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Jack Spicer ([personal profile] jackbotsattack) wrote2014-04-27 10:09 pm
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Some setting idea things I guess

Chillin' Like A Villain in the Arctic



Hook

    A frozen wind chills you to the bone. The hostility of the arctic forces you to take shelter from its elements, in the form of an old, underground bunker. It's hardly a welcomed respite, however; the dark and damp stretches on forever, and the bunker itself is derelict enough to impose danger through cave-ins and faulty construction. The caves and corridors echo hauntingly, as though you might be alone - but more terrifying, you might not be.


Themes and Goals

    The main thrust of horror in this setting will center around the unknown. Cave-ins and other factors of the setting would force characters further and further into the dark reaches of the bunker, where events get increasingly bizarre and unnatural. There would be a lot of supernatural horror, things like mind melds (it is based off Penumbra), power gain and loss, demons, and that sort of thing. The goal will be to inspire paranoia and distrust in the characters, maybe even turning them on each other.

    Since we are going with a resistance theme anyway, this could play into the idea of turning on each other. Often, the characters will encounter forks or options in tunnels and caverns, with messages from COMPASS beckoning them one way, with promise of more stable resting places, food, and light, and long left audio messages from other captives of COMPASS, moving them into less sure areas, but also to weapons caches, armor, information, and ways to fight back. Characters will have to choose which way to go - risk punishment and a long fall down a cavern in the dark, or submit to COMPASS.


Setting
    Overall

      Outside the bunker, conditions are, obviously, unlivable. One can survive outside for maybe an hour at most before succumbing to hypothermia, or before being devoured by one of the hungry beasts that roam the surface for food.

      Inside the bunker, conditions aren't much better. It is still very cold, and characters will have to do something to protect and warm themselves. It's also very dark, and characters will soon forget what the sun looks and feels like. The air is musty and some places might be full of poisonous or otherwise unbreathable air, effectively blocking some parts of the bunker unless characters can find ways to access them. There are also many beasts that roam down here, too, giant spiders and unlucky wolves and bears that have fallen in during one of the many cave-ins and now search the dark for their food. And of course COMPASS has some other beasties for you to attend to.

      There is evidence that the bunker was once inhabited by miners, as well as others who were doing research of some kind. They've left a lot of equipment behind, as though they left in quite a hurry. Pickaxes, oil lamps, and some electric lights with old generators are around to help your characters spruce up their living space, and there are blankets, clothes, and some preserved food to be found as well (which is good, because food will become quite the commodity between this setting's version of rift events).

      Along with the remains of the miners and researchers, there's also weapons and audio tapes left behind by other captives of COMPASS. Whether they're still here or not remains to be seen, but regardless, they have recorded their traverse through the caves, lead by the mysterious Nike (Greek goddess of victory, if you need some brushing up). At least someone around here is looking out for the captives.

      Eventually, the bunker stops looking so manmade and opens up into a natural cave system, winding for hundreds of miles through some unknown frozen tundra. Resources and light will be much more sparse in this part of the underground, and the deeper characters are forced to venture, the more they might go insane.


    Base Camp

      Base camp would, as mention, move quite a bit, but there will always be a large cave or manmade bunk area for your characters to stay in. Usually, the caves will be large enough so fires can be lit and not cause smoke inhalation (if you don't let it burn too long), and some places will have leftover kitchens to cook in. Some places won't, though, and your character may have to get used to eating things raw, or at least near it. Natural springs are usually nearby to provide water, and sometimes there may be distilleries.

      Some areas will be easily defensible, because they have safeguards and doors left by the miners or because they have natural formations guarding them. Other areas might be open to attack, and your characters will have to be more vigilant about watching for hostile forces.


Life and the Living
    Natives

      There do not seem to be any natives, unless some of the miners, scientists, or captives still live, somewhere in the cave...


    NPCs

      Nike is the leader of the COMPASS captives who were here before. She notes in her first communique that it's just a codename, and she took it to be inspirational to the other captives. She says that they went against COMPASS at every turn, refusing their help and trying to frustrate them into giving back their freedom. This was not without consequence, however, and she details the torture and horrific death of many of the deserters.

      "We will make it out," she says at the end of the messages.

      Other than Nike's tapes, and the occasional recordings of others with her, there are no NPCs to be encountered. Probably.


    Monsters and Wildlife

      As mentioned, there is lots of wildlife in the cave, little of it friendly. Massive spiders and worms are found in many places, and would need to be eradicated from an area before it's safe for characters to settle in it. The spiders can be a source of food, but you might want to detox them first - they are very poisonous, and its not safe to eat them willy-nilly. There are also wolves and feral dogs, left from the miners, on occasion, which are very vicious but can also be killed and eaten. Sometimes they roam in packs, which makes them very dangerous for the lone adventurer, but one wolf by itself shouldn't be too much trouble if you have a weapon or a power. There is also the occasional bear that has fallen into the caves. These usually take several people to kill.

      There is also a strange kind of glowworm that can be used for some light, if you handle it carefully. The glowworm needs a lot of energy, and seems to be carnivorous. Feeding it other worms works well, but let it get too close to exposed skin and it might snack on you.

      Then, of course, there are the more unnatural beasties. Many of these are blind, relying on sound and smell to find their prey. These creatures are also adept at using the dark to their advantage, be it hiding in it, using it to induce fear, or even using it to put their victims in a state of tranquility before devouring them. Many of them smell like musty earth and decaying flesh.


Gameplay
    Game Mechanics

      The two biggest game mechanics are the moving base camps (probably once every 3 months, so 4 changes) to keep things fresh, as well as this setting's version of rift events, which will be visited through strange wormholes in new caves. "Rifts" may not be mandatory this time, but will be the only surefire to get more food and supplies, so they will be necessary.

      After death here, characters wake up in various parts of the cave or bunker system and will have to find their way back, hindered by their death penalty.


    Possible Events

      Events will mostly center around exploration of the cave and the psychological and physical horror aspects of being trapped underground for so long. The events will be more supernatural in nature and will intensify in strangeness the deeper into the cave the characters are forced. There can also be surface ventures, if characters can find equipment for it, to search the surrounding area for any other signs of life, or information about COMPASS.


Direction

    The main story of this place will be told through the old research notes and audio tapes found in the bunker and caves. This place has been used for COMPASS' experiments once already, so you know there can't be anything good down there. Do characters submit to their will for a more predictable stay, or do they go on alone, and try to find a way to end this torment once and for all?


We're All Happy Campers at Lake Purgatory



Hook

    Gather round the fire everyone, and take a seat. Grab a stick and a marshmallow, and settle in for a treat. It's all in good fun, you won't be harmed. If you hear a scream in the woods, don't be alarmed. Forget about fairytales, and a hero's glories. Settle in, everyone,

    we're telling ghost stories.



    Dandy promises not to rhyme for the rest of this proposal.

    This was inspired by Mary Beth's (Emma Swan's player) idea for a setting based off "Are You Afraid of the Dark?". I adapted it with her permission.


Themes and Goals

    The setting is an old summer camp (because what's creepier than an old summer camp), and the theme is more ghost story type horror. Monsters that lurk in the lake and woods. Mirrors whose surfaces show only hideous reflections. Cafeteria food.

    However, not all the lake monsters and slashers and cafeteria workers are NPCs, lurking in the woods to take unsuspecting campers by storm. Instead, you might be having a hard time learning who the killer is, until you wake up in your bunk, covered in blood, holding a machete, with no memory of the events of the night before.

    There will be a constant struggle in this setting, against COMPASS, against the horrors, and against each other. But exploration of the woods might lead to more answers, and maybe even a way to fight back.


Setting
    Overall

      The setting is an old, derelict summer camp, complete with bunkhouses, outhouse, a cafeteria, an arts and crafts pavilion, a few basketball courts and ping-pong tables, and an old, half-rotted boat dock. Everything's falling apart, and overgrown with weeds, but some things, like the appliances in the cafeteria, still work, if you can get the electricity running again.

      Woods surround the camp, and there is a huge lake to the south, the other side of which is shrouded perpetually in fog, and impossible to swim to. There are hiking trails that lead around the camp, but venturing too far off the beaten path is dangerous.

      Agonizingly, you can venture to the camp entrance, a big sign that says "Welcome to Camp" over the driveway. You can even see a road and cars that pass beyond it. But any attempts to cross the imaginary line of the camp's entrance loops you back to the middle of the main compound. People in their cars, if they notice your character at all, will only wave cheerily and continue on their merry way, oblivious to the horror happening just beyond them.


    Base Camp

      The camp itself is the base camp. It's not any more safe than anywhere else, in particular.


Life and the Living
    Natives

      If there were any here, they're long gone now.


    NPCs

      IF THERE IS A PROJECT HEAD, he/she appears in the guise of the Counselor, and only speaks to characters via the PA system in camp, which is mysteriously working despite the electricity being out at first.


    Monsters and Wildlife

      For once, the surrounding area is teeming with wildlife, typical to what you'd see in North America. Deer, squirrels, opossums, the occasional fox or coyote, and so on.

      Monsters will be more of the supernatural sort, drawn from old ghost stories and folklore. A man wearing a hockey mask lurks in the woods. Bloody Mary appears in the mirror. Never go in Cabin 13, it's obviously haunted all the hell. Sometimes, characters themselves are the monster. How long does it take for you to become the Boogeyman?


Gameplay
    Game Mechanics

      Though the characters will have a stable place to live, there will be few resources, and hunting for food will become a daily activity. Also, while they may have roofs over their heads, they're not the best source of shelter and will have to be reinforced.

      Since resistance is in play, a lot of the game will center around exploring the woods for more information about COMPASS. They've taken some beatings lately, and they're getting more desperate - surely they'll slip sometime soon. What kind of clues about COMPASS there are can be decided as the game goes along, thought ideally, characters should find the means to make major breakthroughs.


    Possible Events

      Many I've already mentioned: events focused on folklore and ghost stories. Slashers in the woods, cannibals off the trail, monsters in the lake. There will also be psychological effects - seeing your worst fears in the dark woods, having your friends rise from the ground to kill you, things like that.

      If rift events are kept, these can be in the guise of "field trips" - characters will wake up on a bus, heading to a different world entirely, and will then be dropped off. As always, rifts provide opportunities to pick up better supplies and weapons.


Direction

    This setting is less resistance focused, but still has a slant that way, with exploration and information finding. It's a bit of a slower paced setting, however, with more focus on the various events folklore and ghost stories have to offer. It could be interesting, but would need engagement from players to pull it off. But it would certainly be fun - everyone loves a good ghost story!