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SUGAR PLUM BEAST: ACT III—





There's a ruckus kicking up outside of the castle gates as mouse soldiers start to gather. The toys are on edge, watching warily from the windows and some already preparing for a battle...and unlike in the past, instead of drifting out of consciousness they will witness the changes occur in front of their very eyes, golden white text etching into the air as a bodiless voice narrates what has transpired.
The Toy Representative takes it upon himself to give Clarabelle a tour of the castle/factory, despite Clarabelle being incredibly unamused and cranky about the whole situation. On the tour, she's makes a bit of a nuisance of herself, ignoring warnings to stay out of the West Wing and causing general problems until the Representative is able to corral her and get her to behave.

The Sugar Plum Fairy hears that her charge is avoiding Clarabelle despite everything riding on him making nice with the girl and pops in for a visit. She points out that the Beast is simply running from his own emotions and that nothing will change if he closes his eyes to the truth. The Beast, in turn, points out that he doesn't feel as if he deserves Clarabelle's affections when he looks like this. The Fairy, patient and kind as always, eventually convinces him that he won't know if she likes him until he tries, and suggests that he learn her hobbies and to be honest with the girl.

A puppet, frustrated with how slow progress has been on breaking the curse, runs into one of the soft toys. The two get to gossiping and the soft toy pulls out a mirror he claims will help speed things along without requiring the Beast and Clarabelle get together. The puppet seems unsure, but the soft toy insists this is totally safe. When the puppet refuses again, the soft toy reveals himself to be the Mouse King. In a panic, the puppet breaks the magic mirror, sending shards flying; these shards turn into dark shadowy reflections of the Mouse King and the puppet. In the chaos, the puppet slips away, leaving the Mouse King to fight the reflections alone.

After meeting with the Fairy, the Beast arranges a meeting with Clarabelle, figuring that as the daughter of a toymaker she might know how to fix up the castle-turned-toy factory and make things a little nicer here. Clarabelle gets to the meeting room first, where she finds the music box that was meant to be her birthday present. Upon touching it, however, she activates an enchantment that forces her and later the Beast when he arrives to waltz and sing instead of talk. In between the steps and the notes, the two come to an understanding; Clarabelle agrees to stay for a while and help out, once the Beast explains that he is cursed to be here, and the Beast agrees to look into making Clarabelle another music box. The two part on good terms.

The Sugar Plum Fairy flies off after making sure that her little trick with the music box worked, only to run into the Mouse King skulking around after his run in with the reflections. She greets him and asks him what, exactly, he's doing here? The Mouse King says he was simply curious if this was Beast's castle and asks how the former Prince is handling his curse and what the Sugar Plum Fairy was doing here. The two begin to debate on what, exactly, the Beast should do; the Fairy wants him to break the curse and plans to help him with that, while the Mouse King thinks he should just get used to it all and move on with his life. The two eventually part, unable to reach any sort of middle ground.

Despite growing closer and becoming friends with the Beast, Clarabelle still misses her father. One day, the Beast brings a magic mirror to Clarabelle so that she may check up on her father. The mirror shows Drosselmeyer in bed, horribly ill and calling for his daughter. Without a moment's hesitation, the Beast tells Clarabelle she should go to her father and take one of the toy servants with her for help. Clarabelle kisses the Beast's cheek and thanks him before leaving to return to her home and her father.

Clarabelle arrives home to tend to her father, a little alpaca maid toy having accompanied her. "Drosselmeyer" is surprised to hear his daughter's voice; Clarabelle is surprised to see that her father isn't wearing his eyepatch and that he's covered the wrong eye. Instantly the Mouse King reveals himself and attacks Clarabelle and the maid toy, eager to take her captive and ruin everything. Clarabelle, fully sick of all of this nonsense, defends herself and knocks the Mouse King unconscious before fleeing.

As the narration fills the air, the words drift into the walls, the ground, inside the castle, outside—as the words pass through the environment, bursts of color and sound crackle around until the world looks as vibrant as any other. However there is darkness in the air, one not caused by the Story's decay but what is about to transpire.

Outside the castle grounds have transformed into a colorful game board, filled with pitfalls and treasure that could either help or hinder those who try to traverse it. The Mouse King's army breach the outer walls, but the toys, now armed, rally and charge forward, giving it their all to fight and protect their master's home. While the war wages outside, the Aspects must quickly complete their scenes while helping defend the castle.






§ instructions.

The third Act is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.

Everything from the last Act is carrying over to this one. This includes characters having their toy forms, but they have more control and freedom over what form they take.

Finally, just to be clear, characters who are in Main Scenes are not immediately dropped into their location and will have to head to the designated door and then return. Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.

Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.





sub quests )
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SUGAR PLUM BEAST: ACT II—





Once all objectives have been completed, the environment around everyone changes as they are sent to sleep. As everything around them changes, they all share the same vision of how the story has transpired thus far.
The Mouse King and the Prince enter into a faerie contest to make the most beautiful miniature garden, continuing their long and storied rivalry. The Prince wins, which the Mouse King claims doesn't really count since the Prince is obviously privileged and everything comes easy to him.

Finally fed up with his rival, the Mouse King tracks down a spell to turn the Prince into a Beast. After casting the spell, the Mouse King flees the castle as the transformation takes hold of the building and everyone in it.

The Sugar Plum Fairy hears about the curse and flies over to the Beast to try and help the situation. The Beast is extremely cranky and belligerent during all of this, as to be expected, but the Sugar Plum Fairy gently helps him calm down. After discussing it, the Fairy realizes the best way to break this sort of curse would be a kiss from someone who loves the Beast in spite of his appearance (and crankiness, though the Beast does apologize for that).

Down in Amande, some time later, Drosselmeyer arrives home and settles in to tell his daughter Clarabelle a bedtime story. Clarabelle has to help her father get back on track at several points, but that's nothing unusual and it's still a bonding moment for the pair. Afterwards, Drosselmeyer gives Clarabelle a music box only to find out that it's not working. He takes it off for repairs.

Drosselmeyer heads out of Amande to either replace or repair Clarabelle's music box. After running from many odd and hostile animals, he finds an abandoned castle and takes shelter from the monsters. As he wanders around, he finds a rose shaped music box in much better condition than the one he has; when he reaches for it, the owner of this "abandoned" castle appears and demands satisfaction. Drosselmeyer agrees to become the Beast's prisoner after saying his goodbyes to Clarabelle.

Clarabelle is Not Happy with that decision and demands she go in her father's place. Drosselmeyer gives in and escorts Clarabelle to the castle. Along the way, wolves, weird thorny roadblocks, and very creepy dolls chase the two until they reach the castle, where Clarabelle bids her father farewell.

Clarabelle enters the castle and finds the Beast, who heard of her coming thanks to a crow. Upon hearing that she is good with cooking, cleaning, and repairing toys, he decides she's a fair trade and leads her off on a tour. First they stop by the dining room for dinner (a messy affair with feathers, tentacles, and soup); after dinner they find themselves in a room with an enchanted baby doll that seems to think they're its parents. Clarabelle eagerly starts to play at being a mother, but the Beast is a bit more reluctant though he does eventually at least try. It's a bit awkward, but the two do bond over their awkwardly raised child to some degree.

When the vision ends, everyone awakens to find themselves in a strange castle. Although a bit muted, it's a bit more vibrant in color and decoration compared to other castles in stories past. What's more, it's filled with toys and the sounds of machines in various rooms make it feel more like some kind of factory than a grand castle for royalty. Most rooms and areas are open for wandering, however there are at least a few areas that are strictly forbidden and warded off by magical barriers. Those who try to pass through will find themselves ensnared in a web of silly string. Beyond the castle walls lie dark and dangerous woods teeming with dangers such as Erasers, hostile wildlife, the Mouse King's minions, and rogue toys. Although it would do some good to clean it up, it's still a risk.

But beyond the change in scenery, a larger change has occurred to the Aspects. They have been "transformed" to look more like toys. Some of the changes are just superficial paint jobs, but others might find themselves more like a toy than they'd feel comfortable. They can even shrink down, mostly against their will.

With traitors afoot and the castle being as it is, staying in it may prove to be more like a game.






§ instructions.

The second Act is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.

As mentioned before, everyone has a toy form and the changes can be as superficial or as complete as the player wants. In addition, to make it easier for everyone, characters can have multiple forms and changes. They can start as one type of toy and then later find themselves as another. Players are free to have as much fun with this as they'd like.

Finally, just to be clear, characters who are in Main Scenes are not immediately dropped into their location and will have to head to the designated door and then return. Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.

Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.





sub quests )
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The Sugar Plum Beast—





Spring has returned to the Index and with it a whole host of new problems. Once again, everyone's journals flash with light to indicate a message from the Storyteller.

Good evening, everyone. We have located the next Draft in need of your services. It is once again two stories that have blended into one, though we hope it won't be quite so dark as the last one. Please report to the Draftsroom at your earliest convenience.


The Draft this time is very different from FrankenHyde, perhaps to everyone's relief. It's a cheerier pink-and-red, covered in gorgeous sugar roses...though it appears a mouse has been chewing on the binding and there are some claw marks. It's still better than the last one, and as everyone passes through the pages everything smells of roses and fresh cookies.

This is The Sugar Plum Beast.

The village of Amande is a quaint little thing, known for its baked goods and sweet treats and not much else. Well, and the eerie forest that is most certainly not haunted by a terrible beastly creature despite what rumors say, but it's really the goodies that get people to stay a while on their travels. The houses are all adorably rustic cottages, everything is festooned in flowers (particularly roses), and it's almost always sunny during the day with just enough of a light rain to keep the flowers thriving.

In this village lives the skilled toymaker Drosselmeyer and his lovely daughter Clarabelle, two of the local oddities but well-loved by most of the other villagers. They've lived here for most of Clarabelle's life after fleeing a mysterious incident that Drosselmeyer refuses to discuss and Clarabelle does not remember.

It's the end of spring and the start of summer when everyone arrives, finding themselves just outside the local inn where they will find apartments to stay in during this Campaign. In the center of town are flowered arches that will lead into each of the scenes.

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SUGAR PLUM BEAST: ACT I—






§ instructions.

The Sugar Plum Beast Act I is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.

Quick reminder that everyone is dressed to fit the rustic village style! Costumes for each role is linked in the scene they first appear but carry over into other scenes. And for those who are cast as Beast roles, will undergo full transformation, though the degree of transformation is up to the players. They can go into full hulking beast or be something more benign and cute with just ears and a tail or something. The Beast form also can be whatever you want, there is no set "design." In terms of affected personality, in general those in the role will be a little angrier and grumpy than usual, but it's not a complete personality switch. So it's possible to have the character mostly unaffected but snap or get annoyed more easily than usual or over the most random things they normally wouldn't. However there are cases when they may fly off the handle and while we leave it up to the players on if and when that can happen during a scene, anything more extreme that is specifically required will be noted for that scene.

Finally, just to be clear, characters who are in Main Scenes are not immediately dropped into their location and will have to go through designated flowered arches and then return. Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.

Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.





sub quests )

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