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Group 4: Tea Parties are Magic (also Mage logs)
Re: Group 4: Tea Parties are Magic
Just a reminder: I am (very sadly
) going to miss tomorrow's session due to being at a convention. Please someone keep a log. And I'll see you a week from tomorrow. (Or Wednesday, for those in my Beyond Equestria game.)
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Re: Group 4: Tea Parties are Magic
That's okay Kkat, we'll see you next week!
For everyone else please be aware that clocks in Europe have now changed (back one hour).
Start time is: GMT 19:00
It should mean the start time is back to what it was before, but double check what it is in your area.
For everyone else please be aware that clocks in Europe have now changed (back one hour).
Start time is: GMT 19:00
It should mean the start time is back to what it was before, but double check what it is in your area.
Re: Group 4: Tea Parties are Magic
i have a really bad toothache i can't guarantee my presence tonight, sorry
Re: Group 4: Tea Parties are Magic
That's okay Mime, I'm planning for a light combat game today anyway.
Re: Group 4: Tea Parties are Magic
Really sorry for posting this so late but I can't run the game today.
Next Sunday (the 10th) should be fine so I'll see you then.
Next Sunday (the 10th) should be fine so I'll see you then.
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- Joined: Tue Jun 11, 2013 3:41 pm
- Location: USA
Re: Group 4: Tea Parties are Magic
It's fine. I plan on being there.
Re: Group 4: Tea Parties are Magic
Sorry for the no warning but I might have to start today's game later than normal.
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- Posts: 108
- Joined: Tue Jun 11, 2013 3:41 pm
- Location: USA
Re: Group 4: Tea Parties are Magic
Okay, so first a quick summary of what this is all about: for next week's session (Dec. 15) we're going to have some player-created visions when the party gets high on Milia's drug-custard. The idea here is that each character who is in on this will wind up in the head of another and get to learn something about the character whose head they're visiting via a vision/hallucination. The idea behind these visions is showing off a key element of your character. It can be just about anything that's central to who they are.
Now, some stuff to remember:
If you don't want to participate for any reason, that's fine. Your character may abstain from taking the drug-custard, uSea may be able to work out something else for you to hallucinate, or you can work something out with the rest of the group if you feel you can't swing creating a vision for a visitor to your head.
These aren't intended to be just memory orbs or similar, because we can already relive character's memories with unicorn abilities. Conversely, don't feel like you need to go full-on acid trip/nightmare fuel either.
The visions differ from regular dreams in that if the visitor dies in the vision it will not automatically wake them. The vision only ends when the player running it wants it to or if for some reason uSea sees fit to intervene as GM (I doubt that will happen). When the vision ends the visitor will wake, completely unharmed, wherever they were when the vision began.
Though the vision may interact with the visitor, that is not necessary if you don't wish it to be. And in any case, try to avoid having anything that will cause lots of rolls in these.
There's no hard and fast rule on length for these, but keep in mind we'll be having at least half a dozen, plus probably a little RP before and after so don't go too long.
To keep things simple the list of who will be in whose head is on the Steam group. See you all Dec. 15th for one heckuva trip. I'll still answer any questions asked here, though.
Now, some stuff to remember:
If you don't want to participate for any reason, that's fine. Your character may abstain from taking the drug-custard, uSea may be able to work out something else for you to hallucinate, or you can work something out with the rest of the group if you feel you can't swing creating a vision for a visitor to your head.
These aren't intended to be just memory orbs or similar, because we can already relive character's memories with unicorn abilities. Conversely, don't feel like you need to go full-on acid trip/nightmare fuel either.
The visions differ from regular dreams in that if the visitor dies in the vision it will not automatically wake them. The vision only ends when the player running it wants it to or if for some reason uSea sees fit to intervene as GM (I doubt that will happen). When the vision ends the visitor will wake, completely unharmed, wherever they were when the vision began.
Though the vision may interact with the visitor, that is not necessary if you don't wish it to be. And in any case, try to avoid having anything that will cause lots of rolls in these.
There's no hard and fast rule on length for these, but keep in mind we'll be having at least half a dozen, plus probably a little RP before and after so don't go too long.
To keep things simple the list of who will be in whose head is on the Steam group. See you all Dec. 15th for one heckuva trip. I'll still answer any questions asked here, though.
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- Posts: 108
- Joined: Tue Jun 11, 2013 3:41 pm
- Location: USA
Re: Group 4: Tea Parties are Magic
Well, Watch has certainly had an interesting time in Whisper's head I'd say. Have a look, and decide for yourself:
Full summary.
Log of second half.
Sorry, logs for the first half were lost.
Full summary.
Log of second half.
Sorry, logs for the first half were lost.

Re: Group 4: Tea Parties are Magic
Last edited by Warp on Thu Jul 26, 2018 4:08 am, edited 1 time in total.