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SEPTEMBER 2019 TEST DRIVE MEME
SEPTEMBER 2019 TEST DRIVE MEME
Welcome to September's Test Drive Meme! This month's Test Drive's theme is: CHAOS.
All Test Drive Memes contain at least one clue to the Deerington's upcoming in-game events for the month! Keep your eyes peeled! But...not literally.
Characters may die during TDMs, but you do not need to count it towards a game-canonical death unless you want to. Consider it a freebie. All TDMs can be considered game canon as TDMs introduce minor aspects about the world of Deerington that can be revisited by characters later on in the game. You may also use TDMs for your application writing sample as well as AC.
CW: Torture (emotional and possibly physical), claustrophobia, potential weapon violence (guns, knives, spears, flamethrowers, etc.), possible body horror, emotional manipulation, emojis
Don't forget to tag content whenever necessary. Have fun!
DICE BLOCK

But you aren't alone! With you are other unfortunate souls who hopefully weren't just looking for a quick bathroom break. Some of them might look a little worse for wear. What happened? Well, looks like you may have to ask later, because you'll only really have time to exchange names if you don't already know one another before a large screen you didn't notice was hanging from the ceiling will light up. There's a giant image of a typical six-sided game die that's completely stationary. For the moment. Shortly after, a voice will come on over the speakers, echoing in the otherwise fairly empty room. It's overly cheerful, grating, and giggles at the end of every sentence.
Would you like to hear the rules?
Okay!
Each player will take a turn rolling their die.
You can then move the number of spaces shown — but only those spaces!
You can move forward, backward, right, and left, but not diagonally!
Each space will have a symbol.
The spaces with a clover are lucky spaces! Congratulations! You'll gain some fortune, whether it's an extra turn, moving ahead more spaces, or gaining an important item you can take with you on your journey!
The spaces with the skull are unlucky spaces! Boooooo, that's too bad! You'll befall some grave misfortune here. Hopefully it won't set you back too badly! Make sure to avoid these at all costs!
The spaces with a chest are item spaces! Here you'll be able to win prizes, like medical supplies or weapons! Maybe even a small something from home! Wouldn't that be nice?
Your goal is to make it to the end alive! Good luck! And remember to have lots of fun!
The first player's name will pop up on the screen, before the die will begin to randomly blink between numbers. Eventually it will land on a number. Once the player moves forward and lands on their space, it will repeat for the second player. This will go on until one (or both players) reach the end!
When they said to make sure to not land on an unlucky space, they certainly weren't kidding. Each one seems to come with some sort of random punishment or horror; it can be as light as having to move back a few spaces or go back to the start, or as heavy as breaking a random bone or feeling a blade slice open your skin. Maybe you'll start to slowly turn into a monster or become filled with the desire to kill your opponent. Anything can happen, but it's always going to be bad.
Players who reach the end will be able to go through the door and end up back wherever it was they were intending to go in the first place. Players who lose? Well... It's back to the beginning for you. Time to wait for the next player. Better luck next time.
DANCE DANCE

Two players only, and you'll have to work together! It's a team dance and you'll want to encourage each other to stay perfectly in sync. The doors won't open until you finish, and should you mess up? Well, look up, friend!
The ceiling is covered in sharp, painful looking spikes and every time someone misses a beat or steps on the wrong arrow, the ceiling will drop down a foot. It's pretty high up there, but miss more than three arrows and you're gonna start to really feel the pressure. The spikes are looking a lot bigger and more ominous than they did when they were all the way at the top. Hopefully you've got some good rhythm.
But this is a good lesson in teamwork! Even the worst dancers might be able to get out of here okay if they've got someone who they can work together with. Maybe their perfect scores will make up for your two left feet. You can only hope you're both so lucky.
THAT'S NOT A "MEH" FACE!

The message you've gotten is pretty simple though! Each person has received a text message with one emoji inside. No rhyme or reason applied! That's... random, isn't it? You can try to text back, but no one will answer, and so you might as well just close your device and forget about it.
Every person who received a text will find that their personality starts to shift. They begin to take on some aspect that's tied to the emoji they received. Did you get a simple smiley face? You're happy and relaxed for the time being! Or maybe a silly face will lead you to become more of a prankster. An eggplant could have someone feeling like sexting a Special Someone. An angry face might get you really riled up, even towards people you love. Did you get a knife? Time to start stabbing. A gun? Those people around you look like really good target practice...
The options are endless. Each emojis effects will last for twenty-four hours or until another emoji is sent from the same user.
Character Arrival
You can read how all characters arrive in Deerington here.There is not a collective "all these characters showed up at the exact same moment" occurrence in Deerington. Since characters fall asleep, die, or pass out at various times throughout all their worlds, it wouldn't make too much sense if they arrived in game all at the exact same time. There should be some discrepancy between character arrival, whether by a couple minutes, hours, or even days up to a week.
The players are entirely in control of how/when they want to play their characters arriving in Deerington. For TDMs, you can play it like your character has just arrived and that can be maintained as your game canon, or you can wait until game events for that moment. Or you don't need to acknowledge it at all. The flexibility for character allows a bit more of an organic feel to the character arrival situation, so please play it to whatever feels right for you.
If you are interested in having an "arrival" introduction for one of your TDM prompts, you are more than welcome to explore that option.
no subject
Wrench's reassurance doesn't do much. Matt grits his teeth and stands like he's ready to pounce the second the barrier lowers again. He stays in the space waiting for the dice to roll, Wrench does have a good point that the game might deal punishment for breaking rules and while Matt is willing to risk his own safety he has no idea if they'd both be harmed for one person's misbehavior.
"Is there a finish line to end the game?" he asks. The dice fall into place and his choices are revealed. Left the long way around to a safe space or right straight toward the goal but landing on a bad space.
no subject
YES. IF YOU MAKE IT THERE FIRST, THEY SHOULD LET YOU LEAVE. He's not vying to be the first to cross it. Wrench can endure the pain, if the prizes are worth it. He'd rather stand in this spot and push others through and through as quickly as they can go, trading the wounds this board will give him for whatever might be revealed by those slots that promise prizes and supplies. IF YOU GO LEFT, YOU'LL BE SAFE. IF YOU GO RIGHT, YOU'LL BE HURT, BUT CLOSER TO THE END OF THE GAME. True to his word, Wrench leaves the choice to Matt.
no subject
His first choice, the one that he makes in less than a second like instinct, is to go right and take the pain. If it will reduce the game time and with it the number of roles that risk more punishing results then it's worth whatever gets doled out to him. He does have one hesitation.
"Any idea what happens to the loser?"
no subject
He has every intention of doing the same here. At least in this game, he stands to win something for his effort. If he can send people through quickly, he'll face the pain and the torment of the game a hundred times over to gather the supplies that he can.
tw: suffocation
Matt goes to the right and the same mocking "Uh oh!" sounds over the speakers when he steps onto the square. What's it going to be? At least in a fight he knows what kind of pain to brace for. He's always able to calculate more. The wait is the worst part, he thinks, almost laughing at how nervous he is compared to usual. He's interrupted by the discomfort of the air getting knocked out of his lungs. He gasps on instinct but the air seems to have disappeared.
Shit. The game is trying to make this worse by scaring him and probably disturbing Wrench as well. If he just- He holds up a hand toward Wrench, like he's telling him to just wait a minute and attempts to croach down and sit on the floor as gracefully as he can as his face and neck go red. At first it's a battle of patience- he's had worse, if he just stays calm he'll be- He loses concentration and his head hits the cold floor at some point. He hears Stick's voice in his mind, berating him for losing control, and panic sets in. What if he was wrong? What if he doesn't wake up in New York again? What if he's really dead? He didn't get to say everything he wanted to Foggy and Karen in Rome. Why didn't he fight harder?
With a jerk, as if someone kicked him to wake him up, he gasps and breathes again. He coughs violently as he struggles to sit up. "Really hate this game," he barely manages to rasp out.