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Posted: Tue Sep 13, 2011 2:36 pm
Setting Setting may change and fluctuate according to brainstorming sessions.A mystical castle that floats between an ocean and sea, with eternal day and night on either side. More details in thread.Ⓐ Ⓑ Ⓒ Ⓓ Ⓔ Ⓕ Ⓖ Ⓗ Ⓘ Ⓙ Ⓚ Ⓛ Ⓜ Ⓝ Ⓞ Ⓟ Ⓠ Ⓡ Ⓢ Ⓣ Ⓤ Ⓥ Ⓦ Ⓧ Ⓨ ⓏROOM - will be in castle; Great Hall, Gardens, Courtyard the Forest which the Prince et. al. come from is not part of the setting, but is a plot device for their comings and goings. Accessible only to mischief makers..Characters SpottedTeddyBears will be the Queen with BarrelOfSlothAndDucks as her son the Boy King, Sephistrife16 as the First Knight, and Basiwolff as the court bard.
Robayn shall be the Prince of Thieves, with Putrescine Addict as the Duke of Larceny, and Epcot Illuminations as their shady master of disguise! Antecedent ActionThis is the entry to our room, not the ball. the Queen is having a ball at the castle! Every noble in the kingdom is invited to celebrate the Boy King's nameday, and they are encouraged to bring their own courts. The more the merrier!ConflictThe Prince of Thieves arrives and is not content with admiring the upholstery. He overhears the Bard singing a ludicrous song about how the only thing that can't be stolen, even by the Prince of Thieves, is the Queen's heart.... so he steals it.Rising Action With the loss of her heart, the Queen is acting very strange! The Knight is going crazy because whoever has the heart controls him, and whoever controls him and the Queen controls all the knights and soldiers! Co-hosts and hosts are to be especially dramatic and over react about everything in order to drive the guests into chaos as well. Interact, interact, interact. Drag people along with you while looking for the heart, or use them to hide from others, depending on if you're on the Court or Thief side. If they call you out then promise revenge and then run away, grabbing onto someone else.
the Prince decides that the heart is too dangerous to carry around so, while the Bard is not looking, he puts it into the singer's lute. Basiwolff can then decide what to do with it.
the Prince and Tatiana have a big argument because she thinks they should have kept the heart, but he likes to see the castle in chaos. She storms off (and maybe finds a love interest)
the Prince disappears I will be using this time to cameo in other rooms...
The heart changes from hand to hand, despite the attempts of the court to regain it. The co-hosts MUST demonstrate the power that the heart has over the Queen and the Knight by making them do something crazy and, that way, give the guests the ideas to make them do crazy things themselves. Something like making the Knight cluck like a chicken or act like a dog and telling the Queen to dance on the tables.
If any of the guests make an inappropriate request (like telling the Queen to strip naked or make out with someone, or the Knight) then the Prince will appear to steal the heart away from them (because they are abusing it) and pass it to someone else.
[MUST NEEDS FILL IN MORE RISING ACTION]
Climax The Little King finds the heart in his possession, and instead of telling his mother and the Knight to obey him (like everyone else) he makes a heart felt plea for everything to go back to the way it was before because he's scared and he misses his mother.
Because of the "selfless" act the heart is magically returned to the Queen and everything goes back to normal... relatively.Falling ActionWill be to clean up after the chaos, addressing it however is most appropriate for the characters. It could be interacting individually with the guests, with one another, or RPing out literal cleaning.
Maybe this is where the Bard and the Queen have mushy-stuff time.This is what we have so far, but I'm sure I've forgotten something. Everyone should contribute to this: more rising action, specific events to trigger others, ideas for the antecedent action and leading up to the Prince stealing the heart, and to the falling action. don't get caught up discussing one thing over and over. We need to flesh out all the bits. :3 Hikari Aijuntani sweatdrop Honestly the first thought that comes to mind for a High Adventure kind of theme is a Pirate or Narnia: Voyage of the Dawn Treader kind of dream.
Ya know? Adventures on the High Seas! Argh! Kind of thing? At least that's the first thing that comes to kind. I'd have to think more on it for room plots; most of my brain power was put into the Ball plot; I didn't know room themes were going to be decided yet.
Or based on Stardust!! With the witches, pirates, kings/queens
Spottedteddybears: 1. A maze/castle (A maze/castle that you get lost in. Everyone "wakes up" right before we get out)
2. High Adventure MYSTERY! ( Not sure yet... Probably having something to do with a goose-chase mystery... XD)
Robayn (1)The King - dom
At the end of an isthmus, only wide enough for four Knights to ride side by side, is a castle on the edge of the world. It's built of Ivory, standing before an endless sunrise and rainbow. On either side of the castle is two oceans, one night and one day.
The side of daylight is bright with a cloudless sky framed by mountains, pale and grey, and curtains of crisp, clear water pouring down into the water to create gentle waves. On top of those waves rides a striped, colorful beach ball.
While the side of night is lit by stars in the sky made up of upside down lilypads, looking down on the world and held aloft by fireflies. There's no mountains on the side of night, only islands - each of them wooded and dark with trees made of paper and stained glass for leaves.
Court to the Castle is held daily, featuring banners and colors of Knights and Lords from all over the land, and ruled over by the Queen Regent and the Boy King. The Queen Regent laughs like the day and sings like the sun, welcoming all, while her son, the Boy King, growls with the sound of thunder and thirsts for the hunt. The court is in a constant state of joust, a tourney, and a feast and a dance all in one - always, and never ending. While Fools jest for Knights, Mummers tell tales for the Queen, and Bards sing tales of romance for the ladies, the King grows restless. He yearns for new faces every day, new stories and new songs, and waits for adventurers to find his seat so that he might give them quests in return for rich rewards.
"Sail unto the ocean of night and catch me a star!" He might ask, or "Swim to the falls, give the great, striped ball a lick, and return to me with tales of its flavor!" Anything a fickle boy may ask.
But as the Boy King grows restless, so too does his court. The Queen Regent does what she might to appease her son, but he is the King and his discontent sows seeds of frailty in his ruling. Young Knights who dream of valor and Lords who seek power are always in the rafters, whispering to spider lords and ghosts in the walls, and wait only for the right moment to play their own Game of Thrones.
OBVIOUSLY heavily inspired by the series, Song of Fire and Ice, by G.r.r. Martin. It's a masterpiece... don't sue me. Basically it's a medieval setting in a dream-like world, with the lancing jousts, melees, and good-old weirdo dancing. Knights and Ladies in a full-on romantic setting.
Quests would be greeted by the Queen and, if they chose it, brought before the King for a literal quest. This could tie into the art contest and other contests quite nicely for the plot, and even be a part of minor giveaways depending on room participation. A heavier, overlaying plot would be the courtiers, Lords and Ladies, with their own designs for the crown (because who wants to be ruled by a 12 year-old boy?) While the main hosts get to be the King and Queen Regent, the co-hosts would be the scheming council that want the crown for themselves, finding ways to attempt to steal the crown and take the power for themselves! Guests can assist or act against these plots, sealing their allegiance as they RP.
Roles for the co-hosts could be Councillors to the crown; the Master of Coin, the Kingsguard (Knights), the Master of War, the Master of Grain, etc.
(2) Robin Hood-esque
♡ one host would be a good-natured highwayman while the second host would be a noble, and co-hosts would be split between the band of thieves or the court of the noble ♡ the noble is constantly working against the highwayman, and the highwayman is always stealing the noble's gold to give to the poor (or, in this case, the guests) ♡ during the plot of the ball, the noble could finally catch the highway man but the guests could either assist the highwayman in escaping or help the noble keep him in line ♡ a cute twist would be to have the noble and the highwayman fall for each other, but they would still both go back to their old ways at the end of the ball ♡ contests would be based on medieval fun: jousts for an RNG (hosted by the highwayman), art for the Noble Court, etc.
(3) Seelie & UnSeelie
♡ an Adventure with fairies is always a good time, and it's always better with the Summer and Winter courts ♡ the guests could be mortals invited to a fairy gala, drinking elderwine and eating honeycombs, enjoying the merriment ♡ plot would revolve around the disagreements between the contrasting courts (summer vs winter)
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Posted: Wed Sep 21, 2011 4:21 pm
Ninja'ing this post.
Plot Meeting ideas: Robayn's The court/castle is where the Mirrors for travelling dreams are protected. When the Queen loses control this is when the cross-overs happen because the protections are gone. The Knight should be active at the beginning of the ball to greet guests and lay down the rules. He will be "making it safe" for the Queen and the King.
Barrel's Some of the guests could be recruited by the Prince if they meet him first in the Forest, and possibly used as part of the big heist. This way guests can have an active role in the plot and the room.
Sephis' How does the King get the heart back? Will we have names or will we go by titles?
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Posted: Wed Sep 21, 2011 5:34 pm
Ninja'ing this post.
Official(ish) Plot TBE based on Crossover input from Nightmare and Flying rooms. Quote: Day 1 - SATURDAYKing's birthday, super happy fun time for the Court. (I capitalize to distinguish between Court & Thieves.) With tons of dreamers in attendance it's even happier, super fun times. Prince decides to crash party with thieves. Everyone's in disguise. All the thieves have to do at this point is mingle and be mysterious while avoiding drawing attention to one another. VERY SHORTLY after the ball begins the Prince disappears after the bard's song. The Queen can wander off to "check on things upstairs" on a cue, and a moment later the Prince will appear with the Queen "captured" in his arms. After a very short "mwahaha" speech he will make his escape, assisted by the thieves making a diversion in the crowd, and both the Prince and Queen zip off to the Nightmare room. Cross-over time.This will be a fast Cross-over. the Prince and Queen will arrive. The Prince will immediately make nice with the first demon that discovers them (Ronyo) and the Queen will be trying to get away from the Prince and back to her world. While she is being tormented by the demons and this strange new place, the Prince strikes a deal with the demon: the demon cuts out the Queen's heart and gives it to the Prince and the Prince will bring the demon back to his own world where they'll take over together.And so ensues the Queen's heartless adventure in Nightmare while the Prince returns. Day ONE ends with the Prince returning and seizing control. He will have the Boy King arrested and will delight in seeing the world turned upside down because he loves chaos. During this time the Duke will be looking for ways to make things right because though she is the Prince's second in command, she also knows that demons are bad and she doesn't feel like things are right. The rest of the evening will be the Duke finding allies to fight the demon when the time is right. (guest inclusion.) Day 2 - SUNDAYDay two begins with the epic battle between the Duke of Larceny and the cold demon, Ronyo. Yes, he's still in our room.
By this point the Duke will have some allies (guests) and they will fight the demon. If she doesn't have allies she will fight him alone. The fight ensues. At some point the demon possesses the Prince in order to throw the Duke off, but she still fights on.
When the demon is defeated he will be forced back through the portal and the Queen will return, albeit very disoriented and even slightly traumatized from her time in Nightmare. This is when things turn on the thieves. The Queen's return and the absence of the demon makes for a hasty retreat for the Prince. Throwing the heart into the crowd is a very temporary measure. Let a few guests have the heart, but it will disappear almost immediately once a thief gets their hands on it. WINK WINK. (ie: the Prince takes it back and disappears himself.) MEANING the room is crestfallen until the King makes his speech to have his mommy back. Something that starts off as frustration, becomes anger, and then turns into tears because he is overwhelmed. This cures the Queen and, with her quick thinking, she locates the Prince of Thieves before he can really escape and has him surrounded by guards. MORE CONDENSINGHOWEVER, at this point the thieves are in an uproar because they won't have their Prince arrested. Then the Prince says, "But you haven't opened your present yet!" to the King, who should discover that a present box has been put into his pocket by some nimble fingers.
Opening this box reveals the heart, but it glows and gets so bright that there's a flash of blinding light. When the light fades, the heart has become a golden locket in the shape of a heart... and the Prince is gone along with his thieves. Day 3 - MONDAYBecause we don't know yet if we will have a full day on Monday, and because I won't be here. at. all. the plot is mostly wrapped up by now.There can be some "ooh" and "wows" at what happened in the past two days. There should definitely be observations made that the pink crystals that were threatening to overwhelm the world (CHECK THE MAIN PLOT) are all gone now! gosh, it must have had something to do with a mother and son reconciling their relationship and admitting their lurve? Otherwise, feel free to improvise!
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Posted: Wed Sep 21, 2011 5:44 pm
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Posted: Wed Sep 21, 2011 6:24 pm
1: " . . . And there shall be two, two whom see not eye to eye, yet must unite such disparate heights."
- A land of Courts. The 'Plainsmen' ( or any other name ) and the 'Airsan' ( or any other name ). Each ruled by a queen, whom embodies all that the courts represent. This land is small and yet so varied that in times past it split the peoples, who had no ties to each other, no understanding of the other's way of life. - The Plainsmen lived in an area of great grassy expanses, where the sun baked the earth in the high heat of the summer, and the winds stripped the land bare, coating it in ice in the winter. Long distances must be traveled, or worked around ( herds and / or magic ), to survive ( for food, water, shelter, familial growth ). Their peoples had created a Home, where they gathered to support each other, but then lived seperate from their counterparts. - The Airsan dwelled in the rocky peaks that surrounded the land. The air was more robust and the sun could not trample the cold of the climes. In the summer, they struggled to grow, for the land was hard, but the game plentiful for pursuit. The winters were hard for the snow depths grew until they stood taller than a man's head. They developed ways around these issues, a type of flight ( constructed of 'unnatural' materials and / or magic ), and an ability to move among the great stones of the land. They created a Shelter, built of rock and timber, cozy and inviting and allowed them some protection to live in. - This all came to an end however, as the split in peoples was tearing their land apart. The lands were actually trying to seperate, split asunder as if they would simply crumble and drift. The only problem was that this devision would end their lives, for the forces at work would simply trample them as if they were bugs. The only option was for a unity of life, to reunite and reestablish their land as one whole. But this would be difficult, for such great distances seperated them, more on a beliefs and traditions scale than any other. This was the Queens' duty. They must find a way to unite such different cultures or lose their land entirely.
This could be played out in a 'parlay' style, where a small group of each culture had come together in an isolated area on the edge of each territory. The 'learning' of each other, meshing of ways, fights and disagreements, and eventually a somewhat peacable treaty could be plot points. There could be many tasks that the two cultures need to 'accomplish' to show the forces of this dream world that they can get it together, but through their differences need the help of the guests. ( Especially tasks as in exploring / living in the other's lifestyle. ) The seasons could wildly fluctuate as things progress to make things more difficult.
Or this could be played out in an emissary style fashion, where the two courts build a 'gateway' of some form and the guests can / have to act as a runner / parlay / other random idea that I am running out of. They have to pass tests to be allowed to the opposing side's Queen, must make their way around the Home / Shelter ( with a guide or not, or key markers along the way ) using the same ways as the people living there : rappelling the mountains, using the 'flight' system to get around, working with the horses of the plainsmen, going on scouting missions for food. They would have to find and bring back special items as 'peace offerings' and so on.
I'll post more things on different ideas, but I don't know if this is too complicated or not? But the idea popped into my head and I had to share it. And as I read this over, I realized I used a LOT of parentheses, which makes me kind of worried.
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Posted: Wed Sep 21, 2011 6:55 pm
2. A Great Race : - In a land of great complexity, there arose two women to wondrous power. Their smallest utterings were taken for gospel, and the bards spread tales of their exploits through many a land. They had journied far and wide, traversing such wild areas that even the bravest of creatures still avoid them to this day. - For their bravery and terrible prowess, the two seemed to reach god-like followings. The people of this land lived their lives as if instructed by the women. Every year, all year, the residents of the land worked to become better in all ways, so that they might show their appreciation for their heroines. And on a three day stretch, the best in the land came to trod the same fabled path. Each year, many tried, and many failed. At first the women enjoyed the tribute, but soon realized the problems. The Gods would become enraged and surely would their recompense be fierce. - They tried to appeal to the better sense in the peoples, but there words were so often misinterpreted. It was taken as only more encouragement. So the fated heroines attempted to turn their backs and pay no attention to the feats, but the people only tried harder to gain the ladies adoration. - The Gods did see this, and as if the women were prophets, their anger was horrible to behold. The land was stricken down and the Gods sent a messenger to warn them: 'Bring an end to this, for you have taken our precious children! If you cannot set this right on your own, be warned that our emissary will take them back.' For the Gods had invested much of themselves in their children, yet the women also were some of their own. They would give them a chance, or the Gods would set it back to the beginning. - So the Heroines sent out a call. Not to the bravest and baddest, but to the most unassuming, the humble, and the quite unexpected. For they wanted outsiders to come in. They planned to turn the journey on its head. They figured that if a group of people, or even one single person, could complete the horrid walk that they had taken, surely the peoples of the land would see, and return to their regular lives.
This could be played out in an 'Ancient Greek Olymics' style, a cross country Iditarod way, an everything in the pot way ( rugged outdoorsmans stuff, athletic stuff, skilled fighting stuff, mental accomplishments stuff, etc . . . ) , or some other way that I haven't stumbled across yet.
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Posted: Wed Sep 21, 2011 7:03 pm
I love those ideas, I really do! So inventive and creative! The thing we all need to remember is that while the room will probably be based on specific ideas of what would entail a High Adventure, we shouldn't get too specific with the details. It should still be generic enough a setting that it could be anyone's dream.
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Posted: Wed Sep 21, 2011 7:20 pm
Short ideas :
3: An end of days / apocalypse style land, where there is a small group ( host, co-host, and one or two others maybe ) who have the key to saving the world. The guests have to help them accomplish this task ( and . . . oh, wait! they lost the key, the guests have to figure out a new way to save the world ) and to get across the whole of the land to acomplish it. There could be roving bands of scavengers, battles with crazy end-of-times crazies, just plain surviving the pitfalls of a falling apart dreamworld ( which could get pretty crazy in and of itself ).
- The staff could also be 'key points' along the path
4: Along the same lines, but not apocalypse style. A culture war, where the last group / dagger strike group of a great race is being hunted, and the guests have to help them survive, gain back the power to free the rest of their people. Of course, lots of travel through an amazing kaleidoscope of land and adventure.
5: Exploration for a group of lost artifacts to . . . accomplish some goal that I haven't come up with yet. There could be crazy themed areas of the land : oceans, deserts, mountians; or even crazier, an area completely created of mass that is paste / gel consistency, a section of land where sound waves work like actual waves, a area where the guests, when regular size, are thumbalina size in comparison to the land, get as crazy as you want.
- Each area has its own 'artifact' that would contribute to solving the issue, and guests can go on quests to retrieve them.
6: A land / dream where the scene changes randomly to something completely different ( of course, not encroaching on the other dreams ) every so often, and the guests have to accomplish certain things to keep the progression going, until we get back to a predetermined 'normal' land.
I think that's it for now. I might be back with more later.
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Posted: Wed Sep 21, 2011 7:22 pm
Robayn I love those ideas, I really do! So inventive and creative! The thing we all need to remember is that while the room will probably be based on specific ideas of what would entail a High Adventure, we shouldn't get too specific with the details. It should still be generic enough a setting that it could be anyone's dream. Thanks, and I completely understand. I got a little carried away. emo
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Posted: Wed Sep 21, 2011 7:32 pm
BUT they are so fantastic why not think of ways we can incorporate elements from them into a larger, more dream-like idea? ^_^
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Posted: Wed Sep 21, 2011 7:40 pm
Robayn BUT they are so fantastic why not think of ways we can incorporate elements from them into a larger, more dream-like idea? ^_^ Thanks for encouraging me and yet still showing me where a good line is. This is my first attempt to be involved in anything like this on Gaia, and so I'm just a little over excitable. xd
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Posted: Wed Sep 21, 2011 7:44 pm
There is never anything wrong with excitement during the Annual Ball! ^_^ I'm super excited that you're getting so involved for your first year and you're definitely doing great!
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Posted: Wed Sep 21, 2011 7:53 pm
Robayn There is never anything wrong with excitement during the Annual Ball! ^_^ I'm super excited that you're getting so involved for your first year and you're definitely doing great! Thanks so much. It's hard, because it seems that everyone knows everyone else, and so you feel as if you are putting your foot in it, when they've already been having other discussions. I just keep going in my own little way.
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Posted: Wed Sep 21, 2011 8:09 pm
zrofyre Robayn There is never anything wrong with excitement during the Annual Ball! ^_^ I'm super excited that you're getting so involved for your first year and you're definitely doing great! Thanks so much. It's hard, because it seems that everyone knows everyone else, and so you feel as if you are putting your foot in it, when they've already been having other discussions. I just keep going in my own little way. I know how you feel. Last year was my first year too! Although you really get to know good friends after even the shortest amount of time! I think your ideas are great! It's really nice to see new additions into the ball. Even though the ball has great people, it'll be boring if these were the people you work with, period. I look forward to working with you this year, and incorporating your ideas! It'll be fun!
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Posted: Wed Sep 21, 2011 8:36 pm
Spottedteddybears I know how you feel. Last year was my first year too! Although you really get to know good friends after even the shortest amount of time! I think your ideas are great! It's really nice to see new additions into the ball. Even though the ball has great people, it'll be boring if these were the people you work with, period. I look forward to working with you this year, and incorporating your ideas! It'll be fun! I will say that the fact that last year was your first also is quite reassuring. Thanks so much for chatting with me throughout the night. Whether I have a big hand or no real influence, I have a feeling that this ball is going to be great, and I can't wait to come along for the ride.
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