CAN'T GET INVOLVED IN ANY OF THIS - WHAT CAN I EVEN DO THIS MONTH?


    Well firstly, don't sell your character short! Those down in the cave working on solving the problem will certainly need food, water, and other supplies along the way, which your character is welcome to help collect/supply or even to be the runner who carries things up and down from the hatch to the rescuers. Other less direct opportunities to help may arise as plans or formed, so keep an eye on the plotting post replies!

    As for non-event things, our August Infopost had quite a few things of Unusual Nature to interact with. Of particular interest include the somewhat concerning tree (see: ANOMALIES, it has moved and is possibly doing shit), the obscenely hot weather + methods of coping with it (especially with much of the lake gone), the erratic wildlife behavior, the party-inducing effects of the Party Pack slap bracelets, the mouth/throat numbing blackberries, and the alarming hands sticking up between the slats of your character's porch. :')





    That's it, folks! If you have any questions, toss them into the top-level below. You're free to use this post for plotting purposes, though I also recommend linking it on the discord/modplurk for those who may not check the comments! You're also free to make a plotting comment independent of the three mod-issued plotting top-levels - those are primarily just for coordinating efforts within specific groups.

    Godspeed, and happy digging!
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Aug. 4th, 2020

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AUGUST INFOPOST

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AUGUST INFOPOST
► HELLO, VESTIGE!


    Sup, horrorfiends. 🔪 We've finished our first month in Vestige, and I don't know about you but I've had a pretty good time. It's time for our second monthly infopost - but first, a word from our sponsors!

    (Me, I'm the sponsors.)


    under cut )
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Jul. 26th, 2020

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TEST DRIVE MEME #2

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TEST DRIVE MEME #2

is the doctor in?
► THE SETTING


    In this Test Drive Meme, characters find themselves in the husk of what was once a hospital.

    The hospital has three floors + a basement. Unfortunately, characters only seem to be able to reach 03 + B1:

    • 03 - This uppermost floor appears to be a regular modern hospital wing untouched by apocalyptic disaster, with various tidy patient rooms + an empty nurse's stand. at a glance, it's difficult to tell from this floor that the hospital is run-down at all... until you try to leave. Or... go anywhere at all, really. (Consult the relevant prompts below.)
    • B1 - Primarily of interest is the morgue / autopsy room (powered + in functional condition), but this floor also contains locker rooms, a laundry room, a break room, and a handful of other rooms with locked doors and covered windows that Trace doesn't want to make shit up for just yet.
    Floors 01 + 02 are inaccessible - the stairs crumble away to a multi-floor empty stairwell between the basement and top floor, and the elevator only seems to have buttons for 03 and B1.

    Outside is a flat snowy wasteland as far as the eye can see, with blizzard-esque weather conditions awaiting anyone who steps outside (or has the misfortune of waking out there in the first place). This can be seen out every window the hospital has to offer, and will blow right inside if a window is opened. This can be accessed via emergency exit doors leading from B1. Those who try to re-enter the hospital through the front doors find it locked up tight.

    The prompts below mostly focus on those who first wake up on the given floor, so feel free to wing it otherwise + ask any questions you may have on discord or in the provided top-level below!



FLOOR 3 ► LEAVING SO SOON? YOU HAVEN'T BEEN DISCHARGED
    ⬛ ENVIRONMENTAL + MILD PSYCHOLOGICAL HORRORS.

    You wake in a clean white bed to the overly-hygienic scent of fake wildflowers and the morning sun filtering in through the windows. You're in a hospital room, a visiting chair at bedside, a television hanging on the adjacent wall. Perhaps you're in a private room and can wake at your own leisure. Perhaps your room is shared, and someone else is waking up in their own bed on the opposite side of the cloth divider.

    You have no memory of how you arrived here, nor are you entirely sure where this is. A glance out the window is no help at all - the sun through the window is filtered not by curtains but by a thick torrent of snow, and from this height (at least two or three stories up) you can't even see the ground.

    At the end of the bed, you might just find your file. At least, it seems like your file - it lists your name, one or more injuries you don't recall ever having (or perhaps injuries you suddenly have but don't recall ever receiving), and a brief but alarming summary of the cause of the injuries. That's the worst part, the summary. It's almost always something you don't want to hear - you're careful and the injury was borne of recklessness, you value your mother most of all and were stabbed by her hand, or any number of possibilities all written down in carefully clinical terms. If you've woken up alone in a shared room, you might also find a loved one's file attached to the adjacent bed, similarly concerning in content and with no loved one in sight to reassure you that the tale the document tells is a lie.

    Outside of your room is a hall with many other such rooms, their occupants stirring now just as you are. A nurse's station sits nearby, thoroughly abandoned. Just beyond that is the doors to the elevator and the stairwell.

    But leaving this place isn't quite so easy.

    Calling the elevator earns a polite ding! before the elevator doors open to reveal an empty shaft, cables extending downward to indicate that the actual elevator lingers far below. The stairs aren't much better - you have six, maybe seven stairs attached to the stairwell landing before they seem to have crumbled away, and as you look over the edge, you find the stairwell even more empty and ominous than the elevator shaft.

    Perhaps you can set to work on figuring out a way to climb down... Or maybe, with luck, someone who woke up in the basement might elevator their way up to your rescue.

    ⬛ ENVIRONMENTAL (PARANORMAL?) HORROR.

    Or, rather than beating your head against the metaphorical wall that is finding a way down from the third floor, perhaps you decide to explore the hallways. Maybe you think there might be another way out! (Hospitals don't just have one stairwell right? That's a fire hazard.) Or maybe you just want to know what else exists on this floor, for the sake of scavenging or even for your own curiosity.

    As you venture into the hallways, you might begin to notice that they're all... very much the same. Lights dimmed as if for nighttime, room doors locked - and each time you turn a corner, you find yourself faced with more of the same hallway you just left. But as you venture deeper into this winding maze of identical hallways, you find that overhead the lights flicker more and more intensely, and each new hallway ahead besets you with an odd sort of vertigo, the far end of the hallway seeming to shift gently to and fro as if carried by an ocean's peaceful waves. The vertigo gets stronger the deeper you venture until it's nearly impossible to go on.

    Lucky for you: Simply turning around to backtrack finds the hallway you awoke in just around the first corner you turn, regardless of how far you've traveled since. How fantastically merciful of the Technicians, considering what's going on three stories below your feet.


BASEMENT ► DOES IT HELP IF WE THOUGHT YOU WERE DEAD?
    ⬛ PSYCHOLOGICAL HORROR.

    Here, you wake in the dark and the cold.

    The dark is absolute, and unless your eyes are especially keen, you'll need to use your hands to get a bearing on your surroundings - and once you do, well. The news isn't great. You've awoken in what feels like a coffin-sized metal container, cold against the inexplicably bare skin of your back. If such a thing exists in your world, you might recognize that the container is chilled artificially.

    Maybe you're trapped altogether, with no choice but to shout and bang on the walls and hope someone outside is close enough to hear. - but if you're especially lucky, a kick of your foot at the far end of your container will find it unlatched, sending the floor of your container sliding out into the open air of a dingy run-down morgue. You were trapped in cold storage, and here in the light you find that you've been dressed down to nothing but a flimsy backless hospital gown, a tag tied to your toe.

    Upon closer inspection, the toe tag lists your name, where you're from, and... a cause of death? Since when were you dead? Or perhaps you already knew you were dead and the cause of death isn't quite what you recall. Either way, the contents of your toe tag are disconcerting at best, abjectly alarming at worst.

    Your clothes and belongings can be found in the laundry room next door. Let's see if you can make it that far without showing a friend or stranger the entirety of your bare ass.

    ⬛ BODY + PSYCHOLOGICAL HORROR.

    Or perhaps you don't wake in cold storage. Perhaps you wake on the autopsy table itself, one of three or four spaced evenly under the flickering fluorescents of the hospital morgue. A thin layer of paper covers your otherwise nude body, and beside the table, a tray of autopsy tools (some bloody, some supposedly clean) on a rusty cart within arm's reach.

    An eight-inch-long rectangle has been cut from the front of your paper gown, and you're quick to see why: Some of you have a 6-inch-long, clumsily-stitched surgical slice down the center of your chest, almost as if an autopsy was attempted but quickly patched up before it could be finished. The rest of you aren't fortunate enough to have the stitches - your surgical slice is still open and bleeding mildly. Whether stitched or unstitched, the wound isn't any kind of life-threatening, having missed all vital organs and arteries... Not that it's terribly pleasant regardless.

    If you (or a helpful friend or stranger) want to patch that shit up, there are plenty of supplies to bandage the area for now, or even a needle and surgical thread to stitch that up properly. Shame there's no anesthetic.

    Once you've achieved enough relative chill to actually care about your prevailing near-nudity, your clothes and belongings can also be found in the laundry room next door. Maybe try not to bleed on them?


OUTSIDE ► WALKING IN A WINTER HORRORLAND
    ⬛ENVIRONMENTAL HORROR.

    If you so happen to find a way outside - whether by way of the emergency exits hatches leading up from the basement or simply by flinging yourself out the third floor window and hoping you don't die in the fall - you're met with a frigid wasteland as far as the eye can see. Which... isn't very far, admittedly. Visibility is typically limited to 10 - 15 feet, though every once in a while the wind dies down enough that for a second or two you can see the flat snowy plane up to ~100 feet ahead.

    This leg of the journey is... pretty straightforward. It's cold. It's windy. You almost definitely aren't dressed for the weather. Once you wander out into the snow, it's hard to find your way back to the hospital - and since the hospital's front doors are locked up tight, the only way back inside is through the emergency exits down into the basement (if you can find them, through the snow quickly piling up on the ground).

    For an unfortunate few, this might be where you wake up. You return to consciousness here, confused and likely already shivering before you even properly register where you are. Here's hoping you find one of those emergency exits (whether on your own or through sheer luck as someone opens one in front of you), because otherwise you're doomed for hypothermia in a few hours at best.


MOD NOTES + CONTINUITY

    • This TDM takes place in a shared dream for all participants, so as not to interrupt in-game continuity. Characters already in-game may experience this dream at literally any time between now and the next TDM, and new characters who TDM here will have this dream as their vivid introductory experience much like the first batch of characters had The Loop. Players of current Vestige characters, feel free to fudge when your characters experience this nightmare and/or when something inspires them to remember it.
    • Please leave the top-leveling for new characters - this isn't the last time we'll see this hospital, and veterans can take a crack at it at a later date. (And, in fact, much of the hospital has been sectioned off via ambiguous dream mechanics in order to make sure there's lots of fun fresh shit to do when the game at large gets ahold of it.)
    • The elevator does work - it just can't be called specifically from the third floor to keep in line with the feeling of being somewhat trapped. If someone brings it up from the basement, they can rescue people from the third floor at leisure. If you want your character to escape via elevator to the basement, feel free to assume that someone has brought the elevator up to the third floor and left it unattended.
    • Unless otherwise specified, characters arrive with all powers intact and carrying all items that they had with them on their canonpoint.
    • I recommend checking out our FAQ before you TDM for any further game info, even though this isn't set in the Containment Zone proper.
    • Feel free to hop into our Discord server if you aren't there already!
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