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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
You're not so dull as you think.
( He says, and there isn't quite a smile on his face, but he somehow seems less stern. )
I could show you, however, if you do not find it objectionable. The creature has surely left a trail behind for us to follow.
(Shall we canon-ify this?)
[Wesker glances up the street, then back to Javert.]
I would appreciate that. I am... in need of something to apply my mind and powers of observation toward, if you can bear working with a man who's been away from investigating the field for eight years.
absolutely!
( He doesn't seem particularly skeptical. Wesker's been pleasant enough company thus far, and he hasn't said anything to irritate Javert or cause him any further anxiety. He leads the way, following in the direction of the creature with his arms held neatly against his sides. )
You believe what they say about this place, then? That it is a dream?
( Javert sounds as if he's a little skeptical, as he often is when situations seem particularly outlandish. )
:: bows :: Thanks a million!
To speak plainly, I am not certain what to believe about this place, but I am keeping my mind open to all possibilities. When I first awakened, I thought it could be either some version of the afterlife, if not a dream while I lay dying. That it could be a shared dream to which we are summoned? It remains to be seen, though it's something I would seek out, the better to understand it and the reason why any of us has been called here. We all had better things to occupy us in our respective worlds, didn't we? [A bit dryly humorous, then his calm sang-froid returns.]
no subject
Not so.
( Javert had hoped to end his life, not continue it. )
I had my affairs set in order. There's no reason for me to have stayed in my world any longer.
no subject
[There's a quiet curiosity and a professional concern in his tone.]
[And then a figure draped in a bedsheet darts across their path, clanking chains and moaning as it darts out of sight around the corner of a building. Wesker pauses in his tracks as precisely as an alert cat. He looks to Javert as if to say 'Really, now?']
no subject
It matters little now.
( He says, and he's silently grateful for the distraction. How could he explain it to this man? He may not understand. Javert follows the trickster around the corner of the building, listening for its chains. )
We should not allow this creature to escape us again.
no subject
[He glances up the street.]
Shall I take another route and head them off, while you approach them from this path?
no subject
That seems wise. Unless the creature can climb the buildings, it should effectively be cornered.
no subject
We can take up this discussion later, as I sense it's something we both could use. [A glance up the road]
If it's what I believe it to be, they're no more able to climb walls than a rabbit is. The townspeople, if that's what this creature is, are ...highly plain creatures, no stronger than a typical human.
[That said, he ducks down the alleyway. while up ahead the sheet-clad chain clanker waves its sheeted hands, woo'ing along, drawing an amused chuckle from a tall man passing by in a long grey coat, carrying a couple large pumpkins.]