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simpathis) wrote in
empatheias_ooc2017-01-17 02:47 pm
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Mid-Month Announcement: January
What a busy month, eh? And a big start to the new year. For those who may not have heard, we had a whopping total of 54 applications this cycle. Not a record breaker (game opening had around 80), but it is the highest since then. And we unlocked another achievement by hitting capcha on our January Intro Post. While everyone can make their own, we have made an official Overflow post that you're free to use.
Now let's get onto what's for the rest of the month, including the upcoming excursion details!
» CALENDAR
Here are the dates you should know for the rest of the month. The main calendar spreadsheet can be found here (and it has been updated!).
- 1/18: Test Drive.
- 1/18-1/22: EXCURSION #003
- 1/25: Activity Check starts; Reservations open.
- 1/27~1/31: Selenium (dates subject to change)
- 1/31: Activity Check ends.
- 2/01: Applications open.
» EMOTION TRACKER UPDATE
As always, it's kind of early to tell where the Emotion Tracker is going.
As a reminder, this is just a "mid-month" check to give everyone an idea of where the Emotion Tracker stands. If you haven't had a chance to submit your threads, don't worry! You can still submit and have it count for the final tally at the end of the month.
Normally we would include a screenshot of the stats, but surprise! There is none haha. Not to worry, it'll fill up once the events start. Until then keep on keeping on.
Also fun fact: Aiada has the least amount of aligned with only 14. Rest range between 35 and 43, with Peromei having the most.
» STATE OF THE GAME RECAP
We've had several of these by now, and we've gotten a lot of good feedback. Rather than tl;dr at you guys some more, here are some new highlights:
- Crystals+Regain system. At least from looking at everyone's excited chatter via Plurk, sounds like this may be a hit and so will be officially implemented. We still need to work out the system, but should be hashed out by the end of the month, at which point we'll take volunteers to get this ICly known. Just for the record, for just the initial discovery we'll need those who are at their 3rd or more crystal. But after that, it won't need as many. Again, the crystal page will be completely reworked with everything, and we'll show it to you guys so you can see and ask questions. Finally, crystals will still be the catalyst for going home, but we're slating it as more of an "endgame goal" instead of just random. In the meantime, we'll make crystals more useful for the present.
- Test Drive as Soft Intro on hold. We didn't receive as much chatter about this idea, and we did have at least one concern about it. We'd still like to hear more from those who are familiar with this kind of system to iron out potential issues.
- Information rehash. This is taking longer, so I'm just giving you guys a heads up of what we plan to do with the crazy amount of information we have. Based on the feedback, we're going to actually split the current Game Information page into two forms: Basic Primer and In-Depth Guide. The Basic Primer will have just strict basics of what players need to know when they step in, such as general mechanics, application question, quick glossary, etc. The In-Depth Guide will have all the juicy details as to the actual lore and setting of the game. The stuff that's nice to know but not actually that important for playing in the game. We will also be consolidating a few pages into the In-Depth Guide as part of the paring down.
- Representatives. We'd like for all representatives, both political and for the Arehtei, who haven't already done so to check in with us with at least a general idea of how'd they like to proceed. We'll do another formal check to catch any who miss this, but this is also an opportunity for any who feel they may need to step down may do so at this time.
Thanks again to everyone who has participated. We'll continue to work hard to get everything together.
» SELENIUM
Just a quick note before hitting the big thing. Selenium will happen sometime during the last week of the month and so we will provide all details once it's close to time. While we have the timeframe currently listed as 1/27~1/31, these dates are subject to change. For general knowledge, Selenium is a tradition where the locals gather and release floating lanterns in honor of the dead. It is in part a symbol of honor and also said to help relieve any lingering spirits or emotional apparitions to allow them to pass.
With the Tree of Memories, this tradition has taken on an interesting turn as the petals would actually form ghostly apparitions depending on the memory. Thus some characters may hear talk of it either by locals or fellow Otherworlders.
That said, we are planning on changing it up, so don't make your plans just yet. It will at least be much lighter than the excursion. Well, except maybe not emotionally, but we shall see!
» EXCURSION #003: LAVIETI
All right everyone, time for the big chunk of text describing the excursion hitting tomorrow. We talked about it briefly in the previous mod post, but there have been just a couple of changes as to how it will work. But we'll explain everything, so just read on for the details!
- Dates: 1/18 - 1/22. Please note, that these dates are just IC dates! You are free to tag in at any time, even late, as well as continue threading for as long as needed.
- Opt-in: This is an OPT-IN excursion, and like our other excursions, you will need to "sign in" (link will go up tomorrow with the log). The sign-in just helps us keep reference as to how many participate. Additionally, those who wish to join in can do so at any time of the excursion. Before it was considered as a more "closed" excursion, but after some thought it would be better to allow characters to freely join and leave as is convenient for them for this particular excursion. Especially since the details are coming in a little later. If we do a "closed" excursion, we'll have more details upfront so players can have better planning.
- Location: Starting with the teleporter on the island, those who join in on this excursion will arrive first just outside some mines, research equipment already in full swing. But they will then be transported via teleporter to a different location: an abandoned railroad station. This will eventually take them to a ruined city called "Lavieti," and these places are located with Simpathis's domain. They city will be vast, but there will also be an Underground Sanctuary to be explored.
- NPC Assistance: Local NPCs will accompany the group to not only help assist and research, but also because the local Verenthians have a bit of a heritage tie to whatever happens down here and are thus very keen on learning what they can. The Arehtei will also provide their usual protective charms to allow everyone to travel on the surface.
- Localized Telepathy: Characters will be able to use telepathy with one another, but only to those who are on the excursion and within the city. They will not be able to communicate to anyone on the island or anywhere else.
- Complete Crystals: If characters are inclined to bring one, having a complete crystal will actually come in handy on this trip.
- Dangers: Of course, there will be dangers, and some more unusual than experienced before.
- Silence. One of the first things everyone will notice is the eerie, heavy, silence that cloaks the city. There is no sound, not even the sound of footfalls, tapping on surfaces, wind rustling loose debris—nothing. Even spoken words are muted, seemingly sucked out into the shadows. Telepathy will be the key here.
- Emotional. This category actually has two types to note:
- Emotional lash outs. Exploration of the city will prove that it was hit hard during the war with deep holes and craters of explosive impacts everywhere. These impacts will still be hot with residual anger, hatred, and even a tinge of jealousy. Those who are susceptible to such emotions may lash out to those around them. They may even feel incensed enough to try and destroy the place further. This will be the only time noise can be heard. The sounds will be brief and sharp, but audible The best way to stop those affected is to pull them away from the area and try to calm them down. Assuming, of course, you don't get succumb to the emotions—or lack of.
- Apathy. Helping others may prove difficult because the longer they're out in the city, the more likely a person may be overcome with strong bouts of apathy and indifference. They may not care enough to actually help and just watch—or even leave. This can be countered if someone who is more emotionally charged, be it negative or positive, can stir them into action. That's right, even negative emotions can be a driving force to action! So if someone is having an emotional lash out, it is quite possible that those who fall into apathy may be stirred into action.
- Emotional lash outs. Exploration of the city will prove that it was hit hard during the war with deep holes and craters of explosive impacts everywhere. These impacts will still be hot with residual anger, hatred, and even a tinge of jealousy. Those who are susceptible to such emotions may lash out to those around them. They may even feel incensed enough to try and destroy the place further. This will be the only time noise can be heard. The sounds will be brief and sharp, but audible The best way to stop those affected is to pull them away from the area and try to calm them down. Assuming, of course, you don't get succumb to the emotions—or lack of.
- Silence. One of the first things everyone will notice is the eerie, heavy, silence that cloaks the city. There is no sound, not even the sound of footfalls, tapping on surfaces, wind rustling loose debris—nothing. Even spoken words are muted, seemingly sucked out into the shadows. Telepathy will be the key here.
Oddly enough, it will ignore those under the influence of apathy, are calm, or have a complete crystal on hand. They also do not seem to be trying to harm the city. Regardless, they can be dispatched, but they will explode afterwards. Not only will there be debris but also an immense cloud of apathy: a crushing loss of will to even function or live. If affected, they should be taken back to the plaza immediately for aid.
- EX03C: Indifferent Ghosts. There will be ghostly shadows that can be found within various buildings. They are all in the shadows, never in direct sunlight. They are harmless, but they will reach out to seek attention and make a request. Not that they care if it's fulfilled or not, but it would be nice. More importantly, they will speak. Creepy whisper, but a voice nonetheless. While the characters cannot audibly speak back, projected thoughts will be reached. The request of the ghost can be created by the player, but in general they will want one of the following: 1) an item; 2) to go to a location; 3) experience an emotion, any emotion. The only main requirement for success is for the ghost to no longer feel apathetic.
When this is achieved, the shadow will disperse and those around it will have a flash of memory. The memories can vary and and again players are free to fill in the blanks. But the themes will be one of the following: 1) a happy time with friends and family; 2) sharing in the pain or guilt; 3) fear as the skies fill with black warships and explosions; 4) an ear piercing shriek followed by a blinding flash of light and a sense of a emptiness. Unfortunately, the ghost will not last long enough to ask about the memory.
But if others are asked about the 3rd and 4th memory, they will mention the war and their "fallen goddess." Just small bits, but some may mention the "Sanctuary." - EX03D: Treasure Behind Sealed Doors. This leads to another fun portion of the excursion. In the Underground Sanctuary, there are also ghostly shadows that while they cannot remember who they served or why they are here, they do recall the sealed doors and that something important is behind them. Something that could help them remember. The doors are kind of hidden and scattered all over the sanctuary, so it may take some adventuring to find them. Fortunately, there aren't any threats in the sanctuary aside of the usual threat of apathy settling in.
Characters will first need to collect whole crystals scattered throughout the sanctuary. It's both easy and difficult for while there is an abundance of them all over, scattered as if they had been thrown about by a large force, many are also broken. So finding whole ones may take a bit of effort, and these crystals are required. But once they have a few, they must insert 2-3 (number up to the players) into the special grooves in the door. Once inserted, the crystals will flash one of the 7 colors associated with the Arehtei. Again, the colors are up to the players. Characters must then channel memories associated with that emotion until the crystal completely changes to that color. Only then will the door unlock.
The room inside is small, and in each there is a small pedestal holding one of the following items: a large fragment of stone, a parchment of paper, or a large crystal shard. Just be careful when removing it, because the door will shut close and the floor inside the room will light up with at least two varying faded colors of the Arehtei. So three ways to gets out:- Complete Crystal. If someone happens to have one of their own completed crystals on hand, it will shine and a place on the door to insert it will reveal itself. This is the easiest way out.
- Call for help. The second way is trying to contact someone for help, but without sound for cues, it will be difficult. Especially since they will have to guide the person to the door, and that could take time.
- Emotion channeling. The third way is to make the colors vibrant by channeling the corresponding emotions. Positive or negative, it doesn't matter. This may take some time to figure out, but if someone happens to have a burst of emotion corresponding with the color then it will automatically flash.
- Complete Crystal. If someone happens to have one of their own completed crystals on hand, it will shine and a place on the door to insert it will reveal itself. This is the easiest way out.
Regardless the method, they have to be quick or the weight of apathy will seep in discourage their attempts. It may also discourage them from seeking help.
Once unsealed and and piece retrieved, upon exiting one of the ghostly shadows will disappear. However, unlike the ones from outside, these will seem to take on a strange form—half eagle and half horse. It will last only a second before it disperses into dust and disappears. In its wake will be an odd sense of joy and relief.
While the pieces alone don't look like much, they will form something larger. So gather the pieces!
Phew, that should be everything. A few of the setting details have been left out, but it will be covered in the log itself. If you have any questions regarding any of this, feel free to ask. Also feel free to ask about any specific details you'd like to play with. We deliberately left some parts vague so that players have the freedom to add their own touch or story to it.
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And that's about it. If you have any questions, concerns, or want things clarified, just comment to this post.
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