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Roleplay / Wrighton Strange Memory

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  • And the Adventure Continues - What the alien ancestors were hoping would eventually come out of their Memory Gambit. It works out exactly as intended in the end, with some of the Wrightonians continuing the ancient adventure and some staying behind to hold down the fort at home.
  • Arc Number: 16, and by extension, 4.
  • Bilingual Bonus: Anyone who knew the Dutch word for ship likely knew about a certain reveal rather early.
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  • The Bridge – The Final Climax takes place here.
  • Cool Starship The RETON definitely qualifies as this.
  • The Chosen Many
  • Da Chief: Poor Deputy Chief Ritter.
  • Domed Hometown: Not at first, but this is what kicks off the plot. It's a windshield for the spaceship buried under Wrighton.
  • Driving Question
  • Elaborate Underground Base: Very elaborate. Played with, as we eventually learn it wasn't intended to be underground.
  • Fling a Light into the Future The Original Crew’s plan – lock their memories safely away until they can be unlocked centuries in the future, when (hopefully) those who gain the memories will have the necessary knowledge on how to defeat the Beast.
  • Genetic Memory: At first the implication points towards this being what's really going on, but Word of God and the truth about S'siri, Holly's memory ancestor, reveal that it is in fact-
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  • Ghost Memory: According to the goderators, the "Memory Cloud" can cause any given crew member's memories to be transferred to any random native of the town. Direct descendency from the alien in question is irrelevant. Which is fortunate since otherwise S'siri's memories would have been lost forever, as she was revealed to have never had descendants.
  • Home Sweet Home - The story's central theme, although this doesn't become explicit until the end of round five.
  • Loads and Loads of Races - Modern Wrighton alone features humans grey aliens, vampires, selkies, sirins, merpeople, djinni, sapient shapeshifting sea monsters, space chinchillas, and Bloody Mary. Add to that the ancestor aliens and you also get grunokki, chif'rrr, kvalgulaar, tesarians, artenskiad, visten, ramblers, sun dragons, coangi, morrigan, edibas, mantis-shrimp-aliens, naga-aliens, and Theo's non-verbal-written-language-only creators. All of which get at least some development and context in the story. It's no wonder the goderators started a thread explicitly to be a race-guide.
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  • Memory Gambit: Implied by the initial note to be in effect, and eventually, more comes out: the Player Characters, in the distant past, agreed to it to save themselves and the entire ship from some sort of calamity connected to the Beast.
  • The Men in Black: Showed up in the past to warn Kathleen and Caden Glenn not to talk about the spaceship rubble they found. In present times have yet to show up, as far as we know.
  • Mysterious Backer: People in Wrighton are rather mixed on whether to trust Scip or not, for a variety of reasons, and the police actually attempt to arrest them for disturbing the peace. They maintain a polite and friendly manner, however, and seem to be trying to help the heroes. Even after their true intentions and origins are explained, there is a lot of backlash from the townspeople.
  • Non-Malicious Monster: The Beast, as it is essentially just an amalgamation of the original crew's desire to run with little sapience; not intentionally setting out to harm, but if left alone, it would ultimately destroy the ship and crew.
  • Percussive Maintenance - Suggested by the Boss when Kathleen asks for pointers on how to start the alien ship.
    • Jon employs this for real on one of the puzzles, though it's a slight subversion in that he was hitting the puzzle too knock several of the pieces out of it, just to make the point they were detachable to Harper and Alexis.
  • Parrot Pet Position – Squip, despite being a cat, has been known to ride around on Ani’s shoulders.
  • Pointless Civic Project: No matter how strange things get, the Town Hall authorities insist on getting that cheese tax figured out.
  • Refusal of the Call: Ayo and Fionn both attempt this, but unfortunately for them, The Call is not taking no for an answer. Ayo in particular flat-out tries to skip town (see below) Both eventually come around, at least partially.
  • Sapient Ship The RETON/Scip.
  • Single Line of Descent: Averted and Justified. The mindprog for the ancestor can only be stored in one person, hence why only the Sixteen carry that officer's memories. However, everyone who is a native of Wrighton has an alien ancestor's memory, as it can easily skip a few generations or go down another family branch.
  • Space NomadsThe Original Crew was basically this – which is what sparked the whole conflict about settling down versus continuing exploring.
  • Talking the Monster to Death - How the Beast is ultimately defeated.
  • Tomato in the Mirror: Played with, in that the characters' discovery of being tomatoes happens over the course of a few days. A straighter example is Audo Mulligan who learns of their involvement later on (and initially doesn't believe it as a result.)
  • You Can't Fight Fate: Discussed while playing it straight.
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