[ You are within a circle of trees and angels all made of water and all glowing faintly in your team's color. Somehow everything beyond this circle disappears in that glow. ]
[ The shape of a silver hand glows just beneath the surface of the water, waiting to be touched and imbued with the memory requested. ]
Memory: (Describe the chosen memory in second person--it doesn't have to be enormously detailed, but it should give a good impression.) Character It Comes From: Keyword: (Assign a keyword to this memory that you feel best sums up the experience, ideally a conceptual noun, e.g. treachery or avarice.)
(As a note, this is sort of in two parts--it's one continuous event, but there's a gap in between where a memory yet to be regained fits in. If this wouldn't work, just take the second part.)
You are in a metal-walled chamber full of alien controls, with a group of close friends, having drawn them there on some pretense you know to be false. You beckon one of them--a girl your age--closer, luring her away from the group, and you knock her out, trapping the rest of your group at the same time. You are fully miserable and have been trying your best to hide it for hours; you don't want to do this, and you know that the fate that you are handing your friend over to is a terrible one, but you feel very strongly that you don't have a choice. You are trapped.
An older man appears, a man you hate and fear, and he taunts your friends, telling them you've betrayed them. You and he disappear with the girl.
[ . . . ]
The memory picks up some time later, in a quite different place, with you and the girl and the older man. You are being rescued by a group of . . . anthropomorphic otters . . . who are quite familiar to you. Nevertheless, you're quite surprised to see them, because frankly you don't think of them as people who save you, rather than the other way around. They untie the girl, and she grabs you and runs.
You make to go back in there and help them, but the girl lectures you, telling you that they're much stronger than you, because of the strength of their hearts, and intimates that you're a coward because you don't trust people, even though your friends have repeatedly tried to reach out to you. " Trusting in people is very difficult. But you have to have courage and take the first step! You have to be honest about your feelings! You say you want people to reach out to, but you don't want to get hurt. That's just selfish." She tells you that she's going back to your first group of friends, because she needs their help, because no one person can do this alone, and she challenges you to decide for yourself.
The memory ends on you vowing that you want to protect your . . . otter friends, no matter what it takes. Character It Comes From: Swift Keyword: trust
[ The silver hand closes and retreats into the depths. For a fleeting moment, the memory imparted to it ripples out and passes briefly, vaguely, through the minds of all those present. ]
[ The trees and angels surrounding you quietly melt away, replaced by thirteen archways, each with glowing writing upon them. You have the sudden awareness that you will need to explore three of these entrances. ]
A tale of despair. A tale of determination. A tale of betrayal. A tale of a pioneer. A tale of wrath. A tale of friendship. Another tale of determination. A tale of a fight. Yet another tale of determination. A tale of bitterness. A tale of discord. A tale of partnership.
[ Comment here every time you decide to pass through an arch. You will be presented with a scenario in each one, to which you must then react as a team. If you don't wish to decide on a reaction or solution to any given scenario, you may exit the archway and pick another one, but to finish the game you must solve three of the tales given to you here. ]
ROUND ONE
Tell me of a time, whether here or in your world before, when one of you suffered and endured a trial.
DISCUSSION
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Or what we'd like her to take away.
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SUBMISSION
Memory: (Describe the chosen memory in second person--it doesn't have to be enormously detailed, but it should give a good impression.)
Character It Comes From:
Keyword: (Assign a keyword to this memory that you feel best sums up the experience, ideally a conceptual noun, e.g. treachery or avarice.)
Re: SUBMISSION
(As a note, this is sort of in two parts--it's one continuous event, but there's a gap in between where a memory yet to be regained fits in. If this wouldn't work, just take the second part.)
You are in a metal-walled chamber full of alien controls, with a group of close friends, having drawn them there on some pretense you know to be false. You beckon one of them--a girl your age--closer, luring her away from the group, and you knock her out, trapping the rest of your group at the same time. You are fully miserable and have been trying your best to hide it for hours; you don't want to do this, and you know that the fate that you are handing your friend over to is a terrible one, but you feel very strongly that you don't have a choice. You are trapped.
An older man appears, a man you hate and fear, and he taunts your friends, telling them you've betrayed them. You and he disappear with the girl.
[ . . . ]
The memory picks up some time later, in a quite different place, with you and the girl and the older man. You are being rescued by a group of . . . anthropomorphic otters . . . who are quite familiar to you. Nevertheless, you're quite surprised to see them, because frankly you don't think of them as people who save you, rather than the other way around. They untie the girl, and she grabs you and runs.
You make to go back in there and help them, but the girl lectures you, telling you that they're much stronger than you, because of the strength of their hearts, and intimates that you're a coward because you don't trust people, even though your friends have repeatedly tried to reach out to you. " Trusting in people is very difficult. But you have to have courage and take the first step! You have to be honest about your feelings! You say you want people to reach out to, but you don't want to get hurt. That's just selfish." She tells you that she's going back to your first group of friends, because she needs their help, because no one person can do this alone, and she challenges you to decide for yourself.
The memory ends on you vowing that you want to protect your . . . otter friends, no matter what it takes.
Character It Comes From: Swift
Keyword: trust
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ROUND TWO
Choose your team's most prized virtue, which you most aspire to uphold.
DISCUSSION
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[That last one's totally a virtue, right?]
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LAUGHING]
SUBMISSION
Virtue: (This does not have to be a classical or cardinal virtue. "Curiosity" is as acceptable as "charity.")
Why Did You Choose This Virtue?
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Why Did You Choose This Virtue? Someone has to let them know, or the idiocy will continue unchecked.
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ROUND THREE
THE WRITING ON THE ARCHES
DISCUSSION
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ENTER AN ARCHWAY
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SCENARIO ONE
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SUBMISSION
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SCENARIO TWO
DISCUSSION
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SUBMISSION
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SCENARIO THREE
DISCUSSION
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SUBMISSION
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FOR REAL SUBMISSION!