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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.
no subject
Wes notes the change but doesn't ask. He's found that the candle can be deployed almost like a weapon. Not at all what he intended, but it takes some time for the scent to rise and the comfort to set in. The longer it burns the more that sense of longing will ease into relaxation, but for some it's a harder road to get there. He grabs the cape he made for himself out of the remnants of an old camping tent and clips it around Neal's neck, then stands behind him in the mirror.
Piecing his fingers through, Wes pinches the strands and estimates a more appropriate length, tipping his chin and raising his eyebrows for Neal's approval. He pulls the strands over his ears, then thoughtfully taps his thumb against the curve of the man's jaw.
WANT A SHAVE TOO?
no subject
YOU'RE A FUNNY GUY. At least that he can say without too much of a stretch. Wes has shown more than once to be witty and that pleases Neal in a secret manner, like he recognizes something that's not meant to be readily apparent. Maybe his friends and partners already know that about him, but considering how he carries himself, Neal gets the distinct feeling that he keeps at least a few cards close to the chest.
WHAT'S THAT SCENT? he adds underneath, not able to help himself. He almost feels called out, like he's at some kind of disadvantage he's yet to pick out. Considering how careful he is at presenting himself, he'd be surprised to find Wes knows more about him than what's offered. Then again, considering the way the smell slowly mellows him, he'd also be surprised to find he doesn't know more than he's letting on.
no subject
The question he returns to makes him set down his tools. There are two ways to answer that, and he isn't sure that either one will give him the information he's so curious for if Neal remains insistent on not revealing much. Something tells him the other man isn't easily fooled, though he might stand a better chance with his messages being passed through an electronic intermediary. SMELLS DIFFERENT FOR EVERY PERSON. JUST PART OF THE CHARM.
I'M GOING TO CUT YOUR HAIR DRY. EASIER TO WORK WITH THE NATURAL TEXTURE. How's that for knowing what he's doing? Wes sets the Fluid aside and passes his fingers through Neal's hair, pushing it until it settles naturally.
no subject
Neal takes it all in, each new piece of information like a page in a book he's piecing together. He's binding it carefully, sewing in pages to be filled in later, expecting eventual completion, although he can't decide how long it might take. It certainly does make him consider the communication barrier between them — something he suspects he'll need to rectify for his own sense of accomplishment, but also so that he can see what Wes means when he touts his own humor. What can he say? Braggarts love other braggarts.
Figuring he's only going to stand in the way of progress, he waves Wes on with a nod and focuses down on the paper, now turned and new. He's not going to be able to keep his head down for long, not by the nature of how haircuts are meant to work, but in the meantime he sketches broadly with his marker, drawing a place and a time inspired by the smell mingling around him.
Whatever he's up to creating, it's structural and old world, a distinctly European flair. Quick strokes, messy but skillfully rendered. He'll stop whenever his head is adjusted for the sake of progress, but otherwise he's content to see how Wes works.
no subject
He lets Neal work on his sketch, only insisting the man's eyes off his work when he seems at a natural breaking point. Wes trims with restraint, keeping much of the length intact despite his earlier protestations about it. He lets the natural wave of Neal's hair reveal itself and cuts around the coils thoughtfully, letting the man return to his own work after a time. The candle threatens to put his own thoughts to a distant place and time, but the longer it burns the more relaxed he finds himself, and soon its playful magic leaves the whole shop with an air of contentedness.
When he's finished he grabs a hand mirror from the drawer and passes it to Neal to let the man evaluate his work. Leaving him to check, Wes reaches for his Fluid again.
THOUGHT I'D START CONSERVATIVE. I CAN TAKE MORE OFF IF YOU WANT.
no subject
He tugs at the back near his nape a little more than the rest, finding it a bit too long. It's not a criticism, and he hopes that Wes doesn't take it as one as he turns the page and scrawls an explanation.
THE BACK GROWS FASTER THAN THE FRONT—
Wes is allowed to interpret from there, although if he chooses to leave the length it won't be the end of Neal's good looks or anything like that. He'd just see in two weeks that it's the part of the cut that held up the least and would likely make corrections at that time. Still, Neal's interested in how he takes direction, whether he'll be offended to have his art interfered with or he'll be pleased to have the direct input.
WHAT DO YOU SMELL?