inthenightmods: (Default)
In the Night Moderators ([personal profile] inthenightmods) wrote2018-05-09 11:11 pm

exploration


EXPLORATION


ACTIVE EXPLORATION SLOTS: 0/8

Explorations are currently OPEN. They will close again when we run out of active exploration slots.

Building a structure may be done at any time and does not affect the active exploration slots.

•••

The forest engulfing Beacon is dense and uncharted, but that just means there's never a shortage of cool stuff to discover lurking off the beaten path. There's always new locations, plot clues, or extra resources to be found, so although venturing into the woods is always dangerous, the rewards may just outweigh the risks.

Once you come up with a plan, please fill out and submit the form below. We'll respond in one of two ways, depending on the nature of your exploration:

  • In most cases, we'll respond with a single write-up detailing the outcome of your exploration. For example, characters venturing out into a particular part of the woods may discover a new location! In that case, you'll receive a full description of that new location, along with any other details worth noting, such as forest spirit encounters or difficulties along the way. If your group would then like to react to any of this or explore that location after its discovery, you can then respond with your own write-up of everything your group would investigate, and we'll let you know what happens as a result. And that's it! Then the exploration is wrapped, the location becomes available to the game at large, and you're welcome to thread out any details of the exploration if you like.

  • In limited cases, an exploration request will open a dialogue between the players and mods to determine the outcome of your exploration. For example, characters attempting to interact with forest spirits may get the chance to play out that encounter, whether it be a pleasant conversation or, uh, the forest spirit trying to kill you, since that happens sometimes. Explorations of this nature will not always result in a response like this, as it'll depend on our availability as mods. If you're interested in doing an exploration like this and don't want to leave it up to chance, PM us! We'll work with you to schedule an encounter.

Regardless of which type of exploration you end up with, what you do during an exploration is entirely up to you, so feel free to get creative! We always try to reward creativity in some way, even if it's not a success in the way that you hoped for.

•••

Before you embark on your quest, here's everything you need to know about explorations:

  • Exploring uncharted territory is intended to be dangerous, and there is always a risk of failure, injury, and other setbacks. If you're not on board with these risks, exploration may not be in the cards for you.

  • That said, the exploration form includes an opt-in for serious injury and death. If you aren't interested in having your character(s) at risk for that stuff at this time, you can let us know upfront. Please keep in mind that opting out of serious injury/death does not mean you're opting out of the above risks of failure, injury, and other setbacks. Those risks are always in play during explorations. In addition, while opting out of serious risks doesn't mean you'll get a watered down exploration, some discoveries lurking out in the forest are reserved for risk-taking characters. For example, opting out of serious risks eliminates the chance of running into the hostile green-eyed spirits, so characters interested in pursuing green-eyed spirit plot threads will have to put themselves on the line to do so.

  • If you choose to opt into the risks of serious injury and death, your character's safety is forfeit and you give the mods the right to maim accordingly (though, of course, we'll check permissions posts in doing so). This does not mean that groups opting into these risks will always be tormented and killed! It's just helpful for us to know your preferences and expectations upfront. Please keep in mind that opting into the risk of serious injury or death applies to the whole group, not just individual characters.

  • Explorations into the area of Beacon currently occupied by the Parade will always be extra dangerous. Characters will run the risk of encountering the Parade itself, but besides that, the Parade's presence gets all the forest spirits in the area extra revved up, increasing their hostility. We'll give you the "danger zone warning" at the top of the exploration if you're about to head into Parade-infested territory, as characters may be seriously injured or killed at any point during an exploration within the parade route. You can check the Parade's schedule on the calendar page.

  • Chance of success will be left up to a mix of mod discretion and RNG. We'll typically use a RNG to determine what you find, if anything, but we'll also take player/character ingenuity into account. In short: If you have a solid, creative plan, you're more likely to be rewarded for that. Aimlessly wandering won't always get you nothing, but it's less likely to earn you something neat for your trouble. (However, please do be encouraged to follow the dumb idea that's in your character's heart. We will reward for IC idiocy, too.)

  • Having torches from the bonfire with you will also increase your chance of success, though be careful: If you lose the torches while exploring, someone will have to recover them or they're lost forever. Additionally, you must request torches through the item request page in order to take them on explorations. Torches not logged through the item requests page are not considered game canon.

  • Once you receive a mod response to your exploration, you will have one week to tag us back. If that week timer runs out, we'll consider that exploration closed, and mod responses will stop. You're welcome to handwave your own IC conclusion to the exploration at that point. To be extra clear: the time it takes for us mods to respond to your exploration is not included in that time limit. The timer starts fresh each time we tag you back.

  • Explorations over two weeks old will be wrapped in the next mod response. This is to prevent explorations from dragging on for too long, which will slow up our system, but more importantly, it'll make for awkward timing issues in the game! We don't want to leave players waiting on exploration outcomes to be able to engage with the rest of the game.

  • Characters may only embark on one exploration at a time, no matter how small. Pretty self explanatory! One at a time, please. If you play more than one character, you may send them on concurrent explorations, but keep in mind that we might deny exploration requests like this to give other players a chance to hop in.

  • We will only accept a maximum of 8 active explorations at a time. If those 8 slots fill up, we'll close the queue to new submissions until we're able to wrap some of the active adventures. This number is based on mod availability.

  • Explorations will always be closed during events except under rare special circumstances. Similarly, explorations can't be forward- or back-dated to happen during an event. Go do event things instead!

  • You can also submit an "exploration" to build a new structure on this page! Just use the appropriate form below.


To EMBARK ON AN EXPLORATION, please fill out the form below:



To BUILD A STRUCTURE or ALTER THE SETTING, please fill out the form below:



Please note that with the recent discovery of the medical center, each player may only explore the medical center ONCE for the time being in order to give everyone a chance to get involved. If exploration requests die down and there are still areas to be uncovered, we may lift that rule. We'll make an announcement in the OOC comm should that happen.


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nonscriptum: [is a huge nerd] ([waxes poetic about urban design])

[personal profile] nonscriptum 2019-07-17 04:25 am (UTC)(link)
player name(s): Alex, Roy
character(s): Nathan Drake, Eugene Hicks
area of exploration: The north road out of town, which runs adjacent to the church into the spooky trees and God knows what else. The intent of this effort is mostly scouting, and to satisfy the cabin fever that both characters are HELLA feeling right now. Preferably a successful venture with minimal to no death, preferably coming out of it with either newly-understood territory or any odd, interesting trinkets found along the way.
winters? Nate will ask Winters if there's anything Weird (TM) he should expect out there, thank him for whatever information they're given, but refuse the kind offer of physical assistance.
notes: Nate is an experienced explorer with orienteering and mapping skills, as well as somebody who happens to pretty well-versed in sudden, violent combat and Not Dying (the irony...). He's bringing his usual adventure satchel with the usual goodies (sketchbook, tablet, climbing piton), as well as the rope and grappling hook he keeps on his belt, and the handgun in his shoulder holster. Gene is a combat medic with a medic's gear bag, armed with a sidearm. They'll pack rations for a couple of days, not anticipating anything lengthy. If there are things to climb, they will 100% scale them YOU CANNOT STOP THEM.
Edited 2019-07-17 04:27 (UTC)
nonscriptum: I'd like your best eight dollar bottle of wine please (what'll I have?)

[personal profile] nonscriptum 2019-07-19 04:25 am (UTC)(link)
Before heading out, Gene will try to exchange words with spirits around town. He'll ask any of the forest spirits that will communicate with him about the lighthouse keeper, and if they have any recommendations or advice regarding the directions they should take when they're out in the woods.

Out beyond the edge of town Nate and Gene will avoid crossing the fence with the warning signs - seems a bit rude - and will instead leave an offering: a sandwich, and a drawing of a lighthouse on a scrap of paper. They'll turn back and head west through the break in the trees instead.
nonscriptum: or, every other day at the office (tfw u almost die)

[personal profile] nonscriptum 2019-07-24 03:57 am (UTC)(link)
Good thing they took that lighthouse advice, huh. They make note of the positive responses regarding the lighthouse keeper by the spirits, and file the information away.

Upon reaching the dead end of the trail at the edge of the cliff, they peer over the side. There is brief deliberation but ultimately they decide to execute an exercise in rappelling to get an idea of what's along the cliff face - or at the bottom - utilizing the grappling hook and rope Nate brought with him (he will hook it either around a tree trunk, or a rock, whichever is solid, sturdy and available). In the darkness they intend to be as careful as possible, and Nate goes down the rope first with Gene following him.
nonscriptum: it's like a thousand needles shooting into my face (yeah this wind is great)

[personal profile] nonscriptum 2019-07-24 08:32 pm (UTC)(link)
YOU DON'T KNOW HIS LIFE

Gene and Nate do an exercise in tandem climbing their way down to scope things out, get disappointed there's nothing but darkness and slick rocks, and climb back up the cliff again.

Once at the top they intend to continue west after wrapping up the rope again, and do so along the cliffside so as to not get stuck in the woods: not so close as to topple over, but to use the coast as a guide so they're not wandering in complete woodsy darkness.
nonscriptum: and contemplation (mornings are for Turkish coffee)

[personal profile] nonscriptum 2019-07-31 03:45 am (UTC)(link)
After poking around the extremely weird stargazing deck, they meander through the statuary garden. Astute artistic observations are made, such as "uh, wow" and "that sure is a thing." Nate draws a quick sketch of the woman with the clipboard and the hand of flame, while Gene feels around the area for spirits to speak with as they walk to the building that looks like Modernism had a terrible baby with Romanesque.

The doors are locked. Gene suggests they knock, so Nate taps shave and a haircut against the wood. They wait, but if no response is forthcoming he fully intends to try a window (barring that, scaling the building for another way in.) For the time being, though, feet mostly on the ground to explore what options there are.
nonscriptum: if it was then we wouldn't be using these wacky disguises (I'm not saying this plan is practical)

[personal profile] nonscriptum 2019-07-31 04:46 pm (UTC)(link)
Welp, this seems like a job for people who like to climb things.

After shimmying up there like a gibbon to one of the lower windows, Nate will try to open it - if successful, he'll prop it open so Gene can follow and they'll both vault over the sill into the interior of the building.
nonscriptum: is that you're full of bullshit (my scientific analysis)

[personal profile] nonscriptum 2019-08-01 03:01 pm (UTC)(link)
Looks like a natural history museum's bone hall to these esteemed and educated gentlemen! As before, Nate will scribble a few notes down - are those two-headed ungulates? - while Gene keeps an eye out for any spirits who feel like making their presence known.

They intend to investigate the ground floor first before moving to the upper floor, just to get a basic idea of what's in each hall, so they'll do a cursory assessment of them as opposed to a lingering one. This place is bigger than they expected.