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KINGDOM♔DAZE

FULL NAVIGATION

Kingdom♔Daze is a small panfandom commentspam game where your character will be exploring the eccentric labyrinths below a fallen—but hopeful!—nameless kingdom in order to be granted an amazing wish like no other by the powerful Queen who really needs your help. Inspiration draws from a quirky Japanese TRPG known as Meikyuu Kingdom, where the goal is also centralized around developing a hopeful kingdom and exploring the weird labyrinths. However, while Kingdom♔Daze's inspiration is a TRPG, it's still a standard DWRP and there's no dice/classes/stats/etc used in gameplay.

All in all, Kingdom♔Daze has a slice of life feel with the sense of so-called adventure thrown in—when characters aren't exploring labyrinths they're anticipated to take part time jobs while they stay at the town's inn, and when they are exploring they're anticipated to expect anything and everything. After all, labyrinths can be anything from games to challenges to activities to exploradoras... and anything else you can think of! To wrap this up, the steady pace of the game means that days progress slowly, labyrinths last anywhere from three days to a week, and backtagging is not only allowed, but encouraged.

Also: Kingdom♔Daze is not a team game at all (something I want to address because I've seen this confusion in more places then one, actually!) While there can be labyrinths that sort characters into temporary teams on some occasions, characters are actually all working together towards what is essentially the same goal! That said, characters might be co-workers if they have the same part time job, if that's the cause for confusion, but they still have their own rooms at the inn and whatnot.

>> MORE ON THE PREMISE



STANDARD GAME OVERLOOK

WHO YOU CAN APP: Canon/AU/PG/Original Characters are all acceptable, but only one of each character will be allowed. Characters from an AU where only one or two things are changed for the purpose of making them consider coming here (like altering a single event in their life or otherwise) are allowed.

CHARACTER CAPS: The game-wide character cap is at 50 characters and it's currently 5 characters per player. While we might budge with the game-wide character cap should the time come, the objective of this game is to keep it on the small side.

PERSONAL BELONGINGS: Characters will be able to bring along any possessions they can carry when they first arrive, whether it's a rucksack or luggage or a comically-sized crate they're tugging along. Weapons are, of course, allowed, assuming they don't have the sole destructive strength to wipe out a planet. Alcohol and drugs can get past the customs, oddly enough. Pets and the like are allowed assuming they don't have enough substance to be apped separately.

POWERS: Characters keep their powers. However, anything that could break the world is not possible, and anything that's ridiculously overpowered is kind of toned down to reasonable levels as per your best judgement—talking specifically about magic/strength here. Like, if you app Goku and he goes to punch someone and it NORMALLY creates a crater, it won't happen to such a degree here. Meanwhile, labyrinths can have their own rules! It depends on the labyrinth, but there can be times where powers are either unusable, equal to everyone's, very taxing on the character's body, or something or other.

IC:OOC RATIO: Time progresses roughly 1 IC Day = 1 OOC Week, give or take depending on the circumstances. Typically the game runs on mingles that span across the entire day, with the occasional mingle covering nighttime when applicable. Backtagging is allowed and is certainly not discouraged!

ACTIVITY: There will be a monthly activity requirement of 20 comments across 1-3 threads. Just make sure it's kind of reasonable and not a constant of tiny threads and we're good. You won't have to comment to an activity post each month—we'll just check your character's tag! TAGGING POSTS IS VERY IMPORTANT.

>> RULES AND F.A.Q.



EXPLORING THE MANY LABYRINTHS

Get the idea of a dark, dusty, monster-ridden dungeon out of your mind; "labyrinth" is the catch-all term for the events that take place in the mysterious locations that formed underground around a century ago. They can be ANYTHING, from a picturesque scene of the outdoors to your mother's ritzy bedroom. These labyrinths can have anywhere from 2-10 rooms (depending on the complexity) that can carry a strong theme or look entirely different from one another. These rooms may not necessarily require CREATIVE EXPLORING every single time, but exist to, you know, check out and deal with by any means deemed necessary. So, no, not every labyrinth is an exploradora per se, but chances are your character will technically be exploring, even if all they're doing is passing through each room and completing a clear objective. And who knows, they might be bound to the same room the whole time.

It goes like this: your character goes in, does a thing, receives a treasure, then gets out, and BAM the labyrinth has been eradicated! And once the labyrinth as been eradicated, there's a nice upgrade/unlock somewhere in the town. After all, that's what you're here for—to restore the kingdom! Oh, and the reward you get for helping. Of course.

Labyrinths can be anything, from a social game to a frightening challenge to a mysterious exploradora...

...to just about anything else. They can be silly or traumatizing, handled individually or as a group, require bonding or opposition, involve decisions or solutions, and so on. It really depends on the task or challenge that's at hand. There will be labyrinths that require you to simply pass through rooms, and others that will involve slightly more extensive exploration. Overall, labyrinths can be games/challenges/tasks/activities/exploradoras/etc—you name it.

Labyrinths are not time sensitive.

The purpose of labyrinths is to have an activity or event that engages the players without making anyone feel like they've been left out due to scheduling conflicts or time issues. We can't promise this won't happen, but we try our best to prevent this! That said, with labyrinths you're not expected to show up at a specific time or stick around for however many hours. Labyrinths start whenever you can make it, and tend to last anywhere from a few days to a week in order to give players the time they need to make their progress! And, of course, backtagging is allowed in labyrinths (at least among the characters; the runner can stick to their cut-off or continue with stragglers as they see fit.)

Labyrinths typically occur every 1-2 weeks.

It depends on many things! While we don't police the labyrinth runners and their decisions, we do encourage taking the cool-down time between one labyrinth and another into consideration. If it's a heavy labyrinth, such as something that traumatized many of the characters, we might gently press to have a couple weeks of cool-down before the next labyrinth. If it was a simple creative activity, we don't see any harm in running a labyrinth sooner. This also depends on the runner's preference for when they'd like to run the labyrinth, of course!

You're not pressured to make every labyrinth.

Labyrinths, unless otherwise noted, are light events that don't directly weave into the game's Grand Plot Story. Missing some here or there won't ruin the fun of the game. Labyrinths do however provide a little extra something for your character to do, as well as some random treasure, but even if a character didn't take part they still get to see the upgraded/unlocked part of the area anyway—sometimes there are chances to involve your characters even if you missed the labyrinth! In summary, just play in them when you think you can, when you want to.

>> MORE ON LABYRINTHS



LIFE IN THE NAMELESS KINGDOM

LOCATION: Your character will be arriving at Port Perplex, a maritime town situated at the foot of some cliffs. It once attracted a lot of tourism, but since then it's become a little rough, to say the least. Nevertheless, for many it's still home; the townsfolk mostly mind their own business and live their lives as well as they can. There are also many things to explore in the land surrounding the town—well... there's not much that might be of interest at first, but there will come to be many things to discover with each labyrinth cleared!

>> LOCATION INFO

JOBS: Upon arriving characters will be pressed to get a job! Specifically a part-time job, like working at a flower shop, doing town patrol, assisting as a librarian, etc. Characters don't HAVE to take a job, but life's difficulty level definitely goes up for them if they don't. After all, they'll be refused a room at the inn if they don't bother to get a job at all. The way to look at it is that jobs provide hooks/excuses/etc for gameplay and a handwavy amount of spending money. On the flip side, jobs don't actually need to be played out—they can just be happening off-screen, too. There are also little benefits to jobs, like learning how to sew various things from the tailors and getting free cakes from the bakery and so on.

>> JOB INFO

RESIDENCE: Every character will be staying in their own room at the town's inn, The Dolph-Inn, assuming they take on a part-time job. It's not payment the innkeeper wants; they just don't want a "labyrinth explorin' bum moochin' offa me" as they put it. So should your character show up without a part-time job they'll just give them a box and tell them to sleep outside with the monsters. Better hope the camping life is your thing in that case. At the inn, everyone staying gets a bed, a warm bath, and other comfy necessities. Meals prepared the the innkeeper, however, are not free. On the ground floor is a cozy tavern that characters can chill at. There's also a kitchen with a magical pantry full of raw ingredients that characters are welcome to utilize for free, actually, if they want.

>> THE DOLPH-INN

MONSTERS: Monsters will come out at night (and rarely crop up as early as evening or as late as morning). Oddly enough, they are not a result of the cataclysm—these guys have always been here, so they'll continue to always be here. Some monsters are unfairly cute. Some are downright hideous. ALL OF THEM ARE RATHER AGGRESSIVE, meaning your character better get to the inn or find another safe place by the time the sun goes down. What's nice though is that each monster drops some interesting loot, so maybe you WANT to kick their asses.

>> MONSTER INFO

ANOMALIES: On occasion, the magic seeping up from the labyrinths will cause a ~status effect~ for the kingdom's resources or people (that includes you, characters) out of the blue. The kingdom itself just refers to these as "anomalies" since it's a nice broad term that defines anything really weird happening to them. We're talking things like a sudden deficit in sweets throughout the kingdom, everyone having the inability to lie or tell the truth, or maybe you've sprouted cat ears that haven't gone away the past couple of days. Things like that. "How do you make these anomalies go away?" Rumors claim that if you complete a specific task relating to the anomaly at hand, it'll go away. Otherwise, time's your healer, my friend.

>> ANOMALY INFO



SUGGESTIONS, QUESTIONS, AND CONTACT

We're always open to suggestions, whether it's to better the game, an idea for a labyrinth, and so on. As well, we're always open to answering questions—communication is key in making this an enjoyable game for everyone! And speaking of communication, we do have a room on Slack (a damn good browser-based chat like IRC) for everyone to chat in, so if you'd like to join in, just do so or shoot the mod email/plurk a request for an invite!

>> SUGGESTIONS PAGE AND CONTACT PAGE


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

queendaze: (Default)

Hello, players! This is an info gathering post in which your reply is optional but HIGHLY ENCOURAGED!!

To sum it up: things turning up in Kingdom Daze's latest area after each labyrinth exploration are being drawn from your character's memories... at least, they really seem to be. That means that these things can pertain directly to your character (such as their interests/fears/etc), things in your character's world/life (such as a familiar plant or their childhood home), things from a past RP you played your character in (who knows what then??), or even pieces of a past labyrinth that your character can't shake off. Basically, as long as your character once experienced this thing, or they heard of it and envisioned it on their own, it's an acceptable possibility! And if your character wouldn't remember the thing you'd like to drag into Daze, because of amnesia/fake memories/etc, you can still include it because why not.

Think of it like this: you can bring aspects of your character's life straight into Kingdom Daze, thus exposing all of the other characters to things relating to your character's life before coming to the kingdom, and maybe even make your character re-face parts of their deeper past. Furthermore, everything that turns up is here to stay, meaning your character is leaving a permanent mark of their own on Kingdom Daze and helping to rebuild the kingdom in a way that couldn't have done it without them.

Remember: the way this is working is that a labyrinth unveils a larger chunk of the area, and your character's memory things build up from it.

IDEAS AND CONSIDERATIONS


• Because all of these things are drawn from your character's memories, you can have them be as accurate or as inaccurate as you'd like. Maybe something's been fudged by the character's interpretation of the memory, or their feelings tampered with the presentation. TOY WITH THIS HOW YOU WILL! For instance, the forest that sprung up resembles the one your character argued with their family in (in fact, you can still hear the screaming as you walk through it...) and is devoid of leaves, when, in fact, the leaves had certainly not fallen when that event took place. It could be because your character wouldn't have paid attention to this detail in such a moment, or their feelings on this event are affecting this representation!

• World-Related Ideas: flora (plants from your character's world! plants your character really likes or dislikes!), fauna (creatures from your character's world, whether they're very unique or plentiful!), technology (devices that are either unique to your character's world OR very commonly used! things as small as sd cards and as big as ships!), landmarks (familiar buildings! parts of towns your character's visited! maybe just familiar statues and gardens!), specific landforms (that pond you always cried at! the volcano you almost tossed your cousin into!), imagery/aesthetic/symbolism (are stars a huge thing in your world? are clocks everywhere? your world's/canon's mascot? was your building's architecture unique?), biomes (just worth noting; was it very snowy where you lived? was it very hot? did you live underwater, are you a mermaid???), and so forth.

• Character-Related Ideas: a statue of your character's ~CRUSH~ because it's hilarious. A giant hole in the ground full of hundreds of empty cigarette packs because all your character remembers about their dad is the brand of cigarettes he smoked. A store that sells a uniform from your character's world, and people wearing it. A gravestone with your name on it because either you are Actually Dead or you think you should be dead. A shrubbery that grows weird little things that look exactly like your eyebrows. In summary, just combine Personal Aspects with Worldly Aspects and add a dash or two of whatever else. ~Follow your heart.~

• Things that aren't ~super duper unique~ to your world are still acceptable things to bring in! Also, "smaller" things, including but not limited to technology/foods/fashion/magic/literature/media/etc is acceptable! The magic from the labyrinths can pull bits and pieces of culture in an appropriate and acceptable way—after all, this is a reflection of your character's memories. SO GIVE THE KINGDOM SOME OF YOUR WORLD'S COMPUTERS, DANG NABBIT!1111

• Be as general or as detailed as you want. If you want a Specific Thing from your character's past showing up, such as the tree they killed their friend in front of, feel free to mention some of the MUST HAVE details. Maybe there's a chalk outline of the corpse on the ground nearby with some blood splattered on the trunk, or the trees were blooming a vivid pink and orange at that time of the year, or a bird was staring down at you from a branch, and so forth. Otherwise, supply some imagery/symbolism/aesthetic and I'll do the rest of the work by creating something that simply has the likeness, or inspiration, of your character's home/life.

• tl;dr if you want to see it come from your character's world/memories/life in ANY SHAPE OR FORM, even if you get a little abstract/creative with it, YOU'RE GOLD


COMMENTING


There's no form—all it'd really consist of would be "what is a thing you'd like to see make an appearance from your character's world" over and over again, so I advise making a bulleted list. For the time being, please offer no more than ten things. Comments are screened, and you're more than welcome to edit/add as you please since I'll be compiling this all in a spreadsheet!

Disclaimer: I might have to get a little creative with some of these things, so if you don't mention something NEEDING to be exactly the way it is, I might creatively adjust it to fit the need it's meeting.

???

Jan. 6th, 2016 02:56 am
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THE KINGDOM

The kingdom itself is simply known as that: The Kingdom. Its name, once known by everyone, has been lost ever since that magic cataclysm took place one hundred years ago. But more on the kingdom itself: there are a large variety of unique locations within the kingdom; it boasts plenty of beautiful sights, lots of—oh, wait, hold on, my bad. This was also before the magical cataclysm. Few of these beautiful sights remain anymore thanks to the labyrinths... but that's why you're here, right?

The royalty in charge, who happens to be the one who invited you here in the first place, is Queen Dominique Ava-Zeva Eupheme. The young godlike queen's the best sorceress around, and wields a two-handed sword like it's her bread and butter. However, despite her amazing prowess, she's unable to challenge the labyrinths for their magical properties deflect her own completely.

MAP



GENERAL

This city was once giant, self-sufficient, and the center of everything in the kingdom. Now? You only stand in a fraction of it—due to the raging dust storms—and all that remains here is what little's been left behind by the cataclysm's destruction a hundred years ago.

Terrain: The ground is coated in an ashen dust. The way it lays might remind you of packing snow: as you walk, it won't blow around, but a deliberate kick here, or a gust of wind there, and the dust flies around a bit. Patches of grass, and even small flowers, can be seen sticking out from the dust. If you brush the dust away, you'll find fertile soil.

Ruins: Scattered along the roads are ruins of buildings. At one time they were built with various colored square-shaped stones. But now, you'll never find a single building that's fully in tact. You might find one with a whole wall. Or one with all of its walls in half. Or one that just the outline of what might have once been in a Roxaboxen-like fashion. And so forth, things like that.

Day/Night: You can't see the sun at all in the bright, blue sky. No, no, it's not hiding: it's just not there at all. To add to the confusion: there's no natural, subtle shift from day -> night. One second it's bright out—the next, it's nighttime, like a sudden transformation. Daytime last for 12 hours, and nighttime lasts for 12 hours. And nighttime? Is freakin' dark. You need your lamp when it shifts to nighttime for sure. Furthermore, there are no stars out—the night sky is as blank as it is during the day.

Roads: They're wide enough to fit two standard vehicles side-by-side, and constructed from various tones of weathered, square stones. The road's stones strongly resemble the ones that the fallen buildings were constructed from. There are no lights along the roads.

Outskirts: Surrounding this part of the town is an ongoing dust storm. So, waltzing into it? A bad idea. Despite the obvious inability to see what's ahead, and the inevitable struggle to breathe that almost suffocates you, you won't make it very far—in the end, you could find yourself lightheaded and faint. When you've awoken, you'll find yourself somehow dumped back where it's safe.

Air: The quality here isn't the best. Breathing isn't difficult, but you can't help but notice how much thicker the air seems here. Wearing a cloth over your mouth/nose would probably help a little bit, but you can get by without. If you have allergies, they won't be set off unless someone actually kicks up the dust... but that'd make anyone sneeze or cough, really.

Climate: It's a pinch colder than room temperature, as though someone forgot to turn the heater on. There are occasionally strong gusts of wind that send dust flying about.

Anomalies: There are a couple things to watch out for while you're here, caused by the effects of the labyrinths down below. Thankfully, it's nothing life-threatening...?
Mirages: In the corner of your eye you might catch sight of something familiar to you. A vision of something heartwarming, like family or friends? A vision from your deepest fears, such as your enemy or the dead? It could even be the illusion of another explorer, trying to usher you in for help or advice. Or a giant pile of money and beer. The possibilities are endless, and sometimes other people will see the same mirage as you. But, go towards this illusion, and while you might get some brief interaction (or whatever else would entail,) in the very end it'll glitch and fall apart into dust.

Whirlwinds: Whether it's windy or not, you might be suddenly sucked up by a tiny tornado and spit out somewhere else. Sometimes you see them—other times, you don't. It's pretty damn inconvenient. After being spit out, you'll wind up dizzy, and fall to a place that you'd least expect. There's a small chance you won't even remember what you were doing before...


AREAS OF INTEREST

Base Camp

What it says on the tin: a clearing set-up for the explorers to stay at for the time being.

• Tents are set-up along the edge; the middle area is just empty space.

• Everyone has a tent that looks like this. However, if you know your character is likely to be sharing their tent with someone(s), feel free to just roll with them doing so instead of having extra tents.

• Each tent includes a hurricane lamp (that never needs filled) and a sleeping bag. If you're sharing a tent, there's likely to be enough sleeping bags for everyone. There's also enough room off to the side in the tent to set your stuff up, such as belongings, rations, etc. The front does zip up, allowing for any much needed privacy.

• There's no lighting in this area. Not a big deal during the day, but at night... that might pose a problem.

• If you're unlucky, your tent might occasionally... roll away. You'll have to periodically check to make sure that it's still attached firmly to the ground from time to time.

Scout HQ

The Scouts took over the ruins of the giant archives building and converted it into their local headquarters. There's no roof; only the front wall of the building's first story stands, and the front door is just a doorway. Every other wall is halved or missing.

• Tents (for the Scouts) are set up within the Roxaboxen-like frame. In every corner are tables holding mysterious devices, and makeshift bookshelves holding binders. Someone always seems to be tinkering with said devices, or reading something, and they'll never let you get TOO close to these goods.

• One of the tents is a bit larger and has a flag at the tip-top—this is where the Scout Leader stays. Inside her tent is a desk, chair, and bookshelf. It'd look like a decent office if it weren't for her sleeping bag off to the side. She seems busy, but she's usually available! If you wanted, you could use her to get in contact with The Queen.

Junk Hill

A mountain of junk. It's like someone took the smaller things that were left behind a hundred years ago and put it all into a giant, towering pile.

• You can find almost ANYTHING here, whether you're looking for it or not. The vast majority of this junk is non-perishable (though the unlucky ones could certainly come across a banana peel or empty cup of ramen.)

• Most of what you'll find is in bad shape, rusted, or needs fixed. Not to say you can't be lucky! It's just very hit or miss.

You can find technology. A busted cellphone? A radio that needs a new antenna, a typewriter with some buttons missing, tangled headphones, a dead laptop of all damn things?! Surely they'll be useful someday, and surely someone will be able to fix what's broken.

• The only thing your character won't find is magical things. Things that summon fire, things that change your height, a lamp that grants wishes... things of that nature. You know. Magic doodads. Not gonna see them in this junk pile.

• Needs ideas for the random stuff your character can find? Try this or that randomizer! Or just pull stuff off the top of your head.

• It's possible to cause an avalanche! Moreso for chaotic comedy reasons than Actual Murder reasons. So, don't get trapped under a bunch of random crap, okay? At least the pile seems to clean/reset itself by the next day, so any avalanche you caused will be taken care of by the next morning.

Temple Ruins

Also known as "The Ruined Temple," this is the only building that seems to be standing... It has doors, a damaged roof, busted windows, and worn walls.

• It consists of one room that looks like a church. There are many stone benches, in various states of array, set up in rows. In the center aisle is a long, holey rug leading towards a pulpit in the back of the room.

• Behind the pulpit is a large boulder. It's been shaped, with intriguing edges and engravings, implying that it was placed there with a purpose.

• Inside are unlit candles, set atop pedestals and mounted to the walls. The day is bright enough for you to get by without lighting them, but if you intend to stay here around nightfall, you better have a match.


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

queendaze: (Default)

RUNNING A LABYRINTH

This page can still be expanded upon, and I aim to do that soon, but for now I want to lay down the significant basics to running a labyrinth.

WHAT YOU NEED TO DO OOCLY:

So you want to run a labyrinth! Awesome! We're always welcome to players running their own labyrinths. This means you know what you want to run, and you know when you want to run it... so you just need to make sure it's official and whatnot!

Step One: Comment to the Event Schedule page.

This is the page you want to be at if you want to run a labyrinth—by commenting here we can add it to a table of events! Just make sure that the date you want to run your labyrinth doesn't coincide with one that might already be scheduled.

Step Two: Make an announcement post to the OOC community.

We prefer that you wait until we've added your labyrinth to the table before making a post, however, if we've already talked about your labyrinth happening then you can just go right on ahead and make that OOC post. When we see your post up on the OOC community, we'll also plurk about it on the game's plurk account!

...AND THAT'S IT, YOU'RE SET TO RUN A LABYRINTH!

Notes: Ideally, we'd like to see labyrinths last no less than a few days. If it's a very socially engaging labyrinth, you might want to have that last all week. If it's a labyrinth where the progress relies on both your responses and the interaction between other characters, I'd suggest the middle-grounds of 4-5 days, give or take. If the labyrinth is incredibly simple and requires the bare minimum of interaction to progress, you can make it a few days. Nnnot that these are strict guidelines that you must adhere by, they're just suggestions!

WHAT IT TAKES ICLY:

Basically, labyrinths are activities! Games! Challenges! Tasks! Exploradoras! ANYTHING! If you want a reason for characters to encounter a velociraptor, put it in a labyrinth. If you want to have characters address their outed secrets, put it in a labyrinth! Labyrinths also contain anachronisms, so you don't have to sweat the small things like technology or memes, though it's always better to be safe than sorry by restraining from breaking the fourth wall and calling everyone fictional. That's a no-no. Still, why NOT have your labyrinth take place on an airplane full of zombies and pillows? Seriously, why not.

Here is the only thing a labyrinth ABSOLUTELY requires:

• treasure

That's right; all a labyrinth really needs is treasure at the end, which you can have determined from the start, make unique to each character, have completely randomized, and so on. You might decide that your snowy labyrinth gives everyone some hot cocoa and marshmallows in the end. One traumatizing labyrinth might supply pillows, whereas another traumatizing labyrinth supplies glass replicas of the body parts everyone lost. Treasure can range from useful to useless; it all varies!

If you're curious about what you can get away with in a labyrinth, here are some structural ideas:

★ Labyrinths can contain anywhere from 2-10 rooms, however, you can totally have more than that as long as it's not overwhelming. If you draft 20 rooms and have it so characters will only come across 5 of those rooms based on the decisions and actions they make, then so be it!

★ You don't have to go outside of 1 room though. If you just want an activity that doesn't involve going to a different room, then keep it in one room! Look at the social bingo, for instance: almost everything happened within one room, and the second room was a treasure room.

★ Exploradora qualities aren't necessary! You don't HAVE to force yourself to supply things to explore. Don't do a Me and make the mistake that I did with the social bingo; I said "HEY GUYS, FEEL FREE TO EXPLORE!" and I didn't even supply any useful description of the room. Nothing. Nada. I didn't say the table cloths were long—how would you have guessed it without approaching it? Why would you approach a table and wonder how long the table cloth was? What if that was important though? HOW WOULD YOU HAVE KNOWN THERE WEREN'T RABID SQUIRRELS UNDER THEM?! So basically, you don't have to force exploration qualities on your labyrinth just because, you can say "there's nothing to really explore" and leave it at that—assuming your labyrinth isn't focused on exploration I mean. On the flip side, if your labyrinth relies on exploration, do the opposite of what I did and supply information on things you absolutely WANT to be addressed!

★ Rooms aren't always "rooms". Remember, one room can be the great outdoors and have a trapdoor that suddenly whisks you into an ancient coliseum. While it's very good to have a general (if unclear) theme across an entire labyrinth, it's not forbidden to be a bit zany with the rooms characters can come across.

★ You can utilize groups/teams/pairs as seen fit in the labyrinths! Split everyone into pairs and send them down different routes, have everyone participate together but on different teams, and so forth. However, it's always good to mention this when the labyrinth is first announced, and to also note beforehand whether players can sign characters up together, anticipate to be sorted based on scheduling alignments or survey results, or expect to be completely randomized.

I'M 100% POSITIVE THERE IS MORE I'M LEAVING OUT, and just because I haven't mentioned it doesn't mean it's not allowed. Feel free to break the boundaries, and feel free to be creative. And don't be afraid to ask questions!


NPCs

Sep. 15th, 2015 12:33 pm
queendaze: (Default)
NPCs
Dominique Ava-Zeva Eupheme
THE QUEEN

The powerful Queen who asks otherwordly volunteers for their help to save her kingdom from the labyrinths; in return, she's sworn to give them anything they want as a reward.
Cecilia Aria-Rita Eupheme
SCOUT LEADER

The Queen's brave younger sister who leads the search for entrances to the many labyrinths. Above all else, she seems to act on the pursuit of knowledge and information.


queendaze: (Default)

SUGGESTIONS

Want to make a suggestion? Go for it! Maybe you want to see something particular come up in a labyrinth, like having your character address their fears, or something cracky involving pudding, or something! Or maybe you'd like to SEE a certain kind of labyrinth, one with a certain kind of set-up or setting or scenario. Honestly, feel free to indulge on your desires with this post! Pour your heart out! Make bullet lists, pop in here every now and again, go for it!

You can also suggest things relating directly to the game, like its mechanics or structure! I can't promise I'll adhere to everything, but I will always read over your input and take it into consideration.

Comments made to this post are not screened.

However, if you'd prefer to make a suggestion without others seeing, you can shoot an email over to kingdoms.dazed.mods at gmail!


queendaze: (Default)
Applicant

Name: Marie
Contact: bid.you.adieu at gmail | entrepreromance at plurk
Timezone/Availability: CST

Character

Name: Echo
Age: 16
Canon/AU/PG/Original: Pandora Hearts AU where things just turn out sliiiightly differently for Echo...

Personality/Background:
  • Echo plays the role of Vincent Nightray's ~mindless~ servant, but deep down inside she's always hated him and questioned his morally questionable orders

  • She shares a body with Zwei/Noise, the True body owner, who is violent and unhinged. Doldee, the manipulative bondage monster, is also there.

  • Eventually Oz, the protagonist, makes Echo realize that she doesn't like letting all sorts of terrible things happen in her presence, leading her to try helping people even when she has no real reason to

  • She decides that she isn't just "an echo," she is Echo and she will stand up and protect what she needs to protect!! Especially Noise's mind!!

  • BUT IN THIS AU, after kicking Doldee's ass to protect Noise, an unanticipated thing happens: Noise winds up dying along with Doldee.

  • And Echo is left living with the guilt of this action; she wanted to PROTECT!!1 Noise by taking care of Doldee once and for all, but instead her actions wound up killing Noise, too.

Echo is a (seemingly) emotionless servant who speaks in third person only half the time. It's not that she doesn't have emotions, but moreso that she struggles to feel or understand them, though she's made a lot of progress. It's gotten to the point that occasionally her flat voice and deadpan visage give way to expressing herself properly. Feelings and stuff aside, Echo's very perceptive and logical, thinking things through as carefully as she can. She might not be the brightest, but she always attempts to tackle things with what she considers to be a well-thought approach.

While Echo's not opposed to socializing, she just doesn't have much experience with people, instead preferring to watch them from afar. People watching is a hobby of hers, after all. Despite her social awkwardness and her curt comments that can inadvertently cause more harm than good, she knows how to be GENERALLY polite and MOSTLY respectful—just as long as the person isn't getting in her way or on her nerves (which isn't too hard to do with Echo here.) In addition, she's a bad liar who happens to be pretty good at containing her heavily judgmental thoughts... assuming she hasn't already shared them.

Sample:

1) Who would you really like to tell off? Why?

If what you mean is "reprimand" ... and this is being kept secret... The answer is obvious: Master Vincent. His childish behavior of tearing dolls to pieces. His habit of falling asleep everywhere. His treatment of people who are not his brother. It was annoying to deal with that kind of person. However... Echo could never tell him off. It is not appropriate.

2) What is your idea of perfect happiness?

A world where nothing bad happened to anyone. Hm? You are silent. Is this agreement? Is this... confusion? It is a struggle to identify your reaction. Please clarify so I know where to begin addressing this.

3) What do you consider your special talent?

Slicing and cutting with two knives. That is right. A knife in each hand. It's more effective that way.

4) On what occasions do you lie?

Wh—... What are you talking about? Um... I do not lie. To assume I lie, that is offensive. Don't waste your time. A person only lies to hide something, but Echo—Echo never has to hide anything...

5) What do you think other people think of you? What do you want them to think of you?

It does not matter what they think of Echo. Echo is probably thought of as nothing more than a servant. But to a person like Oz... I hope that he thinks I am reliable.

Game

What possessions are they bringing along? Her diary and a pair of huge knives she keeps tucked away in each sleeve.

What do they want in return for helping? Echo will want to revive Noise since, in this AU, her death was the direct consequence of Echo's actions. With how much Echo regrets this, she'd naturally take the opportunity to fix it since it's being offered.




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HIATUS

If you think you'll be missing from the game for three weeks or longer, please shoot the mods an email at kingdom.dazed.mods at gmailHIATUS in the subject, and the anticipated length of your hiatus as well as your character's name/journal in the message. This is so we can properly take this into account during that month's activity check. Just keep in mind that if your hiatuses are all too frequent we may gently nudge you, but there's never harm or shame in taking a break.

Canon updating

You don't have to shoot the mods an email when you want to canon update your character. When updating your character, your character will ICly be taking a boat ride to their homeworld for at least a small part of an IC day; for example: through the morning, or overnight.

IC excuses for your character's hiatus:

While you're on hiatus you're welcome to assume your character was on autopilot, doing the things they usually do in the background. However, if you need an IC reason for your character to have missed things they wouldn't normally have missed, you may feel free to apply these excuses:

• Your character boards the ship for a visit home (especially appropriate for longer hiatuses).

• Your character boards the ship to briefly help in another part of the kingdom (especially appropriate for longer hiatuses if your character isn't the type to take a visit home, even though their time helping can't be recalled as much more than a quick blur of BUSY BUSY BUSY).

• Your character's employer happens to be overworking them (especially appropriate if you just need a reason for your character to be missing for no more than a few IC days).

Honestly, any choice is appropriate for whatever reason, those comments in the parenthesis are just quick suggestions.


DROP

First of all, we thank you for playing here! Dropping a character from Kingdom♔Daze is pretty uncomplicated—just comment to this post with the form below.

ICly, what takes place is your character will be boarding a ship with their stuff to return home! They either received a mysterious message that urges them to come back OR they just decided that they should return home—or whatever puts them on that ship.

You're welcome to make an IC drop post to play with! It's purely optional, but just because your character is going home doesn't mean they can't say their goodbyes before boarding the ship, or promise to come back, or wave their friends off as they sail away, or whatever else floats your boat. Who knows, maybe you will reapp them in the future!

Reapplications aren't an option yet this early in the game, but it will be very soon! When the time comes, reapplications will never require that you type a whole 'nother application; it'll be a much simpler form.

Drop Form:

Please reply to this post with this form filled out:


queendaze: (Default)

MOD CONTACT

Your dazed mod is Marie ([plurk.com profile] entrepreromance.) That personal plurk is just for reference so you know who I am; there are two far more practical methods for you to reach the game's mod directly about Kingdom♔Daze stuff:

• Shoot an email to kingdoms.dazed.mods at gmail

or

• PM the game's plurk account, [plurk.com profile] kingdomdaze!

Either method is perfectly acceptable. I'll do my best to respond to you as soon as possible!


queendaze: (Default)
SURVEY QUESTIONS

  • What do you want from life?
  • What do you think other people think of you? What do you want them to think of you?
  • What do you consider your special talent?
  • Would you kill someone? If so, what would it take?
  • What is your idea of perfect happiness?
  • What are you most proud of about your life?
  • What's the worst thing you've ever done? Why?
  • What kind of trait you admire in others?
  • What one word best describes you? Why?
  • How do you like to spend your free time?
  • Who would you really like to tell off? Why?
  • What’s your greatest source of frustration?
  • If you could change one thing about yourself, what would it be?
  • What is your greatest regret?
  • On what occasions do you lie?
queendaze: (Default)
BUSINESSES

Okay, so not all of these are businesses per se; some are simply community establishments. However, the general term we'll use here is "business" so we aren't alternating our vocabulary too much! That said, these businesses are not only for finding part-time employment, they're also places your character can visit for their goods and services.

All but the clinic and garrison close at sunset and reopen at sunrise.

There are 7 businesses:
  • Flower Shop - ideal place to select from a large variety of standard plants and interesting gifts.
  • Garrison - 24/7; members of the community who hope to provide guidance and protection.
  • Tailor's Boutique - shop that sells/mends/creates clothes and other cloth-centric items.
  • Bakery - set up like a cafe that only serves coffee, tea, and desserts (oh and bread).
  • Clinic - 24/7; supporting the community with access to medicine, medical knowledge, and immediate care.
  • Library - has a large collection of books on everything BUT the kingdom's history and background.
  • Weapons n' More - store that sells weapons as well as random tools and junk you can't find anywhere else.

Scroll down to the comments to see an overview of all of them.


JOBS

Your character is likely to be taking up a part-time job at one of the local businesses shortly after their arrival; the queen herself will have previously suggested it to your character, seeing as everyone will require a job in order to receive any a free stay at the inn! Also, it provides a source of handwavy income.

How do jobs come into play? However you want, assuming you choose for them to come into play! These jobs can be used as hooks for "day in the life" threads; they can also be used as hiatus excuses (they could suddenly be working a few days straight!) and whatnot. With each job are many possible tasks a character could be doing: the flower shop could make you hand out petunias, the bakery could have you driving a bread cart through town, the patrol could have you asking questions about suspicious activity, and so on.

HOWEVER, if none of that interests you, you don't have to play it out; you can handwave their jobs happening when they aren't on screen. Tasks are there to help give some substance when your character isn't exploring the labyrinths, and jobs themselves are the logical reason for your character to have a handwavy amount of spending money.

Employers are "prop NPCs".

Every business is run by an employer who is an eccentric, yet indistinct, NPC that nobody plays. They exist as that off-screen voice telling your character what to do. I'm not sure if there's already a term for it, but I call these "prop NPCs"—non-playable characters that aren't being played by ANYONE AT ALL but can be handwaved and utilized as seen fit, to your liking, just like props. Most of the time your character will only just refer back to them, like "Oh, you know, my boss is making me do this" or whatever. If you are so inclined, you can briefly pull them into your thread; maybe your character's chatting on the job and midway the boss should come out of the back and give them a giant crate of cupcakes to hand out.

Job acquisition is handwaved.

That's right: getting a job is just handwaved one way or another. Your character won't have to engage with the employer in a thread, and you don't need any modly permissions in regards to whether or not your character can have this job. If you want you can still play your character as being at the business before/after they've got their job, or you can completely handwave that they got it at some point off-screen.

Your character will not be stuck inside a building when they work.

Most, if not all, of your character's tasks assigned by their employer are odd jobs that are meant to take place OUTSIDE the business. Now, if you work at the library or the clinic, odds are you might be indoors a little more, but you're STILL encouraged to get out there and engage with people! The employers can run the registers/desks/etc themsleves—they hired YOU so you could take care of all the random things they can't! Now, this isn't to say your character can't stick around in the building all day, but—well, you get my point by now I hope.

Your character's job should be listed on their stats/permissions.

OOCly there's no "job list" to add your character to. Your character's job should be listed in the Stats/Permissions post on their journal, by the appropriate section. We encourage every player to make a post like this for their journal.

Characters can freely change jobs.

That's right—they can change their jobs whenever they want. You could just be all "yeah Bob here's not going to be on patrol anymore he's just gonna work at the library now" and that's cool. Businesses around here are surprisingly flexible with this. Just make sure to keep your Stats/Permissions up to date!

There's no limit to how many employees a business can hire.

Even if there's already five other characters working at that business you want to toss your character at, they can work there! It's part-time for a reason, and hey, you might get the opportunity to meet characters through working at the same place as them.

Character's can be fired...

...but that's up to you. If you WANT to play with your character being fired from their jobs, you can toy with that. Employers here are surprisingly easygoing, and perhaps blissfully unaware of their worker's habits on the job. But sometimes they might catch them at the wrong time. And just as employers are easygoing with their crappy workers, they're also easygoing about rehiring them... sometimes. If you want a reason for your character to have a job change against their will, you have it.

You don't have to assume your character is working everyday.

Again, these are part time jobs—characters are either working too often or not often enough, so just wing it!



The tasks listed with each business are examples to give you the general gist of what your character's work might entail should they work there—and should you want to utilize it for threads. You can use what's listed and/or make up your own tasks, just so long as they're ~vaguely~ relevant, even if it's crack. Each employer is pretty eccentric with their idea of work, and overly devoted to anything surrounding it, so you can expect to play with a wide range of things.

The perks, again, apply should your character be employed here! It can be goods, access to particular things, or some skills your character can come to learn by working there. You don't gain it all at once, you gain it over the course time, so it's best to handle it gradually. You can be relatively creative with what your character gets from working here, too, but we'll also try to keep this list updated with anything else we think should be added!


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

queendaze: (Default)
Applications are currently OPEN.

Your application will be processed within 1-3 days.


HOW TO APPLY

Forms are at the bottom of the page; to apply, just comment to this post with one filled out. All comments are screened.

To reapp a character: just comment with a link to your former application and indicate in the subject that you're reapping! However, if anything's changed (such as your contact information or anything else), please indicate that.

General

★ You are allowed to app up to 5 characters.

★ For a general example, here's a sample application. I'm sorry it's Echo, I don't know what else you expect of me.

★ Remember: whoever you app is willing to be here, even if you have to take them from a different point in canon or a slightly altered universe.

★ Dead characters are okay to app! The Queen has the equivalent of a Master's in Necromancy; she addressed said character spiritually and brought them back to life in order to help her cause.

★ Yes, the Queen would ask an "average" character, such as a student, to help with her cause. The Queen can see the potential in EVERYONE!

★ You can app an animal/creature/etc character, but please know that, OOCly speaking, labyrinths are made with humanoid characters in mind. That said, still knowing this you do have the option of keeping them as an animal—and alternatively you also have the option of humanizing them. However, if you go about this route, we ask that you make it an AU, such as "they've always been human" or "something back home inexplicably caused them to become human" and go about it this way.

★ You can app a child character, but we ask you this: if this child were in the Pokemon universe where most 10 year-old children pick up a Pokemon and start a journey across the land, would they be able to handle this in some capacity? If so, you can app that child. BUT NO JUST BE REASONABLE HERE! Apping a child who needs babysat to a place where they're expected to traverse labyrinths and care for themself is not a good idea. The Queen wouldn't ask them to help in the first place!

Canon/AU/PG/Original

★ Characters from alternate universes or previous games are allowed, as are original characters. Fandom originals are allowed on the basis that they have no relation to the cast. Just make sure to specify which of these things your character is on the app.

★ There can only be one of each character, no matter how much they vary due to AU or PG differences. While the Queen is asking for help from people of many worlds and universes, she doesn't happen to be asking the "same person" twice, so to speak.

★ Note: characters from an AU where only one or two things are changed for the purpose of making them consider coming here (like altering a single event in their life or otherwise) are allowed.

Personality/Background

★ Pretend we only have five more minutes until we leave for our full-time jobs as balloon inflaters at Billy-Bob's Traveling Circus, and it might be WEEKS until we can look at your app again. In other words, tell us what you think we really need to know about this character in order to grasp who they are.

★ This shouldn't be too wordy; close to 300 words is what we're looking for, but as long as you're not waaay under or waaay over we're not counting. We mostly just want to grasp that you grasp your character, and we feel that being able to summarize them is one of the many ways to demonstrate this. Focus more on the personality, and only mention the background that directly affects your character. We don't care that your character is the oldest of 4 UNLESS that happens to explain why your character is instinctively protective.

★ You can format this section however you'd like: a bulleted list, standard paragraphs, or a combination of the two. If you want to incorporate gifs/charts/graphics/etc then all the more power to you, just as long as it doesn't make it harder to understand! Feel free to have ~fun~ with this.

Sample

For the sample you're to pick one of these three options:

1) Link one 20 comment thread; 10 of the comments are your character's.
2) A prose/monologue no shorter than 200 words.
3) Pick five questions from this page and have your character ICly answer them like a live interview.

What possessions are they bringing along?

★ Your character arrives on a ship, and is allowed to bring along anything of theirs they can carry—their luggage can be a rucksack, or a cardboard box, or a couple suitcases, or maybe they're somehow tugging along a crate, or whatever other creative means of luggage you want to imagine. Just remember that their room at the inn isn't a big one!

★ Pets and the like are allowed, assuming they don't have enough substance to be apped. However! Weapons of mass destruction (to put it simply) will NOT get through the kingdom's customs (even though things like booze and drugs occasionally do). If we're concerned about something your character is trying to bring with them, we'll gently nudge you during the application process.

★ At this current time, the kingdom is behind on its technological advancements due to the labyrinths. That is, your character CAN bring along technology of their own, but it might not be a bright idea. A laptop won't have electrical outlets to charge with and definitely no internet connection, a cell phone won't get service, a fancy futuristic gun will run out of suitable bullets, robots won't get the most apt repairs if they break, and so on.

What do they want in return for helping?

★ IT CAN BE ANYTHING!!

★ OR EVERYTHING!!

★ This reward doesn't have to be set in stone; after all, characters can change and grow during gameplay. They don't even have to know what they want yet. Still, if you'd like you can elaborate on why your character wants this as their reward.

★ Keep in mind that the character WILL have the knowledge that they won't get their reward until after the labyrinth situation has been fully taken care of.



FORM




F.A.Q.

Apr. 23rd, 2015 04:36 am
queendaze: (Default)
F.A.Q.

General


In summary, what all is my character going to know upon arriving?

The queen will have told your character all of the following:

• There is a magical labyrinth problem underneath the kingdom, as explained in the premise.
• You'll be rewarded with anything you want for helping, but only AFTER everything's resolved.
• You are allowed to visit home [ooc: as hiatuses or drops] and you aren't forced to stay here.


Can I say my character has been brought and trapped here against their will?

Not really—there's nothing about the town or the kingdom itself that's keeping a character here against their will. The queen wouldn't bring someone here if they made it clear that they didn't want to help. I mean, the ship isn't sailing in and out of the port everyday, so it IS plausible to say a character continues missing the opportunity to leave... but other than that, nothing is really trapping them here!


Is there a powercap?

Characters will still have their powers! However, in the kingdom there is a restriction of sorts:

1. No universe breaking/destroying/warping powers.
2. Anything that's RIDICULOUSLY OVERPOWERED is toned down to be not as... ridiculously overpowered. Speaking mostly in terms of magical/physical strength here. We trust you to use your best judgement!

While exploring labyrinths, each individual labyrinth can have its own "rules" that you'll need to keep your eyes out for, such as times where powers are either unusable, equal to everyone's, very taxing on the character's body, etc. Again, any cap or limit should be described in that particular labyrinth's rules. If nothing is mentioned, it's safe to decide that your character still has their powers as that's the default.


How does time progress in the game?

During morning/day it's light out. Suddenly, once it hits evening, it becomes dark, as though someone just turned off the lights. It stays this way all night, until morning comes: then, just like that, it's suddenly bright again.

There's no sun in the sky, and never a cloud to be seen.


What's this about utilizing anomalies?

If you want a status effect or odd occurrence, whether it encompasses almost everyone* or just your character, go for it! See, the weird thing is, labyrinths have weird magic that seeps above into the kingdom, and it affects just about anything it CAN affect. It can be something you toss up in a mingle, something you toy with in the top-level of a mingle, and so forth. It can last for days, or just for the moment, or maybe it lasts until the affected ones do something specific to make it go away.

*"Almost everyone" is religiously applied to statements like this to let people know that they don't HAVE to do this with their character if they don't want; thus, almost everyone!


How is death/injury handled?

First off, please ensure that both parties are okay with any damage and repercussions beforehand. Beginning something and refusing damage or consequences of any sort can be frustrating, too, so please bear that in mind and be considerate of that. I mean, unless your character was mauled by a monster, then hey.

SO YOUR CHARACTER IS INJURED! They'll probably have to take a trip to the 24/7 clinic. Like other places, you can either get a character who works there to help yours out, or handwave treatment from the employer (who is the head nurse). There's no insta-heal to be found at the clinic for injuries; they'll be treated as normally BUT they will get better within a short timeframe (example: break your arm and it's good as new in much less than a week). If your character loses a body part or it's something that could be life-threatening, well... you'll receive a Very Special note from a helper about that.

SO YOUR CHARACTER IS DEAD! They'll have to rely on the clinic to be brought back to life. Not even another character with the potential to resurrect people can bring them back. Should your character die, contact a mod since the revival is a very particular thing that can have strange side-effects!

HELPFUL NOTE: while we can't speak for any characters involved, the clinic's employer is actually very hush-hush about who they treat—very useful if you want to keep an injury or death on the down-low. When having general injuries treated, it's ok to simply handwave this ~NPC~ taking care of them (though with death we still ask that you contact a mod given that it has side-effects.)

Labyrinth-wise, injuries/deaths are handled case-by-case. Sometimes characters will be healed immediately upon getting out, and other times the injuries stick around. Sometimes the dead stay dead and need taken to the clinic, but other times they are brought back to life right then and there. Such is the convenient magic of labyrinths!


How do I canon update my character?

You'll briefly put them on a completely unofficial tiny hiatus to send them home and be ~updated~! The duration of time for this, though, has to be at least an IC portion of the day; like for the evening or the morning. You might even decide that they should be gone for a few days. In any case, you DON'T have to contact the mods. If you want to see this explained with slightly different verbage, just head over the the hiatus page here.


Kingdom Life


Is technology a thing in this kingdom?

Used to be, but not anymore. While you can bring technology with you, its application is limited here. Apparently the labyrinth whisked most of the kingdom's technology and electricity away a few decades ago. There just isn't any sign it existed anymore.

Over time, clearing labyrinths will release technology! You might even find some as treasure in these very labyrinths! Maybe someday you'll get to recharge the laptop you brought along with you to this world. But more on this as the time comes.


How is money handled?

It's all handwaved. You don't have to keep count of anything and it's implied that your character is paid consistently. Let it just be said that if your character has a job they can immediately afford simpler things (a loaf of bread, a knife), and can easily save up to afford better things (a huge cake, a giant sword) in a reasonable amount of time. If you want your character to do some BIG SPENDING sooner, just play it off that they did some extra work on the side, got it on sale, or agreed to a crazy payment option they'll soon regret. That said, you don't have to stress over imaginary values, just as long as it stays sensible and fun for you.


Labyrinths


What is a labyrinth?

Get the idea of a dark, dusty, monster-ridden dungeon out of your mind; "labyrinth" is the catch-all term for the events that take place in the mysterious locations that formed underground around a century ago. They can be games/challenges/tasks/activities/exploradoras/etc—you name it. Not every labyrinth is an exploradora, but chances are your character will technically be exploring, even if all they're doing is passing through each room and completing a clear objective.


Am I expected to show up at a certain time for a labyrinth? How long do they take?

You are not, unless otherwise noted by the runner, but MOST of the time you are certainly not. More often than not, labyrinths last anywhere from a few days to a week, and don't ICly take too long.


Can I run my own labyrinth?

Absolutely! The means of doing so are described here in this dandy Run a Labyrinth post linked from the full navigation!


Why isn't my character charging into EVERY LABYRINTH RIGHT NOW??

A team of scouts (NPCs!) need to uncover a safe entrance to each labyrinth first—the method is kind of like utilizing magically enhanced archaeology tools to detect a labyrinth's entrance. It's some confusing stuff that's better left to the pros. These NPCs want to uncover each labyrinth one at a time without causing a disturbance, but they'll always let characters know a labyrinth is ready to explore with the sound of a really obnoxious horn!


Will these parties exploring the labyrinths be big or small?

It depends on a) what kind of labyrinth it is and b) how many people actually turn up to play, since parties will consist of whichever characters choose to show up for it. If there are ever times when the participation is almost double of what we expect, we'll just just split everyone into more than one group and run separate labyrinths with the IC reasoning that it was TOTALLY 2+ THINGS ALL ALONG! And should a labyrinth absolutely need a certain amount of characters, we may utilize preliminary sign-ups. We also have other resolutions and ideas up our sleeves for handling high/low turn-outs!


Do I have to somehow make it to every labyrinth?

You don't! Labyrinths, unless otherwise noted, are light events that don't directly weave into the game's Grand Underlying Plot. Missing some here or there won't ruin the fun of the game. Labyrinths do however provide a little extra something for your character to do, as well as an upgraded/unlocked part of the surrounding area, but even if a character didn't take part they still get to engage with the results anyway. So nah, it's not stressed that you make all of them! Play in them when you can!


Can I play more than one character in the same labyrinth?

The labyrinth runner always reserves the right to say whether or not you can; in some labyrinths you can manage this easily, and labyrinths are better suited to involve only one of your characters. Sometimes the runner might anticipate a high attendance and state that you can only play one character so they don't spread themselves too thin.

~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

Rules

Apr. 23rd, 2015 04:34 am
queendaze: (Default)
RULES

1.YOUR CHARACTER IS WILLING TO BE HERE

More of a consideration than a rule; remember that your character is here of their own volition. Each character will have the knowledge that they can leave if they want, and they'll know that they won't receive the Grand Prize Reward until after everything's settled, ie game end.

2.THE GOLDEN RULE

Please treat others the way you'd like to be treated. We hope that any issues can be resolved between the players themselves or put aside for the sake of RP, but if a problem continues or worsens it's not an inconvenience to bring it to the game mod to try and work towards a reasonable resolution.

3.IC ≠ OOC

The standard "IC is not OOC, and OOC is not IC" rule. On top of that, infomodding is incredibly frowned upon.

And on a vaaaaguely similar note, be mindful of the things you delve into with your character. IC actions should bear IC consequences. It's not in good spirit to ICly cause a mess and flounce your character out of all the trouble they'd otherwise wind up in. It can cause stress on the players involved by making gameplay difficult!

4.ACTIVITY REQUIREMENT

Each month we'll check your character's tag for one of the following:

a) a collective sum of 20 comments spanning across 1-3 threads
b) a post ran by your character (co-running is acceptable.)

Just as long as you're taking part and playing, you're good.

5.TAG YOUR POSTS

Because activity is handled by checking your tag over the course of the month, we ask that everyone tags whatever community post their character has been played in!

6.MATURE CONTENT

Any time things start getting explicitly R-rated in a thread, please continue it in a journal entry or fade to black. This applies to both sexual and violent material. We're trusting you to use your best judgement!


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

The Inn

Apr. 23rd, 2015 04:30 am
queendaze: (Default)
THE INN

Characters will be residing in the town's inn during their stay. There's just one catch: in order to stay here, each character must take on a part-time job. No, no, the innkeeper doesn't want payment—they just don't want any "labyrinth explorin' bum moochin' offa me" as they put it. You can KEEP the money—it's small change to the owner anyway. However, they DO expect money in return for any food or drinks you buy off their menu, hahahaha.

If your character refuses a part-time job, well... they won't get a room at the inn. Instead, innkeeper will hand them a cardboard box. No, seriously. It's an option, but a rough option, especially considering that there are monsters that come out at night. While a jobless character can cheat and stay in someone else's room, it won't be long before the innkeeper notices—some say they have a sixth sense!

★ The inn that characters will stay at in Port Perplex is called The Dolph-Inn.

1F - The Tavern


On the ground floor of The Dolph-Inn is a tavern where you can relax and get some grub. The ambiance is relaxing, the firepit's always crackling and burning, the seating is comfortable, and there's plenty of tables around the room—you could sit at one of the smaller ones along the perimeter of the room, at one of the larger round tables, or just pull up to the bar. There's also an unlocked closet not currently in use.

There's a huge kitchen in the back with a pantry that magically contains every raw ingredient—and characters are welcome to use it FOR FREE! However, if you aren't up for making your own food, the innkeeper is available from sunrise to sunset to serve food and drinks off his limited menu:

MENU

- Clam Chowder
- Fish and Chips
- Vegetable Stew
- Fresh Mutton
- Biscuits and Gravy

- Pitcher of Water
- Cranberry Juice
- Strong Lager
- * Goat's Blood (option: enchanted)

No given price since, you know, money is handwaved. But assume your character is paying a fairly reasonable amount to eat one of these warm meals they didn't have to prepare themselves. Since the tavern's only open from sunrise to sunset, if you miss out you'll have to raid the kitchen instead. And if you want better food than what's shown on this menu, you'll have to, again, head to the kitchen OR pay a pretty penny for some bread or dessert at the bakery. That's right: this is the only place in town that serves actual meals.

* The goat's blood isn't JUST something that weird badasses like to challenge each other to chug—when it's been magically enchanted, it can be as filling as human, blood, or any other similarly unorthodox meal. It looks just like the cranberry juice that's also on the menu, helpful if characters are worried about their ~identity~ getting out. Normal characters will be refused the enchanted version, but they can steal a sip from other character's drinks—it'll taste like bitter blood in the end.

2F - Guest Floor


The Dolph-Inn has one guest floor that ~magically~ has enough bedrooms for each person to get their own. Magic, I know! EACH BEDROOM LOOKS LIKE THE ONE ON THE RIGHT OF THE FLOORPLAN THERE. I apologize that the other rooms may be misleading, but I hope everyone will look to that room as the example! Rooms aside, on this floor there is a large bathing room, another unlocked empty closet, and a large overlook of the 1F's firepit area.

Rooms

Each character gets their own room. Rooms aren't soundproof, but the walls aren't paper thin either. Just think about it logically: if what's going on inside/outside the room is loud, others can probably hear it from the other side. When you get your room, you receive a skeleton key that works on that door only. Each bedroom door is a plain wooden door that can be locked, left hanging wide open, and so on. The doors do door things.

Included in each room by default is:

• A single bed with a blanket and a pillow; it ranks "average but not unpleasant" on the comfortability scale.
• A rug. It's nothing plush, probably there just to catch dirt.
• A simple wooden chair, like what would normally be sitting at a desk or a table.
• A short but wide dresser, which you can put things in and on.
• A bedside table with a portable hurricane lamp on top; the table has a single drawer, and the lamp never needs refilled.
• A small window with simple curtains; you can prop this window open easily.

Rooms are actually customizable, which is to say if your character wants to do their own thing it's an option. You might be here a while, right? So why not! The innkeeper's pretty cool with changes being made to the rooms, seeing as rooms revert back to their default setups once the tenant's left. Don't like that chair? Get rid of it. Want to add a giant vanity? Why not. Think the room would look better with pink walls, frilly curtains, and a fluffy carpet? Sure! The only thing to stop you is your budget and the actual size restraints of the room—unfortunately there's no way to make a room bigger... at least, not right now.

Bathing Room

There is one large bathing room. Think of it as a nice public bathroom with bathing amenities. You don't have to take the number of tubs and toilets in the bathing room all too seriously—if you want your character to bathe you can assume there's one free.

• Within each partition is a large clawfoot tub and a porcelain toilet.
• The bath/toilet partition dividers are thick, heavy curtains that can be pulled open/closed and tied into place.
• There's a mirror at each sink, and each sink is between a vanity-like table.
• Soap, shampoo, and the like are all readily available.
• That little bench with the pillows at the entrance is indeed a sitting area.


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

Anomalies

Apr. 23rd, 2015 04:29 am
queendaze: (Default)
ANOMALIES

Anomalies are the IC term for status effects that are caused by the weird magic seeping up from the labyrinths. They're effects that (wait for it) affect the daily lives of anyone and anything within the kingdom. For instance, one can be the sudden inability for many characters to lie, or a sweets deficit throughout the entire kingdom, or suddenly you have a brutally honest description of yourself taped to your back and you can't get it off until you can somehow figure out what it says.

You can utilize anomalies as you see fit in your posts and threads! Want to toss up a mingle where almost everyone who walks into town finds themself unable to lie? What if there's a day or two where almost everyone sprouts animal ears? Or maybe you just want to deage your character in your thread, independently from everyone else, or perhaps you're a loving sadist who briefly erases their memories for a day.

Anomalies can go away on their own in due time, and others can have immediate solutions! Maybe the solution to the animal ear anomaly is to let someone pat you on the head. Weird, but hey, maybe the only other option was to deal with it for a few days!


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

queendaze: (Default)
TAKEN
(21/50 Characters)


Fate/stay night

Archer | [personal profile] steelmyself
played by Eastling


Final Fantasy XIII

Lightning Farron | [personal profile] savioring
played by Silas


Fire Emblem: Awakening

Owain | [personal profile] swordhandled
played by wolf


Haikyuu!! (AU)

Akaashi Keiji | [personal profile] awaywithbirds
played by Cesia

Bokuto Koutarou | [personal profile] abirdofplay
played by Mika

Kozume Kenma | [personal profile] draggedincat
played by Anrui

Kuroo Tetsurou | [personal profile] grinlikeacheshirecat
played by Ten


Kingdom Hearts

Aqua | [personal profile] prismbloom
played by Michelle

Terra | [personal profile] darkbreaker
played by Silas

Ventus "Ven" | [personal profile] lightbox
played by Kuma


Original Character

Nessa | [personal profile] reconnoitre
played by Gargant

Zack Marshall | [personal profile] whopraysfor
played by Stareyes


Pandora Hearts

Echo | [personal profile] existonance
played by Marie


Tales of the Abyss

Luke fon Fabre | [personal profile] fauxfabre
played by Alex

Tear Grants | [personal profile] internalizings
played by Michelle

Van Grants | [personal profile] glorious
played by Beth


Tales of Graces

Hubert Oswell | [personal profile] sunscreenranger
played by Gargant


Tales of Symphonia

Kratos Aurion | [personal profile] blamesfate
played by Fel


Tales of Vesperia

Yuri Lowell | [personal profile] evervigilante
played by Timmy


Tales of Xillia 2

Rideaux Zek Rugievit | [personal profile] soulbridge
played by Gargant


The Wizard's Cat

Mao | [personal profile] ninetyninelives
played by Mikage

Rio | [personal profile] reincatnation
played by Bri



Setting

Apr. 23rd, 2015 04:16 am
queendaze: (Default)
THE KINGDOM

The kingdom itself is simply known as that: The Kingdom. Its name, once known by everyone, has been lost ever since that magic cataclysm took place one hundred years ago. But more on the kingdom itself: there are a large variety of unique locations within the kingdom; it boasts plenty of beautiful sights, lots of—oh, wait, hold on, my bad. This was also before the magical cataclysm. Few of these beautiful sights remain anymore thanks to the labyrinths... but that's why you're here, right?

The royalty in charge, who happens to be the one who invited you here in the first place, is Queen Dominique Ava-Zeva Eupheme. The young godlike queen's the best sorceress around, and wields a two-handed sword like it's her bread and butter. However, despite her amazing prowess, she's unable to challenge the labyrinths for their magical properties deflect her own completely.

MAP



GENERAL

This city was once giant, self-sufficient, and the center of everything in the kingdom. Now? You only stand in a fraction of it—due to the raging dust storms—and all that remains here is what little's been left behind by the cataclysm's destruction a hundred years ago.

Terrain: The ground is coated in an ashen dust. The way it lays might remind you of packing snow: as you walk, it won't blow around, but a deliberate kick here, or a gust of wind there, and the dust flies around a bit. Patches of grass, and even small flowers, can be seen sticking out from the dust. If you brush the dust away, you'll find fertile soil.

Ruins: Scattered along the roads are ruins of buildings. At one time they were built with various colored square-shaped stones. But now, you'll never find a single building that's fully in tact. You might find one with a whole wall. Or one with all of its walls in half. Or one that just the outline of what might have once been in a Roxaboxen-like fashion. And so forth, things like that.

Day/Night: You can't see the sun at all in the bright, blue sky. No, no, it's not hiding: it's just not there at all. To add to the confusion: there's no natural, subtle shift from day -> night. One second it's bright out—the next, it's nighttime, like a sudden transformation. Daytime last for 12 hours, and nighttime lasts for 12 hours. And nighttime? Is freakin' dark. You need your lamp when it shifts to nighttime for sure. Furthermore, there are no stars out—the night sky is as blank as it is during the day.

Roads: They're wide enough to fit two standard vehicles side-by-side, and constructed from various tones of weathered, square stones. The road's stones strongly resemble the ones that the fallen buildings were constructed from. There are no lights along the roads.

Outskirts: Surrounding this part of the town is an ongoing dust storm. So, waltzing into it? A bad idea. Despite the obvious inability to see what's ahead, and the inevitable struggle to breathe that almost suffocates you, you won't make it very far—in the end, you could find yourself lightheaded and faint. When you've awoken, you'll find yourself somehow dumped back where it's safe.

Air: The quality here isn't the best. Breathing isn't difficult, but you can't help but notice how much thicker the air seems here. Wearing a cloth over your mouth/nose would probably help a little bit, but you can get by without. If you have allergies, they won't be set off unless someone actually kicks up the dust... but that'd make anyone sneeze or cough, really.

Climate: It's a pinch colder than room temperature, as though someone forgot to turn the heater on. There are occasionally strong gusts of wind that send dust flying about.

Anomalies: There are a couple things to watch out for while you're here, caused by the effects of the labyrinths down below. Thankfully, it's nothing life-threatening...?
Mirages: In the corner of your eye you might catch sight of something familiar to you. A vision of something heartwarming, like family or friends? A vision from your deepest fears, such as your enemy or the dead? It could even be the illusion of another explorer, trying to usher you in for help or advice. Or a giant pile of money and beer. The possibilities are endless, and sometimes other people will see the same mirage as you. But, go towards this illusion, and while you might get some brief interaction (or whatever else would entail,) in the very end it'll glitch and fall apart into dust.

Whirlwinds: Whether it's windy or not, you might be suddenly sucked up by a tiny tornado and spit out somewhere else. Sometimes you see them—other times, you don't. It's pretty damn inconvenient. After being spit out, you'll wind up dizzy, and fall to a place that you'd least expect. There's a small chance you won't even remember what you were doing before...


AREAS OF INTEREST

Base Camp

What it says on the tin: a clearing set-up for the explorers to stay at for the time being.

• Tents are set-up along the edge; the middle area is just empty space.

• Everyone has a tent that looks like this. However, if you know your character is likely to be sharing their tent with someone(s), feel free to just roll with them doing so instead of having extra tents.

• Each tent includes a hurricane lamp (that never needs filled) and a sleeping bag. If you're sharing a tent, there's likely to be enough sleeping bags for everyone. There's also enough room off to the side in the tent to set your stuff up, such as belongings, rations, etc. The front does zip up, allowing for any much needed privacy.

• There's no lighting in this area. Not a big deal during the day, but at night... that might pose a problem.

• If you're unlucky, your tent might occasionally... roll away. You'll have to periodically check to make sure that it's still attached firmly to the ground from time to time.

Scout HQ

The Scouts took over the ruins of the giant archives building and converted it into their local headquarters. There's no roof; only the front wall of the building's first story stands, and the front door is just a doorway. Every other wall is halved or missing.

• Tents (for the Scouts) are set up within the Roxaboxen-like frame. In every corner are tables holding mysterious devices, and makeshift bookshelves holding binders. Someone always seems to be tinkering with said devices, or reading something, and they'll never let you get TOO close to these goods.

• One of the tents is a bit larger and has a flag at the tip-top—this is where the Scout Leader stays. Inside her tent is a desk, chair, and bookshelf. It'd look like a decent office if it weren't for her sleeping bag off to the side. She seems busy, but she's usually available! If you wanted, you could use her to get in contact with The Queen.

Junk Hill

A mountain of junk. It's like someone took the smaller things that were left behind a hundred years ago and put it all into a giant, towering pile.

• You can find almost ANYTHING here, whether you're looking for it or not. The vast majority of this junk is non-perishable (though the unlucky ones could certainly come across a banana peel or empty cup of ramen.)

• Most of what you'll find is in bad shape, rusted, or needs fixed. Not to say you can't be lucky! It's just very hit or miss.

You can find technology. A busted cellphone? A radio that needs a new antenna, a typewriter with some buttons missing, tangled headphones, a dead laptop of all damn things?! Surely they'll be useful someday, and surely someone will be able to fix what's broken.

• The only thing your character won't find is magical things. Things that summon fire, things that change your height, a lamp that grants wishes... things of that nature. You know. Magic doodads. Not gonna see them in this junk pile.

• Needs ideas for the random stuff your character can find? Try this or that randomizer! Or just pull stuff off the top of your head.

• It's possible to cause an avalanche! Moreso for chaotic comedy reasons than Actual Murder reasons. So, don't get trapped under a bunch of random crap, okay? At least the pile seems to clean/reset itself by the next day, so any avalanche you caused will be taken care of by the next morning.

Temple Ruins

Also known as "The Ruined Temple," this is the only building that seems to be standing... It has doors, a damaged roof, busted windows, and worn walls.

• It consists of one room that looks like a church. There are many stone benches, in various states of array, set up in rows. In the center aisle is a long, holey rug leading towards a pulpit in the back of the room.

• Behind the pulpit is a large boulder. It's been shaped, with intriguing edges and engravings, implying that it was placed there with a purpose.

• Inside are unlit candles, set atop pedestals and mounted to the walls. The day is bright enough for you to get by without lighting them, but if you intend to stay here around nightfall, you better have a match.


~ PREMISE | RULES | F.A.Q. | TAKEN CHARACTERS | APPLICATION | HIATUS/DROP | GAME CALENDAR | SUGGESTIONS
SETTING | THE INN | LABYRINTHS | BUSINESSES & JOBS | ANOMALIES | PLAYER TOOLS | MOD CONTACT | QUICK INTRO
~

Premise

Apr. 23rd, 2015 04:00 am
queendaze: (Default)
PREMISE

One day you're approached by a young queen. Her eyes, studying you with intrigue, seem to reflect countless galaxies. Resting atop her pretty head is a simple, yet classic, crown.

This queen asks you: is there something out there that you want so much that you'd do nearly anything for? Something you've only dreamt of, a past mistake you wish to undo, anyone you wish you could have saved, wealth and riches you could never achieve in your lifetime—something you want more than anything?

Because she'll give it to you—should you help her kingdom.

She goes on: one hundred years ago a magical cataclysm transformed the land underneath her kingdom into a massive series of labyrinths; nobody from this world has been capable of entering or destroying any of the labyrinths, leaving nothing to be done about them. At the time of their creation the labyrinths hadn't posed an immediate threat, but over time parts of the kingdom's land have become claimed by the labyrinths, causing irregularly occurring anomalies and a depletion of all unique resources. Something needs to be done before it's too late to help.

As queen, she has decided to hand-pick her own exemplary crew consisting of beings from other worlds so they can explore and clear the labyrinths. These explorers will not only save her kingdom, but in the end be rewarded with a prize only a celestial being such as herself could promise.

It's your help that this queen wants—no, needs—more than anything.


THE GAME

KINGDOM♔DAZE is a panfandom commentspam game where characters are asked to come to this nameless kingdom and help by exploring and eradicating the many eccentric labyrinths. With each labyrinth explored is a piece of the kingdom that's released, recovered, or renewed... some of it a bit more familiar than character's might expect. Not only will characters help save the kingdom (eventually earning whatever they want in compensation), they'll come to understand why and how this magical cataclysm took place and caused all these gosh darn labyrinths beneath this particular kingdom.

The game's inspiration draws from a quirky Japanese TRPG known as Meikyuu Kingdom ("Labyrinth Kingdom"). However, despite being inspired by a TRPG, Kingdom♔Daze is still a DWRP where dice/classes/stats/etc are not utilized in standard gameplay. Labyrinths—which are essentially activities, games, exploradoras, events, etc—can involve a variety of challenges and require a spectrum of skills (or little to no actual skill at all) making this so-called exploration accessible to just about any character.

★ For a quick and dirty overview of the game as a whole, see this page!

DISCLAIMER: While there's quite a bit about Kingdom♔Daze that's tongue-in-cheek, there will be be the occasional dark element popping up from time to time, such as death, violence, trauma, etc. Most of it will occur within labyrinths, but sometimes it'll happening in the kingdom itself (especially since monsters do come out at night!) However, such things will ALWAYS be warned for in advance—you will never trudge your character through a death trap without being made aware.

~ BACK TO NAVIGATION ~

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