Chapter 07: Act II
May. 15th, 2021 11:44 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
SUGAR PLUM BEAST: ACT II—
§ 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 )
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.
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.
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 )