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Discussion for Atomic Sunrise interaction & Part III


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#1 Nikki Peppermint

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Posted 28 September 2006 - 07:19 PM

Welcome to the discussion thread for the interaction story! :D

Here is our current cast of characters:


Leader: Sophie Drake (Nikki)

Former Leader/Current Advisor: Conner Drake (Sophie’s father) (Nikki)

Lead Doctor: Isabella Blackwell (Raeven)

Former Lead Doctor: Joseph Byrne (Isabella’s grandfather) (Raeven)

Cook/Kitchen/Supplies: Dave (NPC)

Vet/Animal handler-in-training: Nemo (Raeven)

Teachers (academic)/child care people: NPCs

Researcher/Subterranean computers: Konoko Okamiya (Mikoto)

Gardeners: Carolyne (no last name) (szhismine)

Hunters: 1. Alexie Leah (Mikoto), 2. Silas O’Brien (Brit)

Repair/construction: buildings, fences, vehicles, etc – with whatever parts/items can be found: 1. Carolyne (no last name given) (szhismine); structural, 2. Razor (Charles Duncan) (Nikki) (structural, mechanical)

Workers: all kinds of jobs to make items for the settlement: (NPCs)

Tailor/Tanner/etc.: Sherise (no last name given) (Chatterbox)

Beverage/Fuel maker: Silas O’Brien (Brit)

Guards/sentries: Alexie Leah (Mikoto)

Traders: (possible)Ishmael (Ishmael); Razor (Nikki)


Check over your Profiles
I’ll be glad to repost any new or changed information you want to have added. Just PM me a whole post or what bits you want changed (if any!).

Edited by Nikki Peppermint, 11 November 2006 - 01:35 AM.


#2 Nikki Peppermint

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Posted 28 September 2006 - 07:20 PM

What to do in the new thread!

First, watch for the passage of time in
red. (You know how I really have this thing to know what time it is!  :whistle:) I’ll try not to go too slow or too fast. There might be time jumps of several days now and then, but you’ll have plenty of warning.

Remember that two weeks will have passed since the rescue. Use that time in flashbacks if you want your character to have gone somewhere; gone and come back; or have done something that requires a bit of time, then post in flashbacks. For example, I’ll probably have Razor already gone to do some trading, but he’ll have to have had several days to make the journey. So, he will have left previous to the start of the thread, but I can still show him leaving and on the journey in flashback as well as what’s going on in the present.

Then…

Flesh out your characters: develop their personalities, discover new things about them, solve/deal with issues in their lives, show them learning something new or improving on something they know, etc. by using some/all of the following:

* tell the story of their past by using flashbacks. (Remember to post Flashback vs Present Day if you want to go back and forth in a single post or separate posts. During flashbacks you control the time in your posts.

* engage in activities around the settlement that pertain to their job or interacting with others (players or NPCs). If you interact with other players, PM them first and work it out as they may have their own plans that take them outside of the settlement!

* go out camping, hiking, exploring the wilderness OR travel to Portersville (I’ll repost the description) or let me know if you need another sort of town made up) OR meet up with travelers (good or evil) on the roads. (I can give you examples and ideas or help you develop some or play them for you).

* whatever else you think to write about. :D


Edited by Nikki Peppermint, 28 September 2006 - 07:26 PM.


#3 Nikki Peppermint

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Posted 28 September 2006 - 07:20 PM

THE SETTLEMENT

I’ll be posting in
green about rebuilding and updating the settlement.

szhismine, you might want to talk to me about this since your character is involved in structural work around the settlement. But this is only one option, feel free to post other things and not worry about the job part of your character except in passing.

The “Settlement”

(I’ll try to keep this simple--as in words, not length  :angel:, but I want everyone to know the layout. Much of this is just for background, too. Please re-read as I’ve changed some information, tried to make it simpler. (I’m going to go from front to back so everyone can hopefully picture everything.)

RP_settlement.GIF

The settlement is in a fairly mountainous region.  There’s heavy forested areas, some open areas with trees, some meadow-type areas, and human-made/natural paths (walking/horses/motorcycles) the go to and from the settlement as well as around it.

Size: I can’t do distances, so I’ll do time. So assume it takes about ten minutes to walk normally from front to back (more or less depending on your speed), and 9 minutes from one side to the other. It’s fairly large in that over 100 people have to live there. There’s trees with shade inside, the ground is dirt and gravel and grassy areas.

Keep in mind you can’t see or hear from one end or one side to the other. There’s too much distance and buildings in between. You might hear explosions, though, and see fire or smoke.

The Road:
The main highway runs along the base of the mountain.  This was once a major road (two lane where we are) that led through many towns and cities before winding up through the mountains. The condition is Minor Damage: (The roadway has begun to degrade. Ruts, heaves, and potholes are common. Some trees lay on areas of the road. Motorcycles and horses can get through; vehicles must be able to handle rough terrain.)

Off this road and heading up the mountain is an unpaved, curved road of dirt and gravel. This leads to our settlement which we try to keep hidden. We have allowed brush and trees to grow over the entrance, although if you know what to look for you can get in. On either side of the road are trees and brush, that grow in a valley on either side as the road climbs upward.

The Gate/Front Entrance
The large gate is now rebuilt but not attached to the walls yet, as there are no walls yet :wink:.

Our road ends at what appears to be a fairly primitive settlement. The surrounding six foot wall is being rebuilt from a recent fire. Part is still made out of a combination of old metal fencing, wooden boards, logs, whatever the original builders could scavenge, but the new parts will be stone blocks and rocks.

The main gate (when it is rebuilt out of welded metal pieces and sheets) is kept locked from the inside and is large enough to accommodate vehicles coming through, but also has a smaller door for people. A guard is posted in the tower in the corner, or someone can climb up the ladders to look down. Some weapons are stored there in case of attack. Children are forbidden in the towers. The tower is to the left as you look from the outside in. Needs to be rebuilt.

Stables:
Located outside of the settlement to the right as you come up the road. No horses or vehicles allowed in the settlement. Take them around to the side and into the stables. People may use the smaller doors leading into the settlement from the back of the stables.

Vehicles are also kept in the stables, on the other side.

YOU ARE NOW STANDING INSIDE THE SETTLEMENT:

Note: All buildings are built about three feet off the ground with steps going up to the doors.  There is an empty, enclosed space underneath buildings.

To the left:
3 minute walk

Children’s house and school, up to age 18. Can be orphans or kids who’s parents want them to stay there. There are three adult to watch over and teach.

5 minute walk:
The doctor’s office/hospital/surgery is in next door. The doctor can live there or somewhere else.

Behind both buildings are toilets. There are more built around the outside of the settlement and behind buildings against the walls.

In the middle
3-5 minute walk depending on which bunkhouse you go to.
Four square bunkhouse type buildings, two for men and two for women. The “rooms” are divided by thin wooden walls, each is about 5-6’ by 10’ (just visualize a size for one person that would hold somewhere to sleep and some belongings, maybe a small desk or chair or whatever. Space is limited after the end of the world :wink:). A hall runs down the middle from one door to another and the rooms are reached from that hallway on either side.  The doors do lock, and the rooms start out empty until someone moves in.

To the right:
3 minute walk.
This is where the large work room building is. It can contain whatever we want, but it’s for manual labor type work. Things get built, repaired, created, etc., such as working on the horses and their equipment, metal working, weapons repair, whatever we’ll need. The work done here is communal, it’s for everyone’s benefit, but the workers also do special favors for others in a barter-type system.

5 minute walk
Next to the work rooms are the couples/family quarters (four and two, respectively). The couples’ rooms are the size of a medium sized bedroom, while the family size is a large living room size. Usually the family quarters are occupied by older people who will live together.  The rooms are empty until people move in with whatever they have/can find.

(Also two bathroom things here)

TO THE REAR OF THE SETTLEMENT:

Walk 10 minutes from gate. Three buildings next to each other.

Left side:
Sophie’s office/small room

Middle:
Kitchen/dining hall

Right side:
Supplies/storage/library

Back Gate
Far right corner of settlement past supply area. Guard tower is there. Wall is also being rebuilt due to fire. You can enter or exit from the back gate as well as the front.  The path starts at the back gate and goes across the bridge or right and down to the cold pool.

River:
Path leads to a river for collecting water. There is a bridge that leads to the hot springs and the caves. Changing houses are made of wood and metal with plank wood floors.

Water is collected upstream (left) and a bathing pool at the end of the waterfall is down stream (right).  All around is the forest.


We mostly live communally as far as food, toiletries, some weapons and ammunition to defend ourselves as a group are concerned; but everyone has their own possessions/food items that they have/bring with them/find/barter/trade.  Everyone helps make sure everyone has the basics to live as good a life as possible, but special items/services can be bartered/traded for.

Food: There is somewhat of a pasture hidden away but guarded where cows and goats are kept. We have chickens as well. Some of the animals are old and others we've tried to breed. They are used for food sometimes, but mostly for what they can give us instead.  

Many of the inhabitants will hunt and fish for the whole group, but it takes a great deal of food to feed everyone. We also have vegetables grown in the gardens, and foods that were/are scavenged and hoarded such as canned goods, trail mix type foods, MREs (meals ready to eat), any type of processed foods that only require water and heat to make, and so forth.  Plus we trade with Portersville as well as a larger city a day's journey away. After fifty years the foods in the city have been taken already. We're always looking for ways to find/get food/grow/make food.



Edited by Nikki Peppermint, 29 September 2006 - 07:24 PM.


#4 Nikki Peppermint

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Posted 28 September 2006 - 07:20 PM

Now that everyone knows about the underground facility...

(Ishmael, your character will learn about this later, but for now he won’t realize anything when he arrives).

...I’m going to repost the info here for easier access than PMs.

Spoiler: click to show/hide

Our group has two purposes: to survive and help each other/the settlement survive; and to be the kind of people who will fight against the oppressive powers that have risen to dominate the landscape, and to protect ourselves and the others around us.

45 years ago the original settlers came upon an oasis on a small mountain range in what was Colorado (more on the eastern side). There were about 35 people total. They spent several years building, reinforcing, scavenging for supplies to build the settlement. The nearby city that is now called Blue Mesa was a large, bustling city before the war. Many supplies for the settlement/people came from the city.

Over the years people unrelated to the original settlers joined the group through various ways, bringing the current total to just over 100 people. (Gotta watch those gene pools!)

While the settlers were building their compound they found a steel covering buried in the ground in a cave just on the other side of the stream. It turned out to be an auxiliary entrance to a subterranean government/military facility. This led to the first level. The settlers used the tunnel/ladders to investigate at first. Their survival needs won out over their curiosity in the beginning as they could only investigate by flashlight. No one could find any power. Materials to build the settlement were taken out slowly.

When they were safe on the surface, more investigation occurred down below by those with computer, engineering, medical, science knowledge. Much of what they found was very advanced, but with long, hard work they began to figure things out. A fusion-generated power source** was found and eventually activated. This gave them power underground.

Much of the facility lay below the settlement.

Added now: (Those that are trained by former engineers are currentlyworking on getting electricity (powered by the fusion generator) to the surface. So far only the cave is "wired". Since I know NOTHING about electrical wiring, all the info is mostly made up wink.gif)

**(Pre-apocalypse technology in our game was more advance than are real life current technology. Civilization was in the beginning of the ‘fusion’ age. Fusion power provided an efficient, nonexpendable source of energy through the use of “water”. (http://fusioned.gat...._is_fusion.html). (This fusion era comes from the source books I use for this game). The use of chemical fuel sources was also still employed for energy as well as fusion.

The rest of the settlement was told about the underground facility but only those attempting to understand went down regularly. The rest worked above ground. Got the elevators working on the main level to the next three levels.

Over the next decade access to some computers was gained. Journals/reports (written and media) were found. It was discovered the government had been working before the war on a force field they hoped would protect the major cities. The war came before they were done testing. It was too late to save civilization. The facility had been testing on the area above ground which is why it was so pristine when found. The settlers could never find how to work the force field, if indeed it was still operational. It had stopped working shortly before the settlers found the area.

Many of the original government workers tried to escape back to their families but died before they reached home. Some waited in the facility but left eventually. Others died when parts of the facility (mainly the main entrance located elsewhere) was destroyed. That section of the facility is inaccessible.

What was found?

A modern/advanced fully equipped medical lab and surgical unit. Plenty of medical supplies and medicines, but they still had to last a long time. Doctor set about replenishing from the city and using sparingly in true emergencies. Other methods were found for minor aches and pains. After 45 years, half is gone.


Computers: Some programs were able to be accessed, others weren’t. Many experiments and discoveries were not understood, some were but the inhabitants are still trying to recreate them. Internet is gone, but much information about the past remains in data base and other programs. Able to use these to teach the younger generation and do research for themselves. Some computers (actual machines) were taken apart to make other things.

Weapons: Fully stocked military armory. Modern day guns and ammunition, as well as designs/prototypes of advanced military weapons. Again, ammunition had to be rationed, but was able to be stocked through scavenging in the beginning. Also found were slim, cell-phone sized walkie talkies with batteries lasting six days, cases of extra batteries found along with chargers. In the level of civilization before the war, chemical powered explosives and firearms were still used; but they were starting to develop advanced chemistry & superconducting techniques to change the materials and capabilities of many weapons.

Also found: small, military binoculars; imaging and infa-red goggles, survival gear, armor, climbing gear, flashlights, lanterns, disposable lighters, matches, military rations, rope, duct tape, etc. Again, needed to be used only when necessary, for defensive purposes.

Still well-stocked kitchen: Plenty of nonperishable goods to add to the stock they already had. Again, still had to be used carefully to last. Brought some tables and chairs to surface; brought smaller stoves to convert to another fuel source (if possible) until power was brought up.



Why didn’t they live down below?

I racked my brain trying to make them *have* to live above ground. I didn’t want us to live below. I came up with their main objective at first was to survive. There was no power below, and the area above was in good condition. Original settlers didn’t want to be underground, felt safe enough above ground at first. Soon they’d stripped so much away, the facility was not necessarily livable for full-time. Even brought cots and kitchen stove up. When it became dangerous above ground, it was too late to move underground. But they use it for hiding children and elderly if necessary and for retreat from winters if needed.

At present have only explored four levels of the eight. Huge doors block entrance to lower areas. Can’t get in there yet. The elevators (the ones that work) only reach level four


Our purpose:
Once the original group had established themselves and found the underground facility, they took it upon themselves to be the kind of people who would fight against oppressive powers that would try to dominate the landscape, to protect themselves and the others.

A new evil power rose up in the aftermath of the war. The Marauders. Thugs, criminals, ex-soldiers, mutants, and those who leaned toward the dark side of humanity banded together in gangs. Thus were born the Wasteland Marauders. They began to take advantage of the weak for their own pleasure and lived in a cutthroat world where it was kill or be killed. Soon the Marauders began to venture out of Blue Mesa and began to terrorize, vandalize, and destroy the settlements that had grown up on the outskirts. The Marauders would stop any travelers on the road, demanding payment of some sort for passage or at worst would just kill them and steal everything.

When coming upon a Marauder, it’s usually kill or be killed. They have no mercy. In that case we prefer to kill. Sometimes they can be bribed or scared off, or outrun, or hidden from…but it *is* a war against them and their evil ways.

The original settlers only wanted to rid their little part of the world of Marauder gangs by when they got a chance. They, and the current inhabitants, that’s us, realize we are being judge, jury, and executioner by taking the “law” into our own hands; but there is no real law and no one else to do the dirty work.

There have always been and still are secret teams that venture out to protect and defend. We have scouts that keep us informed. We use our own weapons and the “advanced” technology against the Marauders; but they have gotten their hands on weapons as well. It is not a one-sided fight for ‘good’.

If you have suggestions on what you’d like your character to do, PM me. Everyone will be important and heroic wink2.gif in their own way. Everyone gets to fight and/or help out. I have some ideas, but I want everyone to be happy!

And remember: We need to still hunt, grow food, make fuel, and everything else to survive. The supplies down below are limited and have been used for nearly 45 years. We really only use the weapons and other items for our missions!!

Edited by Nikki Peppermint, 08 November 2006 - 10:48 PM.


#5 Raeven

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Posted 29 September 2006 - 04:52 AM

{{{{{{{{{Nikki}}}}}}}} you're the bestest :)


It's very complex. If the pizza man truly loves this babysitter, why does he keep slapping her rear? Perhaps she has done something wrong ~ Castiel


#6 Nikki Peppermint

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Posted 30 September 2006 - 10:50 AM

^^^^^  :D  :blush:!! I'm glad you like it in here. Rae!!

Now here's some thoughts on trading...and I'd like any opinions or comments or ideas if they pop into your head. This really doesn't affect the RP in any huge way, it's more of an exercise in thinking what life might really be like in this situation.

Over all the settlement doesn't need too much from the outside...not "nothing" but not a great deal either.  With the underground facility the original inhabitants had a huge advange over most, as well as the ability to scavange from Blue Mesa over the years before it fell to the Marauders and mutants and so forth.  Although not unlimited, there's still supplies (such as medical) left; BUT nothing lasts forever, so trading is necessary as is using what is given by the land.

I figure we get enough meat from hunting, fishing and using animals that become too old to be of service (including horses?  :eh: I don't know if I even want to go there...). We're able to grow some vegetables and maybe fruits, or trade with Portersville who have more of a farming situation. Mind you there isn't enough to be wasteful, everyone conserves where they can, and sometimes there isn't a huge variety...but we don't starve and are relatively healthy.

Most of what is produced is used communally, and no one in the settlement ever does without the basics. No one is particularly rich or poor, everyone works together (since there really is a *higher* purpose that everyone believes in.) Ideal, yes, but there might be strife if I feel adventurous someday :wink:.  

At the same time, everyone gets to keep for themselves some of what they "produce", and those that provide a service (building, leading, doctoring, etc) are *paid* by being given some of the produced goods for themselves. For example, Sherise makes most of the clothes/things that can be knitted and sewn, while Alexie brings back meat, skins, animal parts. But Razor mostly builds things and keeps the settlement intact.

Much of what people make/bring will go to the settlement; but they also get to keep for themselves some as well.  When it comes time for trading (outside of the settlement), they will have these items to trade for something else.

Anyone who makes things or builds something can barter/trade within the settlement with each other.

Some things that the settlement would probably trade for would be: flours, sugars, spices, books, special foods, soaps/natural made shampoos, tools (although we already have a lot), fruits they don't have, maybe as jams/jellies or dried)....anything else anyone can think of.

My point in doing all this is that since Razor is out trading in a large, populated, (and "normal") city, if anyone wants him to get them anything, I can add that into the posts as part of his trading. I think it would be fun to write about.

So, here's what Razor took to trade for items for the settlement (and PM me if you want your character to have sent anything for personal trading and what items your character might want in return...if you don't want to PM, that's fine. This is just something added for fun :wink:).

*Dried meat/raw and cured skins/animal parts to use it other ways: (Alexie, Silas/hunters)
*Shawls, socks, blankets, etc, as well as other craft/made items: (Sherise/other craftspeople)
*Vegetables from the garden (Carolyne)
*Barrel of moonshine (Silas/assistants)
*Homemade medicines/ointments/herbal teas (Isabella/Joseph)
*Bits and pieces of technology from facility that the settlement had no use for *barrels of fresh water, which is very precious.


Characters can also trade other belongings they have gotten over the years for other new things...and so forth.

Any thoughts, ideas, comments...if not, that's okay. Like I said, I'm just thinking about this as a mental exercise to figure out what it might be like :D.


#7 Nikki Peppermint

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Posted 01 October 2006 - 07:20 PM

View PostIshmael Autolycus, on Oct 1 2006, 07:09 PM, said:

OOC Sn*gger is not the same as the "N" word. It means a sly or snide laugh and the etymology is completely different. There's no need to censor this word. :grr:
From your post in the game, Ishmael...What happened when you tried to post with the word?  :oh:

#8 szhismine

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Posted 01 October 2006 - 07:30 PM

sn*gger is like snicker. obviously the spelling of the former poses an issue for the automatic censor thingy the board has.
Neville: "My grandmother forbids me from using raunchy language."
Harry: "Well your grandmother is a Blast-Ended Skank!"
Neville: *GASP*
Hermione: "He doesn't mean it Neville, he's just testing out some wizard swears."
Harry: "I mean every word I ever say ever, because I'm Harry Potter." --'Wizard Swears', Potter Puppet Pals

Hermione: "What's your problem Harry?"
Harry: "My parents are dead, my life sucks, I can't hold down a girlfriend, and I'm surrounded by f*ck*ng goblins and sh*t all the time. I mean what the f*ck?"
Ron: "But it's magic Harry. The goblins are magical!" --'Wizard Angst', Potter Puppet Pals

Me: "It's just a matter of looking past [McKay's] arrogant exterior to see his warm, fuzzy, probably angst-filled interior."
Hawkeye: "You harperchondriac girls think everyone has an angst filled interior."

"Good gods, you sniff out angst like a police dog sniffs out drugs." --Lyric (to me)

#9 Nikki Peppermint

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Posted 01 October 2006 - 08:13 PM

Yeah, I've just never seen what it does to the words that are censored. That's too bad we can't use certain words in RP, though.

I suppose I could try it  :whistle:.


#10 Ishmael Autolycus

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Posted 01 October 2006 - 08:57 PM

View PostNikki Peppermint, on Oct 1 2006, 08:20 PM, said:

View PostIshmael Autolycus, on Oct 1 2006, 07:09 PM, said:

OOC Sn*gger is not the same as the "N" word. It means a sly or snide laugh and the etymology is completely different. There's no need to censor this word. :grr:
From your post in the game, Ishmael...What happened when you tried to post with the word?  :oh:

All it does is replace the "i" with a "*", which if I were using the word the website censor thinks I'm using, would hardly disguise it to anyone with half a brain. Not only am I being censored, but ineffectively censored at that.

View Postszhismine, on Oct 1 2006, 08:30 PM, said:

sn*gger is like snicker. obviously the spelling of the former poses an issue for the automatic censor thingy the board has.

Both mean a stifled or broken laugh, but the connotation of the two words is just different enough, with sn*gger suggesting more of a sly or malicious laugh. Renfield from Dracula sn*ggers.
And let us, ciphers to this great accompt,
On your imaginary forces work.

-Wm. Shakespeare Henry V Prologue


Now, was it just the eggs? Or was the ham green as well?

#11 EChatty

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Posted 01 October 2006 - 09:00 PM

Sorry I haven't posted yet, been an unusually busy weekend.

Will catch up and try to get something posted.


#12 szhismine

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    why must you hurt me in this way Harry...

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Posted 06 October 2006 - 03:05 PM

just a heads up, this weekend i'll be at my parents' to celebrate thanksgiving so i might have slightly less time to myself. :hehe: i'll still be around though.
Neville: "My grandmother forbids me from using raunchy language."
Harry: "Well your grandmother is a Blast-Ended Skank!"
Neville: *GASP*
Hermione: "He doesn't mean it Neville, he's just testing out some wizard swears."
Harry: "I mean every word I ever say ever, because I'm Harry Potter." --'Wizard Swears', Potter Puppet Pals

Hermione: "What's your problem Harry?"
Harry: "My parents are dead, my life sucks, I can't hold down a girlfriend, and I'm surrounded by f*ck*ng goblins and sh*t all the time. I mean what the f*ck?"
Ron: "But it's magic Harry. The goblins are magical!" --'Wizard Angst', Potter Puppet Pals

Me: "It's just a matter of looking past [McKay's] arrogant exterior to see his warm, fuzzy, probably angst-filled interior."
Hawkeye: "You harperchondriac girls think everyone has an angst filled interior."

"Good gods, you sniff out angst like a police dog sniffs out drugs." --Lyric (to me)

#13 Nikki Peppermint

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Posted 07 October 2006 - 07:04 PM

Have fun, szhismine! :)


Okay, here's the plan :wink:.

Tomorrow evening (Sunday) we're going to jump ahead to the late afternoon, about 5:00. I want for Razor and Ishmael to do what we have planned to get them to meet, and for Konoko to get to the settlement with Joseph.  You can still post using flashbacks to bring your character up to the "present" time. But go ahead and post as if it's still late morning until you see that we've jumped.

Mikoto, we'll PM and figure out what "happened" during the day between the two characters, so we can flashback but still get her to the settlement. That'll open up a whole bunch of new stuff for you to post about.

Once Konoko is at the settlement, we'll play for awhile at RP night, then the "next day" Razor and Ishmael will arrive in the afternoon.

Then we're having a party that evening :D!!!! Oh yeah, the news about the party is being circulated. Post however you want to find out about it...whoever you want to have told you, etc. Just so you all know that all your characters will know about the party!

Anyway, hopefully this will help you to plan out what sorts of things you want to post to account for the time jumps. We'll be in that story thread for RL years if we do hour by hour :wink:.

Edited by Nikki Peppermint, 07 October 2006 - 07:06 PM.


#14 Nikki Peppermint

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Posted 08 October 2006 - 05:21 PM

Yikes! I'd better postpone this until Monday night  :eek2:.

No one's had a chance to read this or post much this weekend, so I'll wait.

So, Monday then!! :)


#15 Raeven

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Posted 09 October 2006 - 03:44 AM

Sorry Nikki, I took yesterday off :D


It's very complex. If the pizza man truly loves this babysitter, why does he keep slapping her rear? Perhaps she has done something wrong ~ Castiel


#16 Nikki Peppermint

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Posted 09 October 2006 - 06:50 AM

^^^^That's totally understandable!! :purpleninja:

(Come to think of it, so did I sort of  :whistle:).  I just figured waiting another day would work out better overall considering it was the weekend. :D  


#17 EChatty

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Posted 09 October 2006 - 05:12 PM

Weekends are iffy for me most of the time but I'll try to get on more often.

Party sounds good to me :D


#18 Nikki Peppermint

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Posted 09 October 2006 - 08:49 PM

^^^I have to remember that I have more free time than most of you all on the weekends...that whole not having any responsibilities deal :wink:.


However....it's Monday night :D, and time to whoooooosh us ahead.  Remember when you next post about 6-7 hours will have passed, and we'll be in the late afternoon/early evening.

Chatty and Brit, I *am* sorry to interrupt your interaction in the present time, but feel free to post in the past or do flashback. :)

Rae and szhismine, sorry to you two, as well. But I'd love to see the building of the fence in flashback as well.  :)

Mikoto, I've sent you a PM, m'dear!!


#19 Brit

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Posted 15 October 2006 - 03:47 AM

What time is night fall?  Need to know because Sherise and Silas were supposed to be meeting at 7pm at the dining hall.  Where they are depends on what time it is.

#20 Nikki Peppermint

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Posted 15 October 2006 - 09:14 AM

I've been posting the times of day in red. It can be the time you need now, if you like. In the spring the sun sets later in the day :). I'll add the clock time to my post.

But remember they can only "tell" time by the sundial these days (which, of course, they can't use at night  :whistle:), so really the characters guess on what "time" it is by the sun, stars, moon, etc...I just put the time for the players' benefit. :) So, we should remember (because it's such a habit to us) to have our characters not mention actual times unless they're at the sundial or can check it.

Edited by Nikki Peppermint, 15 October 2006 - 09:18 AM.



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