The Revival Project Mods (
trpmods) wrote in
revivalproject2020-05-31 06:54 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
Event: Calibrations
For the last few months, all has been quiet. You have been able to learn about the planet and explore without limits. You have started to make this place your home and to make connections with the other heroes around you. It is exactly what the Agrii wanted as they watch and try to learn from you during this time. The Agrii are quiet and only occasionally make themselves known with a smiley face here or there or a comment on someone’s communicator. But for the most part, this has been your time and it has been as peaceful as it could probably be (bees excluded).
Which means, of course, it has to end.
TRP will be coming out of sandbox mode on June 1. The next event, outlined below, will begin at noon EDT on June 3 and run through July 10. June will be an AC check-in only month, meaning at the end of the month, we'll just ask all currently active characters (unless you are on hiatus or otherwise have an exemption from the mods) to simply check in to prove they're still interested in the game. In July, we'll require half AC from all characters not on hiatus/exempt, and we'll resume full AC checks in August.
The morning of June 2nd starts as all the others do. The seasons are changing and the weather is getting warmer. Distantly, you can hear a storm. If it is an Energy Storm, you can’t tell yet. It is too far and too soft to sense anything but the tension in the air of electricity brewing. It seems like you have some time to prepare and batten down the hatches, but how much is unknown.
Until the message comes through:
‘He-Roes,
The storm is here! New storm worse than last! Agrii help he-roes to survive. No explore in storm now. Need safe for you. Storm kill he-roes. No he-ro can be in storm. Storm come soon. All he-roes go to tunnel under city. Door in tunnel. Go in door. Old shell ter. He-roes safe. Ga Re mess age when safe out side. Go fast! Fast! Fast! FAST!
-- Ga Re’
And that is it. The message has the secret tunnel in question marked off for any who haven’t seen it. (It's #26 on the map of Temba. There is also a timer that is counting down 36 hours labelled ‘Dead Time’. The reason for that name might not be clear but the message behind it is: be on the other side of that door within 36 hours or you will die in the Energy Storm. You can go to the tunnel anytime during the 36 hours or you can choose to ignore the warning. Just know that ignoring the warning is at your own risk.
For those that wisely heed the warning, the door within the tunnel - which looks suspiciously like the hatch to one of your shuttles - is wide open, waiting for you. The walkway beyond it is pitch dark and seems to go on for miles. You walk through, holding whatever supplies you think you will need and maybe going in with a friend. However, once you are through the door, the walkway ahead disappears. The door behind you is gone. You’re now standing in a cavernous, cold, white waiting room. There are hallways leading off the main corridor with names above each. One of them has your name and will draw you toward it, inevitably.
And on the wall, in pink, running letters is written this single greeting:
‘Welcome to Calibrations’.
___________
WELCOME TO THE REVIVAL PROJECT’S CALIBRATIONS!
For those that are unaware, this is based off of Drift Fleet’s Calibrations event. There, Calibrations was a time of the year when each character was trapped in the main ship and forced into rooms that represented other characters' minds and personalities. You can read more about the DF version here, but below is most of what you should need to know for the event in TRP:
What is happening?
Once your character enters the door at the end of the secret tunnel, they are now trapped inside this new area. What is it? No one knows. It looks like a large waiting room with chairs, tables, and the same food dispensers available in the shuttles. Guess it’s back to protein gel for now. There are also communal bathrooms - one for each gender - with several toilet stalls and shower stalls in each, including basic shampoo and soap dispensers, like you might find in a hotel. The water isn’t hot, so hopefully you don’t mind lukewarm showers. Somehow, at least, it never goes cold.
Branching off the main waiting room room are the labeled hallways. At the end of each short hallway is a door, with the same character’s name written on them. Anyone can enter any room, regardless of the name written on it. Everyone has their own room, though of course people can share. Each room has a simple bed (approximately queen-sized) and a set of drawers.
You can opt to spend time in your room or in the larger, common waiting room. But every 16 hours, all characters suddenly feel a compulsion. They need to sleep. They need to sleep right now.
Once the compulsion starts, you can’t fight it off. You find yourself going into your room (or, again, you can share if you really want). You’re drawn to the bed. You can’t help but lie down. And then, you fall asleep.
Once asleep, the room changes around you. You are now in a mental construct based on… well, someone else. (Who else is at the your, the player's, discretion.) What's happening is this: While asleep, each character’s room is not the bare room of the real world, but instead a place that represents them. Maybe it’s a place from a memory. Or maybe it’s just a place that seems random, but has some small seed of your personality within it. A bookworm’s room might look like a library, whether it’s one they remember or one they’ve never seen. James T. Kirk might have a room that looks like the bridge of the Enterprise.
And when you fall asleep, you inexplicably enter someone else's mental room. That's because regardless of what each character’s mental room looks like, it still has a door - an entryway. That must be how your character got into someone else's room. And every character potentially has access to the mental rooms of every other character in the game.
This is Calibrations.
Okay, what?
Calibrations is an opportunity for characters to delve deeper into others’ minds and memories while asleep each night. ICly, your character will be forced into these mental rooms randomly and other characters will be forced into yours. Who ends up in your room and where you end up exploring is up to you as the player, as your character is merely along for the ride. This is therefore a WONDERFUL opportunity to meet and learn about characters you otherwise wouldn’t.
That’s great but what is this mental (Calibration) room thing?
The Calibration room comes from your character’s mind and soul, essentially. What it looks like is entirely up to you and what you think best represents your character. There is a lot of leeway here for you to really make this your own. It could be someplace from their past, something from now, or even something completely unrelated that just works. Steve Rogers, for example, had an old movie theater as his room one year and James Kirk had the bridge of his ship. It can be as small or as big as you want, but it has to be within the confines of a room - i.e., If you would like your room to be a wide open field, it will still be the dimensions of a single large room and there needs to be some kind of entryway for people to walk through. The room can change depending on what is going on, but it can’t be anywhere larger than a room (so it can't be, say, a whole house or a spaceship that another character can freely roam through). Everything must be confined to a single space.
(For some guidance, here's a link to Steve Rogers' room in the last DF Calibrations plot. This is just to give non-DF players an idea of how this works! )
What goes on there?
Inside this room there will be objects and other things that will trigger parts of your character’s memories for others to see. There should be an entry location where another character will enter, but from there each interaction can change the room to ‘take’ the characters other places if desired. It may be helpful to bold the items that will produce responses for characters coming to your room so they know what is and is not interactive. But what you use and how it works is entirely up to you.
What is my character doing there?
While asleep, your character still knows something is going on. When people are visiting your room, your character is represented there in whatever state you wish to have them. Are they freaked out by the intrusion? Is this the tenth time someone has visited their room, so they’re just resigned and ready to get this over with? Do they not notice the visitor at all? This is up to you but give it some thought as to what would be helpful and interesting for both players. The room is a representation of your character’s psyche, not the character themselves. The characters themselves are unconscious during this whole experience so you have leeway to make them look different or remember things differently or anything else you wish. Maybe Steve Rogers appears as he did before the super soldier serum. Maybe your character looks like they did as a child, or has that long, flowing blonde hair they always wanted. There is a LOT of freedom here.
What is my character doing in other rooms?
Likewise, characters visiting others’ rooms know what’s going on. They know they’re asleep and walking into each others’ minds.
In other characters’ rooms, your character will find themselves walking into someone else’s mental representation. What your character does and what they interact with in someone else's mental room is up to you and them. Does your character just want to stand very still and touch nothing? Go for it. Might be boring, but do it. Do they want to just try and find the person whose room this is and ask for a tour? You can sure try that as well. It’s entirely open. The only thing you cannot do is leave.
What?
Strangely enough, once you’re in someone’s room, the entrance disappears. You can’t turn around and leave the way you came. Instead, leaving a Calibration room can happen only two ways:
1) The character whose room it is must have built or put an exit - maybe visitors have to trigger a specific memory or solve a specific puzzle or even just have a conversation with the room’s occupant before the exit will appear. Basically, you can build your character’s Calibration room with an end goal for others in mind, and that end goal can be different for different visiting characters (so not everyone has to see the same memory to leave).
2) Characters can alternatively just ‘time out’. All characters only have around an hour in each room, after which they’ll simply disappear, either to visit another character’s room or maybe to get some well-earned dreamless sleep for a few hours. But keep in mind that the hour spent in a given room can feel very different depending on what is going on. One person’s room might go by in a flash. Another might feel like you’re standing there for a week.
What will I remember?
That is up to the player! Does your character remember everyone who visited their room? Do they remember all the rooms they visited? Do they remember only some rooms, or just get flashes of certain experiences? Characters can remember as little or as much as you like, and they can also remember just feelings or flashes or even nothing at all. It is entirely up to the player - and feel free to talk to other players to see if they have preferences as well.
After each eight-hour ‘night’ is over, all characters will wake up. They’ll have 16 hours to go back to the waiting room and hang with everyone else until it happens again. What they take with them from each episode is up to you.
What about the supplies/animals/adorable baby I brought?
They are going to be fine. Animals and babies fall asleep each night and sleep the full eight hours with no apparent ill effects. (Enjoy this, new parents!) Neither is subject to the Calibrations - only player characters will participate.
Ok. So, why is this happening?
Great question.
Are the Agrii doing this?
Also a great question.
Are the Atroma back?
Batting a thousand, here. Love these questions. Keep ‘em coming.
So I can’t get an answer?
Sure you can! Just not yet. For now, it is all a mystery!
Okay. But what if I want to opt out completely?
You have two options:
1) You can have your character go into the tunnel but just play in the waiting room and have them ‘forget’ all the rooms they went into/who went into theirs. In this case, there is no need to create a Calibration room post for your character, and it will be assumed that any interactions between your character and another overnight were forgotten.
2) You can have your character not go into the tunnel at all. In the second case, after noon on June 3rd your character will be unable to access the tunnel at all for the entirety of the event, and will instead spend the whole time back in Temba.
So... the storm isn’t deadly?
Nope. Just a regular storm you can hunker down against in your home (or whatever passes for your home these days). It isn’t even going to rattle your windows all that much.
So why did Ga Re say it would kill us?
Why indeed....
Okay, so OOCly, how will all this work?
Players can create a catchall post for each character on the main community, just like any other event post you might make. Once you've made your post, comment to the Calibration Room Directory Post with a link, and use that post to find other characters' posts throughout the event.
There is also a Waiting Room Mingle Log if you wish to use that as well! (But if you would prefer to just make a separate post on the comm, that is also okay!)
Which means, of course, it has to end.
TRP will be coming out of sandbox mode on June 1. The next event, outlined below, will begin at noon EDT on June 3 and run through July 10. June will be an AC check-in only month, meaning at the end of the month, we'll just ask all currently active characters (unless you are on hiatus or otherwise have an exemption from the mods) to simply check in to prove they're still interested in the game. In July, we'll require half AC from all characters not on hiatus/exempt, and we'll resume full AC checks in August.
The morning of June 2nd starts as all the others do. The seasons are changing and the weather is getting warmer. Distantly, you can hear a storm. If it is an Energy Storm, you can’t tell yet. It is too far and too soft to sense anything but the tension in the air of electricity brewing. It seems like you have some time to prepare and batten down the hatches, but how much is unknown.
Until the message comes through:
‘He-Roes,
The storm is here! New storm worse than last! Agrii help he-roes to survive. No explore in storm now. Need safe for you. Storm kill he-roes. No he-ro can be in storm. Storm come soon. All he-roes go to tunnel under city. Door in tunnel. Go in door. Old shell ter. He-roes safe. Ga Re mess age when safe out side. Go fast! Fast! Fast! FAST!
-- Ga Re’
And that is it. The message has the secret tunnel in question marked off for any who haven’t seen it. (It's #26 on the map of Temba. There is also a timer that is counting down 36 hours labelled ‘Dead Time’. The reason for that name might not be clear but the message behind it is: be on the other side of that door within 36 hours or you will die in the Energy Storm. You can go to the tunnel anytime during the 36 hours or you can choose to ignore the warning. Just know that ignoring the warning is at your own risk.
For those that wisely heed the warning, the door within the tunnel - which looks suspiciously like the hatch to one of your shuttles - is wide open, waiting for you. The walkway beyond it is pitch dark and seems to go on for miles. You walk through, holding whatever supplies you think you will need and maybe going in with a friend. However, once you are through the door, the walkway ahead disappears. The door behind you is gone. You’re now standing in a cavernous, cold, white waiting room. There are hallways leading off the main corridor with names above each. One of them has your name and will draw you toward it, inevitably.
And on the wall, in pink, running letters is written this single greeting:
___________
WELCOME TO THE REVIVAL PROJECT’S CALIBRATIONS!
For those that are unaware, this is based off of Drift Fleet’s Calibrations event. There, Calibrations was a time of the year when each character was trapped in the main ship and forced into rooms that represented other characters' minds and personalities. You can read more about the DF version here, but below is most of what you should need to know for the event in TRP:
What is happening?
Once your character enters the door at the end of the secret tunnel, they are now trapped inside this new area. What is it? No one knows. It looks like a large waiting room with chairs, tables, and the same food dispensers available in the shuttles. Guess it’s back to protein gel for now. There are also communal bathrooms - one for each gender - with several toilet stalls and shower stalls in each, including basic shampoo and soap dispensers, like you might find in a hotel. The water isn’t hot, so hopefully you don’t mind lukewarm showers. Somehow, at least, it never goes cold.
Branching off the main waiting room room are the labeled hallways. At the end of each short hallway is a door, with the same character’s name written on them. Anyone can enter any room, regardless of the name written on it. Everyone has their own room, though of course people can share. Each room has a simple bed (approximately queen-sized) and a set of drawers.
You can opt to spend time in your room or in the larger, common waiting room. But every 16 hours, all characters suddenly feel a compulsion. They need to sleep. They need to sleep right now.
Once the compulsion starts, you can’t fight it off. You find yourself going into your room (or, again, you can share if you really want). You’re drawn to the bed. You can’t help but lie down. And then, you fall asleep.
Once asleep, the room changes around you. You are now in a mental construct based on… well, someone else. (Who else is at the your, the player's, discretion.) What's happening is this: While asleep, each character’s room is not the bare room of the real world, but instead a place that represents them. Maybe it’s a place from a memory. Or maybe it’s just a place that seems random, but has some small seed of your personality within it. A bookworm’s room might look like a library, whether it’s one they remember or one they’ve never seen. James T. Kirk might have a room that looks like the bridge of the Enterprise.
And when you fall asleep, you inexplicably enter someone else's mental room. That's because regardless of what each character’s mental room looks like, it still has a door - an entryway. That must be how your character got into someone else's room. And every character potentially has access to the mental rooms of every other character in the game.
This is Calibrations.
Okay, what?
Calibrations is an opportunity for characters to delve deeper into others’ minds and memories while asleep each night. ICly, your character will be forced into these mental rooms randomly and other characters will be forced into yours. Who ends up in your room and where you end up exploring is up to you as the player, as your character is merely along for the ride. This is therefore a WONDERFUL opportunity to meet and learn about characters you otherwise wouldn’t.
That’s great but what is this mental (Calibration) room thing?
The Calibration room comes from your character’s mind and soul, essentially. What it looks like is entirely up to you and what you think best represents your character. There is a lot of leeway here for you to really make this your own. It could be someplace from their past, something from now, or even something completely unrelated that just works. Steve Rogers, for example, had an old movie theater as his room one year and James Kirk had the bridge of his ship. It can be as small or as big as you want, but it has to be within the confines of a room - i.e., If you would like your room to be a wide open field, it will still be the dimensions of a single large room and there needs to be some kind of entryway for people to walk through. The room can change depending on what is going on, but it can’t be anywhere larger than a room (so it can't be, say, a whole house or a spaceship that another character can freely roam through). Everything must be confined to a single space.
(For some guidance, here's a link to Steve Rogers' room in the last DF Calibrations plot. This is just to give non-DF players an idea of how this works! )
What goes on there?
Inside this room there will be objects and other things that will trigger parts of your character’s memories for others to see. There should be an entry location where another character will enter, but from there each interaction can change the room to ‘take’ the characters other places if desired. It may be helpful to bold the items that will produce responses for characters coming to your room so they know what is and is not interactive. But what you use and how it works is entirely up to you.
What is my character doing there?
While asleep, your character still knows something is going on. When people are visiting your room, your character is represented there in whatever state you wish to have them. Are they freaked out by the intrusion? Is this the tenth time someone has visited their room, so they’re just resigned and ready to get this over with? Do they not notice the visitor at all? This is up to you but give it some thought as to what would be helpful and interesting for both players. The room is a representation of your character’s psyche, not the character themselves. The characters themselves are unconscious during this whole experience so you have leeway to make them look different or remember things differently or anything else you wish. Maybe Steve Rogers appears as he did before the super soldier serum. Maybe your character looks like they did as a child, or has that long, flowing blonde hair they always wanted. There is a LOT of freedom here.
What is my character doing in other rooms?
Likewise, characters visiting others’ rooms know what’s going on. They know they’re asleep and walking into each others’ minds.
In other characters’ rooms, your character will find themselves walking into someone else’s mental representation. What your character does and what they interact with in someone else's mental room is up to you and them. Does your character just want to stand very still and touch nothing? Go for it. Might be boring, but do it. Do they want to just try and find the person whose room this is and ask for a tour? You can sure try that as well. It’s entirely open. The only thing you cannot do is leave.
What?
Strangely enough, once you’re in someone’s room, the entrance disappears. You can’t turn around and leave the way you came. Instead, leaving a Calibration room can happen only two ways:
1) The character whose room it is must have built or put an exit - maybe visitors have to trigger a specific memory or solve a specific puzzle or even just have a conversation with the room’s occupant before the exit will appear. Basically, you can build your character’s Calibration room with an end goal for others in mind, and that end goal can be different for different visiting characters (so not everyone has to see the same memory to leave).
2) Characters can alternatively just ‘time out’. All characters only have around an hour in each room, after which they’ll simply disappear, either to visit another character’s room or maybe to get some well-earned dreamless sleep for a few hours. But keep in mind that the hour spent in a given room can feel very different depending on what is going on. One person’s room might go by in a flash. Another might feel like you’re standing there for a week.
What will I remember?
That is up to the player! Does your character remember everyone who visited their room? Do they remember all the rooms they visited? Do they remember only some rooms, or just get flashes of certain experiences? Characters can remember as little or as much as you like, and they can also remember just feelings or flashes or even nothing at all. It is entirely up to the player - and feel free to talk to other players to see if they have preferences as well.
After each eight-hour ‘night’ is over, all characters will wake up. They’ll have 16 hours to go back to the waiting room and hang with everyone else until it happens again. What they take with them from each episode is up to you.
What about the supplies/animals/adorable baby I brought?
They are going to be fine. Animals and babies fall asleep each night and sleep the full eight hours with no apparent ill effects. (Enjoy this, new parents!) Neither is subject to the Calibrations - only player characters will participate.
Ok. So, why is this happening?
Great question.
Are the Agrii doing this?
Also a great question.
Are the Atroma back?
Batting a thousand, here. Love these questions. Keep ‘em coming.
So I can’t get an answer?
Sure you can! Just not yet. For now, it is all a mystery!
Okay. But what if I want to opt out completely?
You have two options:
1) You can have your character go into the tunnel but just play in the waiting room and have them ‘forget’ all the rooms they went into/who went into theirs. In this case, there is no need to create a Calibration room post for your character, and it will be assumed that any interactions between your character and another overnight were forgotten.
2) You can have your character not go into the tunnel at all. In the second case, after noon on June 3rd your character will be unable to access the tunnel at all for the entirety of the event, and will instead spend the whole time back in Temba.
So... the storm isn’t deadly?
Nope. Just a regular storm you can hunker down against in your home (or whatever passes for your home these days). It isn’t even going to rattle your windows all that much.
So why did Ga Re say it would kill us?
Why indeed....
Okay, so OOCly, how will all this work?
Players can create a catchall post for each character on the main community, just like any other event post you might make. Once you've made your post, comment to the Calibration Room Directory Post with a link, and use that post to find other characters' posts throughout the event.
There is also a Waiting Room Mingle Log if you wish to use that as well! (But if you would prefer to just make a separate post on the comm, that is also okay!)
Questions go here!
no subject
no subject
no subject
no subject
no subject
no subject
no subject
no subject
no subject
no subject
Also... How many eyes is too many eyes for comfort?
no subject
What is this term, "too many"? No such thing!! ;)
no subject
So now to open another can of eyes...
no subject
2. Are these rooms otherwise unoccupied, just our characters lurking in them? Or can there be like...npcs?
no subject
1. Multiple people can pile into a PHYSICAL room (in the tunnel under the city) to fall asleep in the real world together if they want. But only ONE character can visit another character's mental Calibration room at a time.
2. Again - in the physical world in the tunnel under the city, there are obviously no NPCs. In the mental Calibration rooms, there can be NPCs, sure, like say a newspaper boy on a street in 1940s Brooklyn or a street taco vendor outside Stark Tower. BUT these should be ideally limited to people who couldn't potentially be player characters. So, Tony's Calibration room can't have a fake version of Steve Rogers wandering around in it. His version of Steve could, of course, feature in one of Tony's memories when they're played inside the room, but otherwise Steve (or other Avengers, etc.) shouldn't be wandering around in the background of the room when a memory is not playing.
HOPEFULLY that makes sense, please don't hesitate to ask for clarification if it doesn't!
no subject
no subject
Re: Questions go here!
/looks at Mini-C and realizes she has to figure out what happens to him if they don’t
no subject
Re: Questions go here!
no subject
no subject
no subject
no subject
no subject
no subject