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dramatispersonae) wrote2012-05-14 06:58 pm
Three's Veldt game: Rules, questions, descriptions, general OOC catch-all
WELCOME TO THE VELDT, THE IMAGINARIUM, THE DREAMATORIUM.
Here are a few of the rules governing it, which Three is leaving characters to discover because discovery is half the fun. I’ll be RPing how the Veldt responds to your imaginations for the first few hours, but after that, please use these as your guidelines. Whenever I can, I’ll be in #imaginarium
The Veldt
Please think at least a bit realistically about what your character could imagine in a heartbeat. That's part of the game.
- Beyond the door, there is a void of absolutely nothing, except two gray doorframes. One has “Aather” engraved on the top; the other has “Customs.” You can’t see through the doorframe into either one from the Veldt; they just look like whatever’s behind them. The Veldt is a cubic mile, with the doors smack in the center (AS IN, KIND OF IN MID-AIR, EXCEPT THAT THERE IS NO AIR AT THE VERY BEGINNING...).
- There's only ONE void/room/place; you have to share with all of Aather. It's not team-separated.
- You can’t take anything through but yourselves and your team uniforms. Knights, you default to black or gray versions of team uniforms once you’re in the Veldt. (These can, of course, be changed with a bit of willpower…). You can’t take anything out of the Veldt; knight clothes return to whatever they were before you went in upon returning to Aather.
- OKAY THE GENERAL GIST IS YOUR IMAGINATION IS REALITY IN HERE. YOU CAN SPROUT WINGS AND SPIT FIRE AND MAKE RAINBOWS APPEAR, WHATEVER. “What if you were a god for a day but had to share it with those losers you live with.”
- Anything you imagine long enough will become real – to varying degrees of detail and concentration. Think about an apple for an instant, and you’ll see a ghostly image of it. Think about it long enough to be intentional, you get a hollow apple. Think longer, it’s filled with something; think even longer, it’s filled with something edible; think even longer longer and recall the taste of an apple, and it will finally taste like an apple. Things appear to the exact detail that they are imagined/created.
- Aaaand about the function of things you create! You can imagine a gun’s outline easily and a bullet coming out of it very easily! But if you want a gun that shoots a bullet through a mechanical process when you pull the trigger without you just imagining “then a bullet shot out of it,” then you have to also imagine all the gun’s innards.
- About that “filled with something.” If you don’t imagine what something’s composition or feel is, it will have the heft and feel of lightweight plastic until you imagine better.
- As you can imagine, this makes functional living organisms really hard to replicate unless you are a spectacular biologist… though it’s not that difficult to half-ass it and make plastic-weighted animal-shaped things that do what you imagine them doing, or even following a pattern of behavior that will stay in place after you stop focusing on them.
- Even if you are a spectacular biologist, you can’t create a sentient being ever.
- Physical laws and your surroundings can be created the same way as physical things. If you half-ass it, there will be consequences!
- Physical laws and your surroundings are the product of willpower, and willpower is diluted by scope. If A imagines the Veldt is 80F all over, and B imagines the Veldt is 60F in a small pocket, the Veldt will be 80F all over except the small pocket. If B and C imagine the Veldt is 40F all over, it will overrule A’s one-person will. Rules and creations of n characters are permanent until they are nullified by n+1 characters. If an even number of people want different things, you may end up with something in between or an awkward mix (WORK IT OUT AMONG YOURSELVES). Traits persist until they are nullified or modified.
- ^ Oh but don’t get too hung up on continuity except as it suits you enjoying yourselves OOCly.
- Characters can leave the Veldt at will and return at will.
Customs
- Customs is a very bland room, with the physical laws of Three’s realm in place. It looks like the waiting area of a DMV, with a few plastic chairs, except that the night-time globes are clustered at the ceiling to provide light.
- You can take things into Customs, though if they are huge, they will shrink to a manageable size as you push them through the door.
- There is a globe of light with a pair of horn-rimmed glasses on floating behind a large wooden desk. If you poke it, it will squeak, “Creation! Destruction! Deposit samples here!”
- On the desk, there are boldly labeled Customs Forms.
- On the desk, there are post-its with “SAMPLE” pre-printed on them. If you stick one to something you brought in, it will disappear.
Here are a few of the rules governing it, which Three is leaving characters to discover because discovery is half the fun. I’ll be RPing how the Veldt responds to your imaginations for the first few hours, but after that, please use these as your guidelines. Whenever I can, I’ll be in #imaginarium
The Veldt
Please think at least a bit realistically about what your character could imagine in a heartbeat. That's part of the game.
- Beyond the door, there is a void of absolutely nothing, except two gray doorframes. One has “Aather” engraved on the top; the other has “Customs.” You can’t see through the doorframe into either one from the Veldt; they just look like whatever’s behind them. The Veldt is a cubic mile, with the doors smack in the center (AS IN, KIND OF IN MID-AIR, EXCEPT THAT THERE IS NO AIR AT THE VERY BEGINNING...).
- There's only ONE void/room/place; you have to share with all of Aather. It's not team-separated.
- You can’t take anything through but yourselves and your team uniforms. Knights, you default to black or gray versions of team uniforms once you’re in the Veldt. (These can, of course, be changed with a bit of willpower…). You can’t take anything out of the Veldt; knight clothes return to whatever they were before you went in upon returning to Aather.
- OKAY THE GENERAL GIST IS YOUR IMAGINATION IS REALITY IN HERE. YOU CAN SPROUT WINGS AND SPIT FIRE AND MAKE RAINBOWS APPEAR, WHATEVER. “What if you were a god for a day but had to share it with those losers you live with.”
- Anything you imagine long enough will become real – to varying degrees of detail and concentration. Think about an apple for an instant, and you’ll see a ghostly image of it. Think about it long enough to be intentional, you get a hollow apple. Think longer, it’s filled with something; think even longer, it’s filled with something edible; think even longer longer and recall the taste of an apple, and it will finally taste like an apple. Things appear to the exact detail that they are imagined/created.
- Aaaand about the function of things you create! You can imagine a gun’s outline easily and a bullet coming out of it very easily! But if you want a gun that shoots a bullet through a mechanical process when you pull the trigger without you just imagining “then a bullet shot out of it,” then you have to also imagine all the gun’s innards.
- About that “filled with something.” If you don’t imagine what something’s composition or feel is, it will have the heft and feel of lightweight plastic until you imagine better.
- As you can imagine, this makes functional living organisms really hard to replicate unless you are a spectacular biologist… though it’s not that difficult to half-ass it and make plastic-weighted animal-shaped things that do what you imagine them doing, or even following a pattern of behavior that will stay in place after you stop focusing on them.
- Even if you are a spectacular biologist, you can’t create a sentient being ever.
- Physical laws and your surroundings can be created the same way as physical things. If you half-ass it, there will be consequences!
- Physical laws and your surroundings are the product of willpower, and willpower is diluted by scope. If A imagines the Veldt is 80F all over, and B imagines the Veldt is 60F in a small pocket, the Veldt will be 80F all over except the small pocket. If B and C imagine the Veldt is 40F all over, it will overrule A’s one-person will. Rules and creations of n characters are permanent until they are nullified by n+1 characters. If an even number of people want different things, you may end up with something in between or an awkward mix (WORK IT OUT AMONG YOURSELVES). Traits persist until they are nullified or modified.
- ^ Oh but don’t get too hung up on continuity except as it suits you enjoying yourselves OOCly.
- Characters can leave the Veldt at will and return at will.
Customs
- Customs is a very bland room, with the physical laws of Three’s realm in place. It looks like the waiting area of a DMV, with a few plastic chairs, except that the night-time globes are clustered at the ceiling to provide light.
- You can take things into Customs, though if they are huge, they will shrink to a manageable size as you push them through the door.
- There is a globe of light with a pair of horn-rimmed glasses on floating behind a large wooden desk. If you poke it, it will squeak, “Creation! Destruction! Deposit samples here!”
- On the desk, there are boldly labeled Customs Forms.
- On the desk, there are post-its with “SAMPLE” pre-printed on them. If you stick one to something you brought in, it will disappear.

QUESTIONS?
Re: QUESTIONS?
Re: QUESTIONS?
Re: QUESTIONS?
Re: QUESTIONS?
Re: QUESTIONS?
How that works out is flexible depending on what you and another player want to work out ICly, but you can have sand covered in rocks (a sort of evenly distributed synthesis), a patch of rocky and a patch of sand next to each other, a checkerboard of sand and rock, Joe travels around in a little cloud of rock around him.
Re: QUESTIONS?
can we come in at any time?
skywalker
yes!
Re: QUESTIONS?
Re: QUESTIONS?
Re: QUESTIONS?
Re: QUESTIONS?
Not to mention any skills you imagine yourself having, like "lasers come out of my eyes."
Re: QUESTIONS?
TRAIT TRACKING
Re: TRAIT TRACKING
1) There's atmosphere and a mild temperature
2) Earth gravity exists, so as soon as you enter you'll start plummeting half a mile because the doors are smack in the middle of a cubic mile of the Veldt
3) There are several floating platforms of matter
4) There's like four overlapping skies, two day and one night
5) IF YOU START TO FALL and you let yourself keep falling, after half a mile of falling (!) you hit the "bottom" edge of the Veldt. If you hit any edge of the Veldt, you'll bounce slightly and then stick to it like it's flypaper until you imagine yourself getting loose.
Re: TRAIT TRACKING
Re: TRAIT TRACKING
there's twenty feet of salt water at the bottom of the box, with an island sticking out
and lots of people have their own floating patches of something that they're vroom vrooming around on
Re: TRAIT TRACKING
the general shape this is taking is that there's salt-water waves along the bottom of the box. there are a few islands in the ocean, but a lot more floating "islands" at various levels between the door and the bottom of the box.
Re: TRAIT TRACKING
Re: TRAIT TRACKING
Blizzard and Shark then proceeded to spend the rest of the day in the box making an underwater city which looks cool from a distance, but up-close not as greatly detailed. Hard work is hard!!