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Oceanstuck Dark Sun, what choices have I...? from see handle Since: Feb, 2017 Relationship Status: watch?v=dQw4w9WgXcQ
Dark Sun, what choices have I...?
#1: Jan 1st 2023 at 3:39:14 PM

signup thread rp thread

Tbh this is mostly going to be an information archive, and backup gathering spot in case something ever happens to the Discord. With that in mind, have information.

> Review Current Day Conditions
DAY 2: A Buggy Mess of Things

  • The city becomes a dense autumn forest, with rich underbrush and dense plant litter. The sewers become underground dirt paths similar to those built by ants, and are accordingly accessible by anthill.
  • Bugs, arachnids and other types of insectoid wildlife can be found in tunnels and outside; essentially, anywhere that isn't a building. They have been grown to the size of the characters—or, rather, the characters have been made the size of bugs. They behave more or less how you would expect bugs to behave, which is to say some will mind their business and others will be aggressive for whatever reason.
  • Buildings, appropriately sized to match the PCs, can be found built into the sides of trees, in large underground rooms, and occasionally on the ground by the bases of trees. Buildings in the same tree are connected through tunnels within the tree's trunk, and trees themselves are connected by simple rope bridges between branches and vines. Each building is made primarily of materials corresponding to its location, ie. wood and plant matter if above ground, mud if underground, though may retain some aesthetic signifiers of its normal identity.
    • The Arcade spans the width of a single large, thick tree, with simple rope bridges leading directly into every entrance. Inside, every console and cabinet as well as the replicator appears to be made of wood or other plant materials, but functions as normal. A large pillar runs through the center, dripping a slight amount of sap.
  • Equipment changes aesthetic. The degree of the aesthetic change can range from simply being brightly patterned in a way similar to common bug species, to outright being made of insect parts and/or plant materials. The equipment's essential functions do not change (though maybe beware of fire).
  • Characters start the day wearing cheap plastic antennae.

Theme: Christopher Larkin - Greenpath

> Assess Default City Data
  • The city is exactly 51.2 square kilometers in size, but with a less than consistent shape. Different areas move around when out of sight, such that the distance between any two points is whatever's convenient to the plot. The buildings in the city look unusually polygonal, and from the air the City is a random blocky shape that changes whenever you look away. The clouds in the sky are unusually blocky, and there is no sun or moon.
  • There is exactly one place in the city that never changes location: an expansive arcade in the center marked by neon signs and eye-searing amounts of primary colors. It is tall and blocky in shape, though with a domed roof, looking from above like a very fat cross; on each side are two large sliding doors on opposite ends of the wall from each other. The inside is a large complex divided by some short rails into sections:
    • The cabinet wall, filled with multiple rows of (you guessed it!) arcade cabinets. These mostly feature titles you've probably heard of, though a few go more obscure and some appear wholly blank except for a panel to enter a game title. These will transform into cabinets for the game entered, provided it is one playable with traditional arcade controls.
    • The console corner, filled with legally safe versions of every home console you've heard of and some you haven't (eg. discount holodecks), which function similarly to the blank cabinets but have a larger variety of peripherals. Also present is a row of PCs which, in addition to running games, have common computer utilities such as calculators and paint programs, though no internet access to places outside the City. They also feature a chat client resembling a legally safe AOL Messenger, with a single contact named "Developer".
    • The tabletop zone, full of, well, tables. Normal tables, specialized game tables, and a small handful of tables with the power to animate any minis atop it. In one corner are shelves stocked with the sorts of games you might play in such an area, as well as spoiler-free strategy guides of both games and stories that are definitely not games; so long as you look in the right section, you'll eventually find what you're searching for. Also there is a(n empty) prize counter with a nameplate reading "TESTER", and a replicator that will make some common snack foods.
    • At each entrance is a floating menu explaining each of the three areas. Also by the counter is another menu explaining Developer, the creator of the City, the number of in-game days left, the ability to ask TESTER for healing, an option to call one's home world every five days, and what happens to characters when they die (below).
  • Scattered across the City are a handful of taverns, marked by two floors and a simple cross above the doorframe. The decor and aesthetic varies by establishment but is invariably littered with various video game checkpoint signifiers.
    • New characters will appear on the first floor of one of the taverns, and checkpoints on this floor provide healing when touched for a few seconds. Characters with the misfortune to die will find themselves perfectly alive (if perhaps jarred) in a bed on the second floor, though will be reset to the state they were in upon first arriving.
    • Each tavern is equipped with a notepad and pen. When a food or drink is named on said notepad, the food or drink in question will appear on the newest counter or table. The spawned edible will match any details requested on the notepad.
    • If a character dies in or near a tavern, they will not respawn in the same one.
  • The edges of the City are marked by a change in landscape, going from a fairly normal urban sprawl to...strangeness. The terrain gets blockier, bits of ground appear broken off and floating at odd angles, and most of it becomes greenery. The effect becomes more and more pronounced the further outside you go, along with your movements becoming slower and laggier. Eventually, once the effect becomes extreme enough, or if you stop moving more than a mile in, you'll find yourself teleported to a random location back in the City's bounds. The bizarre visuals of the Edge are only visible up close or from within.

> View Past Day Conditions
  1. The Tutorial Level: No special conditions.
  2. A Buggy Mess of Things: Shrunken PCs in a forest. rp link conditions

Edited by Oceanstuck on Jan 28th 2023 at 10:33:27 AM

i guess you can watch me shitpost i guess
Oceanstuck Dark Sun, what choices have I...? from see handle Since: Feb, 2017 Relationship Status: watch?v=dQw4w9WgXcQ
Dark Sun, what choices have I...?
#2: Jan 28th 2023 at 10:31:22 PM

DAY 2: A Buggy Mess of Things

  • The city becomes a dense autumn forest, with rich underbrush and dense plant litter. The sewers become underground dirt paths similar to those built by ants, and are accordingly accessible by anthill.
  • Bugs, arachnids and other types of insectoid wildlife can be found in tunnels and outside; essentially, anywhere that isn't a building. They have been grown to the size of the characters—or, rather, the characters have been made the size of bugs. They behave more or less how you would expect bugs to behave, which is to say some will mind their business and others will be aggressive for whatever reason.
  • Buildings, appropriately sized to match the PCs, can be found built into the sides of trees, in large underground rooms, and occasionally on the ground by the bases of trees. Buildings in the same tree are connected through tunnels within the tree's trunk, and trees themselves are connected by simple rope bridges between branches and vines. Each building is made primarily of materials corresponding to its location, ie. wood and plant matter if above ground, mud if underground, though may retain some aesthetic signifiers of its normal identity.
    • The Arcade spans the width of a single large, thick tree, with simple rope bridges leading directly into every entrance. Inside, every console and cabinet as well as the replicator appears to be made of wood or other plant materials, but functions as normal. A large pillar runs through the center, dripping a slight amount of sap.
  • Equipment changes aesthetic. The degree of the aesthetic change can range from simply being brightly patterned in a way similar to common bug species, to outright being made of insect parts and/or plant materials. The equipment's essential functions do not change (though maybe beware of fire).
  • Characters start the day wearing cheap plastic antennae.

Theme: Christopher Larkin - Greenpath
rp link

Edited by Oceanstuck on Jan 28th 2023 at 10:31:32 AM

i guess you can watch me shitpost i guess
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