crossmyheartandhope (
crossmyheartandhope) wrote in
imeeji_backstage2020-06-25 08:26 am
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Game Claim: Ideal World
Hey, folks. The Teller of Tales will be running an ideal world game on the days of August 1-8.
On the surface, ideal worlds are similar to heart games, in that the worlds are written and run by you! However, rather than a representation of the character's soul, the play space should be that character's ideal, perfect existence – a world filled with whatever items, people, or changes to reality necessary to make them want to stay in that space forever.
The setup is that certain characters (the runners) are being held hostage in a prison made from their own dreams and ideals; other players are trapped in their worlds with them. Players succeed when they convince the hostage character that they should give up on their perfect place and return to the harsh reality of Imeeji.
Important elements of the ideal world include:
The climax of the game should be the chance for players to convince the hostage that they have to abandon their dreams so that everyone can return to Imeeji. If the character can't be persuaded/is too far in denial/is too in love with their fantasy to be convinced to leave, then things should only become more climactic from there. The Storyteller loves a dramatic story, after all. No matter the outcome, however, after the time limit (game length of 5 hours max), all characters will be returned to the game tower.
Scoring, content, and trauma levels for each run are up to the runner, as in heart games. How players succeed or fail at removing the hostage character from the ideal world should affect scores, though it should not be the only thing considered.
If you're interested in running an ideal world, please sign up below, and note the dates and times you plan to run, expected content warnings (we know this group), and the number of players you are willing to accommodate. Of course, if you have further questions, note them down below!
On the surface, ideal worlds are similar to heart games, in that the worlds are written and run by you! However, rather than a representation of the character's soul, the play space should be that character's ideal, perfect existence – a world filled with whatever items, people, or changes to reality necessary to make them want to stay in that space forever.
The setup is that certain characters (the runners) are being held hostage in a prison made from their own dreams and ideals; other players are trapped in their worlds with them. Players succeed when they convince the hostage character that they should give up on their perfect place and return to the harsh reality of Imeeji.
Important elements of the ideal world include:
- The world itself – it should be tailored to the hostage in every way, so that on the surface it is everything that they want. Without questioning further, they would be happy to live in the world forever – perhaps do anything for the chance to do so, because it's just that good.
- Cracks in the fiction – small inconsistencies in the world that show how unreal it is. For example, perhaps the hostage's extensive dream gardens are really just silk and twine, or the beautiful vista from the mansion they always wanted is only visible from certain angles, or NPCs are two-dimensional (figuratively or literally) and only able to repeat the same two or three statements. Feel free to be creative with this!
- The hostage – unlike a heart game, the captive character should be present and easy to encounter within their ideal world. This is a place they enjoy and should feel comfortable and happy in. They may want to convince the other players to stay, or they may want to scare them off, but in no way do they want to leave the ideal world.
- An ultimate clue – some element somewhere in the world that is so off and just plain wrong that it is capable of convincing the character that the whole place is fake.
The climax of the game should be the chance for players to convince the hostage that they have to abandon their dreams so that everyone can return to Imeeji. If the character can't be persuaded/is too far in denial/is too in love with their fantasy to be convinced to leave, then things should only become more climactic from there. The Storyteller loves a dramatic story, after all. No matter the outcome, however, after the time limit (game length of 5 hours max), all characters will be returned to the game tower.
Scoring, content, and trauma levels for each run are up to the runner, as in heart games. How players succeed or fail at removing the hostage character from the ideal world should affect scores, though it should not be the only thing considered.
If you're interested in running an ideal world, please sign up below, and note the dates and times you plan to run, expected content warnings (we know this group), and the number of players you are willing to accommodate. Of course, if you have further questions, note them down below!
Re: Lahabrea & Emet-Selch
Fears
- failure: specifically, disappointing people that are important to her (close friends and family, or specifically types like lucifel/ruby/little red or the god that she worships in canon, who she believes herself to have been engaged to) and losing their respect/admiration/love
- adjacent to the above, the idea of not living up to her own expectations: not being kind enough, not being helpful enough, doing harm to others in any way
- adjacent to that, the idea that she could do something harmful and not be repulsed by it - this goes for being unmoved by it and actually enjoying it equally
- the above couple of points can be summarized as a fear of having failed to change from the person that she perceives herself as having been before: 1. completely detached from humanity, just using them as she likes without any regard for their struggles or feelings (like they're bugs is a simile that's come up before if that is helpful) / 2. a monster that ruins everything just by existing and continuing to live
- in keeping with that, losing her identity (which can be an incident like the above or otherwise just not being able to keep identity markers that she considers important - her family ties to little red or ruby, her marriage with lucifel, her status as a member of ZRAEL or as a witch)
- failing to protect people that are the most important to her
- in general, those people being harmed or otherwise dying but especially if she's the one responsible
- being restrained, especially for long periods of time
- being alone, especially for long periods of time
- drowning
- losing control of herself - due to the aforementioned god marriage's effect on her perspective and the fact that she is the way that she is tempering specifically is more something that would have the opposite effect; this is particularly about an unsolicited theft of bodily control and being overwhelmed to the point that she can no longer control her thoughts. unless you're god. if it's god it's ok.
- having negative emotions forced onto her
Re: Lahabrea & Emet-Selch