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SEPTEMBER 2020 TEST DRIVE MEME
SEPTEMBER 2020 TEST DRIVE MEME
Welcome to September's Test Drive Meme! This month's Test Drive's theme is: CHILDREN/YOUNG ADULT HORROR.
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: Evil dollhouses, potential body horror (turning into a doll), heights, pranks with the potential to cause harm, some stalking vibes
Don't forget to tag content whenever necessary. Have fun!
THE EVIL DOLLHOUSE

Through the clear panes (which also seem to be plastic), you will notice you do not see the town of Deerington, or even the outdoors at all. You see a living room that feels larger than life. There aren't any people in it, but as you look around at the fake looking furnishings and the strange view, you might be hit with a realization: you're inside a dollhouse.
The dollhouse has three floors for those who explore; the second floor you woke up on has two bedrooms and a fake little bathroom, all decorated in the same Victorian dollhouse style as the room you originally found yourself in. The bottom floor has a cute little kitchen with small porcelain dolls sitting around the table, a living room with all the basic furniture one would expect to find (in fact, it looks a great deal like the living room outside the windows), and an office filled with books that can't actually be pulled out of the shelves. On the very top floor is an attic. It's dusty and filled with broken toy beds and chairs, a few shattered doll pieces, and on the far wall you'll see another bookshelf. All seems... fairly standard, really, if you're used to seeing dollhouses.
But what there doesn't appear to be is an exit.
While searching, you may run into another Sleeper. A friend or a stranger, it's clear you're both stuck here together. And the longer the time ticks by, the more concerning things get. You might not notice at first, but anyone inside the dollhouse starts slowly... changing. It seems to go at a different pace for everyone, but the results are always the same. Your skin will start to become porcelain, your cheeks more rosy, your clothes made of cheaper cloth material, your joints become stiffer, and your eyes will start to become more and more glass like. If you don't get out of the dollhouse soon, it's clear that you may become the next doll at the kitchen table.
Searching the house again may feel fruitless, but keen observers may find light scratches on the floor in front of the bookshelf in the attic. Maybe they were like that because of someone moving things around or maybe there's a reason. If you decide to eventually pull the bookshelf aside, there will be a large door in the wall. It may seem strange, given that the wall only leads to the outside, but it's the only door to the outside that actually opens. You expect it to open up into the living room, but instead you'll see the grass of the park below. Far below. It's likely you could get hurt jumping, especially if you've started to turn to porcelain, but what other choice do you have?
Once characters take the plunge, they will find that they land rather softly in the grass, despite how high the jump may have seemed. As soon as you are out of the dollhouse, your body will have returned to complete normal.
And the house with the dollhouse in the living room will be nowhere in sight.
THOSE PESKY KIDS

A haunting seems plausible. It wouldn't be the first time in Deerington. But no amount of herbs burned, or exorcisms performed, or chants and spell cast will make these things go away. In fact, they seem to just becoming more and more frequent, and more and more intense. Eventually, the strange creatures you see running around may start to try and attack you. They may start to try and kill you. But they always run off before you can attack back or show yourself to be stronger than them. It's probably the first time the monsters have ever been so easily scared.
Anyone who looks into it further may start to find weird clues lying around after a monster has been chased off. Footprints that don't look quite monster-like, tapes or records that when played will make strange rattling sounds like the chains you've been hearing, a piece of rubber that looks a lot like the monsters skin... Huh. The more you follow the clues, the more they'll lead you towards the answer to your dilemmas; these aren't hauntings.
They're pranks.
People can work together to catch a monster or ghost (or killing it, if you decide to); catching them will lead to them getting quite flustered and angry, struggling to get away. Pull off the mask or the sheet and underneath you'll find... a very disgruntled townsperson. Maybe your business was taking too much money away from theirs and they were hoping you'd close down with enough scares, maybe you talked back to them one time and they were looking for revenge, maybe you ruined their house or garden when you were fighting the things in Deerington that actually try to kill you, or maybe they were just having some "harmless" fun; they all have a different excuse, but they're clearly angry about getting caught.
They woulda gotten away with it if it weren't for you pesky Sleepers, after all.
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.
Reaper (John Grimm) | DOOM
Dollhouse — Meet Cute
In the distance something creaks, and Reaper goes from befuddled to frosty in a heartbeat. Sam. It's an easy sound to isolate with his newfound capabilities. He can hear the world as never before, see it, and smell it, and taste it like he's been reborn.
His assault rifle is poised to fire as he quickly assesses the hallway, then the next bedroom. No one around. Reaper follows the cutesy dollhouse hallway down and hears the same creak again to the left. With a calming breath, he turns the corner and aims at what he finds—a person. ]
Who are you?
Dollhouse — Escaped (cw: body mutilation)
He didn't think things could get much worse now that they were out of the frying pan— that is, until they jumped into the fire.
As a porcelain doll he had felt hardly any pain. His busted shoulder was a dull inconvenience. But tumbling down to a shifting world and into grass (he fucking knew there had to be grass down here!), he finds himself once again fleshy—and in a world of hurt. ]
Fuck! Ohh, fuck me— [ Shock sets in quickly; a blessed relief as he squirms like a fish in the grass. ]
Around Deerington
Meet Cute
Whoa, whoa!
[ His hands immediately fly up into a prone surrender, eyes widening into large, round, very blue points of obvious concern. He detests guns and especially hates having them pointed at him. ]
I'm just a guy. No threat, I swear!
[ In fact, he's practically the opposite of a threat, all things considered. Sure he's a really great shot, but when push comes to shove, Neal would sooner hide than push, shove, or shoot. ]
no subject
Who do you work for?
[ He can smell the spike of adrenaline running through the man's veins, the shock a peculiar stench on the air that only Reaper can smell. ]
no subject
I don't work for anyone. I'm unemployed!
[ He huffs and entreats again with his hands up, pressing at the air like he's trying to calm an angry animal. ]
Let's just put the gun down, okay? We can talk about this...
no subject
Reaper takes his rifle out of the man's face, muzzle safely trained on the ground instead. ]
Do you have any idea how we got here? Have you met anyone lse in this house?
no subject
You're the first I've met. I'm pretty new myself.
[ Pressing a hand over his heart, Neal leans over himself, the other hand in his knee as he breathes to calm himself. ]
Woo. That was— Were you expecting trouble or something?
no subject
[ The long answer isn't something he will be sharing with the class. And now that this man is no longer a threat, his keen alien eyes are busy surveying the hallway around them. It all seems so normal, except for the fact that it's a doll's house. ]
Look, I'm going to find a way out. I would recommend coming with me. [ And if that isn't incentive enough, he tries to sweeten the pot. But, you know, without smiling. ] I'm a first responder.
[ Kind of. ]
no subject
[ Not to boast. (Okay, specifically to boast, but who's counting?) Neal does qualify in any regard, and he immediately starts his way out of the area their in to look for clues. Follow someone else? As if. He'll gladly take the lead since the only one here appearing to be ready to incite violence is his first responder friend. ]
What's your name?
[ Neal looks over his shoulder as he passes into another room and takes in the fake decor. ]
no subject
You don't watch enough horror movies, then.
[ Because mysteries like these aren't going to end well, not for everyone. People are whittled down to the handful that will kill their own mothers to survive. But, no, there he goes without a weapon to get eaten or bashed or kidnapped. And Reaper has to follow because he is not going to be responsible for his fiftieth casualty within six hours. ]
John Grimm.
[ When nothing grabs the man as he enters an unsurveyed room, Reaper calmly brings up the rear with his rifle ready to be raised. ]
no subject
Nice to meet you, John. I'm Neal. And you're probably right about the horror movies. Not really my thing.
no subject
[ And by that Reaper means you might get pushed to the ground, Neal, if he feels your life is in danger. ]
What's the last thing you remember?
[ He may be walking off in a completely different direction, but he's listening. Tell him your story. ]
no subject
Well, I was sleeping. And it's a bit complicated, but it wasn't here, I can say that...
[ Immediately turning to follow Grimm, he's going to stick with the guy with the gun, even if he doesn't like it pointed at him. ]
What about you?
no subject
[ It's not a real question, exactly. But Reaper can't keep his backsass to himself. Where would the fun be in that? But now the real question is how much can he afford to tell Neal and still keep them both safe? ]
I was being mauled by someone's failed science experiment.
no subject
[ Sorry, buddy, but that sounds entirely too off the wall for Neal to bypass. He's stopped dead in his tracks trying to understand how a person who was mauled could possibly be perfectly fine right now. ]
What do you mean "someone's failed science experiment"?
meet cute
I am the A.R.I.D aboard a mark-7 combat suit, [ the figure says, voice unmistakeably digital, as if generated by a computer. Compared to the armor, it is incongruously feminine. ] If you initiate hostilities, I will respond in kind.
no subject
Who supplies these combat suits?
[ Please don't say UAC. ]
no subject
[ Even that threat is delivered with perfect calm. She nods towards his raised gun. ] You should lower your weapon.
no subject
So you're, what, a robot? An android?
no subject
I am an armored robotic interface device, [ she answers, then adds. ] An AI.
[ After several seconds in which hostilities are not reinitiated, she turns back to the room she had presumably been surveying before she had detected the human. Behind her is a dining table, attended by a family of four ceramic mannequins. Three sit peacefully at the table, while the one representing the patriarch of the family lies sprawled next to his chair, apparently having been pushed over. She does not comment on this. ]
Were you provided with any objectives for this simulated environment? [ she asks instead. ]