http://moons-storm.livejournal.com/ (
moons-storm.livejournal.com) wrote in
ways_back_room2006-08-19 10:52 pm
Armageddon Details
Due to some... OOC discussion... it has come to light that this is something we need to put up here. If you have questions or comments, you need to leave a comment or email us or IM us. If you have plots happening in the bar during these times, please IM or email us so we can talk if you think this will impact your plotting.
We also need Gareth and Aria and Shati to please ping one of us since your puppets are... in charge? I suppose... of areas where events will happen. You're the only ones we haven't talked to! If you guys read under the cut, you'll see why we're trying to track you down. XD
All quakes are to be millitimed to sunset EST each day.
August 20th: By this point, we hope to have the Research Team discovering that there is no way to disable the Clock and that the only person (Urza) who might has fled. This is when the Worldwalker Team get together and discuss the possibility of tracking Urza through the planes.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings. Vibration similar to the close passing of a truck.
August 21st: As the Clock creeps from 3 to 4, Námo will make a statement regarding something he holds dear about himself. Not something he would seriously give up, but he says it all the same. The Clock will accept the offering: the intensity meter will reverse and Námo (or Mary Anne since she will be with him) will realize he is without what it is he offered. If any further offerings are attempted, they will have no effect.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings, but slightly less intense than August 19th.
August 22nd: The Clock, having been "fed", appears almost to be "hungry", and begins to spin faster. Reasoning that perhaps only one offering per quake is allowed, Aravis makes an offer and finds it accepted, and the intensity meter moves back some. The Worldwalkers decide they can wait no longer and head out to find Urza.
Quake Effects: Felt by anyone indoors, and many outdoors. Dishes rattle. Those close to the edge of a table may rattle off and break.
Bar Effects: Behind the Bar, some of the glasses and bottles fall to the floor, shattering and creating a mess, disrupting bartending threads and possibly limiting availability of certain drinks. (Yes, this was approved by Karen.)
August 23rd:
Research Team: Research in the magical library reveals more about the nature of the Clock. The more dear the sacrifice, the greater the effect on the intensity. But, left unchecked, the Clock will always return to what the next level would have been if nothing had been offered. The intent of the Phyrexians was to force an enemy to give up greater and greater power, so that when the Clock ultimately destroyed the surroundings, they could return and siphon off that power for themselves.
Sacrifice Team: Patrick Bateman will make an offering of something he actually *wants* to be rid of, and the Clock will tick back only a little.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Various pots in the greenhouse shatter, spilling their contents, making a general mess. A couple of the glass panes are damaged/broken and must be repaired.
August 24th:
Research Team: Cross-referencing turns up a mention of the Armageddeon Key: a magical artifact that may have the power to shut down the Clock. However, its existence is only theoretical.
Sacrifice Team: Molly Prewett and Sally Stitch both approach the clock with sacrifices and must decide who will make their offering. (Molly wins.)
Quake Effects: Felt by all. Walking is unsteady. Some furniture moved or overturned. Walls make cracking sounds.
Bar Effects: Water pipes burst and cause minor flooding of rooms muns agree to allow be flooded as well as the kitchen; when the kitchen floods, the waitrats swarm out into the bar, thus cutting off Bar's kitchen supplyline and Bar begins to serve only beer and hard liquor. (Yes, this was approved by Karen. Hell, the beer and hard liquor were her idea, as if you needed me to say that. It was also approved by Sal.)
August 25th:
Research Team: Continued searching turns up more anecdotal evidence of the Armageddeon Key, along with some evidence that it was originally created by Mishra, Urza's brother. Details on the Brothers' War can be found as well, which can bring out the possibility that the Key was stolen by the Phyrexians from Mishra.
Sacrifice Team: Without Molly's intervention, Sally is free to make her own sacrifice to the clock.
Quake Effects: Difficult to stand. Some chairs fall and break. Furniture in the rooms upstairs may be broken.
Bar Effects: Power is lost for three-four hours
August 26th:
Research Team: After spending the night in the infirmary to recover, Urza feels he owes these people for saving him. He joins the researchers and confirms their suspicions regarding the Armageddeon Key. It is likely to be in Yawgmoth's stronghold in Phyrexia, and it will require a concentrated strike to retrieve it.
Worldwalkers Team: They find and drag Urza bodily back to Milliways.
Sacrifice Team: Illyria's sacrifice rolls back the intensity significantly. The reprieve is appreciated.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Some of the books and shelves in the magical library fall over. Some sort of magical mayhem ensues when some of the books touch, and must be dealt with. (This was approved by our co-ST, Maru.)
August 27th:
Research Team: Working with Urza, the team works out how the Armageddeon Key can be fitted into the Clock once it's returned.
Battle and Thieves Teams: Battle teams assemble and prepare to move out. Thieves team is found and assigned the mission to sneak into the stronghold and recover the Key. Urza opens the portal after the day's quake.
Sacrifice Team: Billy Batson offers his sacrifice to the Clock
Quake Effects: Heavy furniture moved or broken. Columns shift, walls crack.
Bar Effects: The stables are damaged, releasing the horses into the woods.
August 28th:
Sacrifice Team: The offering barely makes a dent in the intensity meter; there's a sense of futility about the place.
Quake Effects: Major damage to unreinforced structures, damage to rafters.
August 29th: Resolution of plot.
Bar Issues: Straight from the horse's mouth (Karen's mouth, that is) -- Loompas won't be cleaning from about August 22nd until the end of the plot on the 29th. If you have pups using the Loompas' services, you'll notice that those services will stop. There will also be a post in
ways_staff about bartending and waitstaff issues during this plot. Roger will write up a post and Karen will post it ASAP in the community.
So, there you have it. Some things have been left out because we firmly believe there should be some surprises, but you can see the major impacts each day will have on the bar and its patrons. This is, as we said, a bar-wide plot. We want everyone involved. We don't want you ignoring it. It's supposed to create an atmosphere where people work together, panic together, get to know each other, save the world together.
This was created for all of you. We're running this for everyone, not just us. It isn't fun if you guys don't participate.
ETA: This line seems to have been misread -- I will rephrase a little: we created this bar-wide plot not for our little circle of friends, but for everyone. It's a great opportunity. It's a chance to play something with plot and direction and interaction. This was mod approved -- this was not railroading, this was not us taking it into our heads to do whatever we wanted and screw everyone else. This was a carefully developed plot, one that was approved. Please understand that. There is no need to reply to this post with your comments about why you won't participate. We respect that you don't want to. This post was an informative post made by the urging of a mod thinking that the lack of response might have been that we hadn't been as open as we could have been. It was to see if anyone would sign up for the sacrifice team. Nothing more. Please stop with the stressful comments, because really, there are two people behind the screen names who are getting quite upset over something that wasn't meant to be upsetting. Please?
Also -- to reiterate Roger's statement in his post about what this plot was: How Not To Be Seen During This Plot: On the other hand, not everyone is going to want to be involved even peripherally, so there are plenty of options there as well. The simplest option is simply not to be there for the earthquakes. Unbound pups can leave the bar before the day's quake or not enter until after it's occurred. Bound pups will be able to seek refuge in a number of places outside the bar as well (House of Arch and the planet Antar have been suggested as possibilities). Finally, there's the option to simply not react to those happenings that are plot-related. The bottom line is that there is enough leeway to be as involved or not as you, the mun, choose to be.
Bound puppets may need to get creative with how they avoid the plot, but that's part of the fun of RP. Seriously guys, the quakes are only ten to fifteen seconds in duration. The subplots only affect one specific area of the bar/bar surroundings. The only two things I think you'll have difficulty millitiming around are the black out and the disruption to the food serives. But even those will only last three to four hours in the evenings.
Also! We need more sacrificers. Again, what the puppet loses is not permenantly lost unless you choose to have it so. (ETA: Sacrifices should be non-material items: memories, special abilities, emotions, etc.) We need about one more person. Come on, be part of the plot! Got em! Thanks!
We also need Gareth and Aria and Shati to please ping one of us since your puppets are... in charge? I suppose... of areas where events will happen. You're the only ones we haven't talked to! If you guys read under the cut, you'll see why we're trying to track you down. XD
All quakes are to be millitimed to sunset EST each day.
August 20th: By this point, we hope to have the Research Team discovering that there is no way to disable the Clock and that the only person (Urza) who might has fled. This is when the Worldwalker Team get together and discuss the possibility of tracking Urza through the planes.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings. Vibration similar to the close passing of a truck.
August 21st: As the Clock creeps from 3 to 4, Námo will make a statement regarding something he holds dear about himself. Not something he would seriously give up, but he says it all the same. The Clock will accept the offering: the intensity meter will reverse and Námo (or Mary Anne since she will be with him) will realize he is without what it is he offered. If any further offerings are attempted, they will have no effect.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings, but slightly less intense than August 19th.
August 22nd: The Clock, having been "fed", appears almost to be "hungry", and begins to spin faster. Reasoning that perhaps only one offering per quake is allowed, Aravis makes an offer and finds it accepted, and the intensity meter moves back some. The Worldwalkers decide they can wait no longer and head out to find Urza.
Quake Effects: Felt by anyone indoors, and many outdoors. Dishes rattle. Those close to the edge of a table may rattle off and break.
Bar Effects: Behind the Bar, some of the glasses and bottles fall to the floor, shattering and creating a mess, disrupting bartending threads and possibly limiting availability of certain drinks. (Yes, this was approved by Karen.)
August 23rd:
Research Team: Research in the magical library reveals more about the nature of the Clock. The more dear the sacrifice, the greater the effect on the intensity. But, left unchecked, the Clock will always return to what the next level would have been if nothing had been offered. The intent of the Phyrexians was to force an enemy to give up greater and greater power, so that when the Clock ultimately destroyed the surroundings, they could return and siphon off that power for themselves.
Sacrifice Team: Patrick Bateman will make an offering of something he actually *wants* to be rid of, and the Clock will tick back only a little.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Various pots in the greenhouse shatter, spilling their contents, making a general mess. A couple of the glass panes are damaged/broken and must be repaired.
August 24th:
Research Team: Cross-referencing turns up a mention of the Armageddeon Key: a magical artifact that may have the power to shut down the Clock. However, its existence is only theoretical.
Sacrifice Team: Molly Prewett and Sally Stitch both approach the clock with sacrifices and must decide who will make their offering. (Molly wins.)
Quake Effects: Felt by all. Walking is unsteady. Some furniture moved or overturned. Walls make cracking sounds.
Bar Effects: Water pipes burst and cause minor flooding of rooms muns agree to allow be flooded as well as the kitchen; when the kitchen floods, the waitrats swarm out into the bar, thus cutting off Bar's kitchen supplyline and Bar begins to serve only beer and hard liquor. (Yes, this was approved by Karen. Hell, the beer and hard liquor were her idea, as if you needed me to say that. It was also approved by Sal.)
August 25th:
Research Team: Continued searching turns up more anecdotal evidence of the Armageddeon Key, along with some evidence that it was originally created by Mishra, Urza's brother. Details on the Brothers' War can be found as well, which can bring out the possibility that the Key was stolen by the Phyrexians from Mishra.
Sacrifice Team: Without Molly's intervention, Sally is free to make her own sacrifice to the clock.
Quake Effects: Difficult to stand. Some chairs fall and break. Furniture in the rooms upstairs may be broken.
Bar Effects: Power is lost for three-four hours
August 26th:
Research Team: After spending the night in the infirmary to recover, Urza feels he owes these people for saving him. He joins the researchers and confirms their suspicions regarding the Armageddeon Key. It is likely to be in Yawgmoth's stronghold in Phyrexia, and it will require a concentrated strike to retrieve it.
Worldwalkers Team: They find and drag Urza bodily back to Milliways.
Sacrifice Team: Illyria's sacrifice rolls back the intensity significantly. The reprieve is appreciated.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Some of the books and shelves in the magical library fall over. Some sort of magical mayhem ensues when some of the books touch, and must be dealt with. (This was approved by our co-ST, Maru.)
August 27th:
Research Team: Working with Urza, the team works out how the Armageddeon Key can be fitted into the Clock once it's returned.
Battle and Thieves Teams: Battle teams assemble and prepare to move out. Thieves team is found and assigned the mission to sneak into the stronghold and recover the Key. Urza opens the portal after the day's quake.
Sacrifice Team: Billy Batson offers his sacrifice to the Clock
Quake Effects: Heavy furniture moved or broken. Columns shift, walls crack.
Bar Effects: The stables are damaged, releasing the horses into the woods.
August 28th:
Sacrifice Team: The offering barely makes a dent in the intensity meter; there's a sense of futility about the place.
Quake Effects: Major damage to unreinforced structures, damage to rafters.
August 29th: Resolution of plot.
Bar Issues: Straight from the horse's mouth (Karen's mouth, that is) -- Loompas won't be cleaning from about August 22nd until the end of the plot on the 29th. If you have pups using the Loompas' services, you'll notice that those services will stop. There will also be a post in
So, there you have it. Some things have been left out because we firmly believe there should be some surprises, but you can see the major impacts each day will have on the bar and its patrons. This is, as we said, a bar-wide plot. We want everyone involved. We don't want you ignoring it. It's supposed to create an atmosphere where people work together, panic together, get to know each other, save the world together.
This was created for all of you. We're running this for everyone, not just us. It isn't fun if you guys don't participate.
ETA: This line seems to have been misread -- I will rephrase a little: we created this bar-wide plot not for our little circle of friends, but for everyone. It's a great opportunity. It's a chance to play something with plot and direction and interaction. This was mod approved -- this was not railroading, this was not us taking it into our heads to do whatever we wanted and screw everyone else. This was a carefully developed plot, one that was approved. Please understand that. There is no need to reply to this post with your comments about why you won't participate. We respect that you don't want to. This post was an informative post made by the urging of a mod thinking that the lack of response might have been that we hadn't been as open as we could have been. It was to see if anyone would sign up for the sacrifice team. Nothing more. Please stop with the stressful comments, because really, there are two people behind the screen names who are getting quite upset over something that wasn't meant to be upsetting. Please?
Also -- to reiterate Roger's statement in his post about what this plot was: How Not To Be Seen During This Plot: On the other hand, not everyone is going to want to be involved even peripherally, so there are plenty of options there as well. The simplest option is simply not to be there for the earthquakes. Unbound pups can leave the bar before the day's quake or not enter until after it's occurred. Bound pups will be able to seek refuge in a number of places outside the bar as well (House of Arch and the planet Antar have been suggested as possibilities). Finally, there's the option to simply not react to those happenings that are plot-related. The bottom line is that there is enough leeway to be as involved or not as you, the mun, choose to be.
Bound puppets may need to get creative with how they avoid the plot, but that's part of the fun of RP. Seriously guys, the quakes are only ten to fifteen seconds in duration. The subplots only affect one specific area of the bar/bar surroundings. The only two things I think you'll have difficulty millitiming around are the black out and the disruption to the food serives. But even those will only last three to four hours in the evenings.

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Thanks!
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I got Giles for research, and Scully and Venkman for Epilson team fighting, and been waaaay out of the loop on updates due to RL issues and nobody around.
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Let me know!
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...sorry? I mean. I'm running research for my college, I'm getting ready to go back to school, I'm dealing with family issues, I'm reading for my thesis. And I'm not the only one in this boat, I know.
More open communication would have been helpful, but just judging by the time of year? I don't have time to have my characters involved. And the nice thing about Milliways is that it's flexible this way, and that if you can't make the commitment, you're not penalized.
Maybe the communication thing is something to keep in mind for when you're running subsequent plots? *shrugs*
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Nobody is forcing anyone to do anything. But the point is, there was a lot of outcry for more barwide plots. We worked with the mods for quite some time to work out the best time of the year for the most people so that people could be involved. No matter when we chose, there was going to be people with RL conflicts. We understood that.
But there are levels of involvement, even so little as just noticing that things aren't right. A single line in an entrance post to take note of things. That's all we're talking about.
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Okay, I'm really sorry about this, but...
I used to play World of Darkness games. Werewolf: The Apocalypse, specifically. The system was flawed as all hell, but I loved the basic ideas and I really wanted to make the game work, so I played where I could and ignored the system flaws. Most of those flaws had to do with the metaplot the company had in mind for Werewolf: the End of the World is coming, and y'all have to fight as best you can. I was cool with that. Same deal with the metaplot for Mage: The Ascension. I didn't play the other three games much because I wasn't into the premise. The premises of Werewolf and Mage carried me a long way.
Then White Wolf said "OH NO! WE'RE CALLING IN THE CHIPS!" The werewolves lost, period, end of sentence; the mages got their asses kicked by the Consensus and the Technocracy. And that was the end of everything else whether you liked it or not, because they were just going to reboot the universe whether the players liked it or not.
As much as I think Ray would be leaping headlong into saving the Bar and everything else from utter destruction, because he has the survival instincts of an eggplant and the heart of a Boy Scout (even if it's the worst boy scout in the history of scouting), being told "THIS AFFECTS YOU, WHETHER YOU ASKED FOR IT OR NOT, NOW PLAY IT" smacks of White Wolf's behavior. Ray generally leaps headfirst into plots that involve panicking and working and getting to know and saving the world together, but I gotta say...
I don't play well with a railroad train pointed at my head. If I wanted compulsory metaplot, I'd still be buying White Wolf.
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But the new system just *sucks*. Definitely see your point here.
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We offered one up to the mods.
The mods approved it.
If you feel railroaded, talk to the mods.
But nowhere in this post was the statement "you must play". Every post has offered ways to ignore what's going on. We're just saying, what's the point of having asked for barwide plots if people would prefer not to have them?
(And for the record, WW metaplot sucked ass. I'm with you 110% on that one.)
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I don't have the time or energy for this right now, though. And there is...one of the things about Milliways is that if you don't want to be involved in a plot?
You don't have to. It's one of the reasons I love this game. And I know I'm not the only one who likes it for that reason.
The only thing my pups have to be effected by are the universe exploding outside, and their tab, in my opinion, and right now, I can't deal with much outside of those things and the plots I'm working on for them.
But I'm not patronizing when I say, I do hope you have fun. :) I mean it.
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We're asking more people to choose to be affected by it.
Big difference.
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One of the things I love about Milliways is the opt-in nature of plotting. Hushplot's the most recent example I can think of, where it was a bar-wide plot that theoretically could have impacted everyone, but also gave people who didn't have the time or inclination to participate a way around it. And there are always going to be people who don't have time, or have very limited time and a plot they were already planning to do that night, etc. I think we're just too big and too spread out over timezones for any plot to include every single bar member, and I think saying that it *has* to puts people in an unnecessarily tight spot, as seen above.
I think this is a really interesting idea, that it could be enormous fun for the people who can participate, and that it could also be a great way for pups to work together, get to know each other, etc but I just am not seeing how it's necessary (or actually even possible) for every single pup in the bar to participate.
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While I can appreciate the sentiment behind wanting a bar-wide plot with as many people as possible involved, it's not that easy, for a number of reasons.
A couple of these reasons have already been brought up by others--it's the end of summer, and people are busy and stressed out, or have just been through plot, or have upcoming plot, or what have you.
Beyond that...I don't mean this at all personally, but I think you have to realize not everyone may be interested in participating. Not every plot is to everyone's tastes, and one of the things I've always liked about Milliways is the capacity for people with seperate interests or goals to do their own thing to a great extent without conflict.
As I said, I can appreciate the sentiment of "a big plot to bring lots of people in the bar/game community would be nice". However, I do have to say that the way that sentiment's been phrased in other posts here, as simply "this is a bar-wide plot that effects everyone", has rubbed me the wrong way. Again, that's nothing personal; I just don't really care to be told "this will affect your character" in a game where I've always enjoyed what I felt was the freedom from things like that.
So, in the interest of open communication and honesty, there's my two cents. To those of you who've been planning this plot; it looks like you've put a lot of effort and creativity into it, and I hope it all goes well.
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Perhaps it should be worded as "this is a barwide plot that has the potential to affect everyone".
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Please ping me when you get the chance.
Danke.
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Thanks!
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I've got no problem with what you're proposing with reference to the lack of kitchen food service during Indy (and Ace)'s Happy Hour. I guess I'm not sure why Bar will be unable to serve anything other than alcohol, but it's not an issue during my post because that's Bar's time for sleeping anyway.
Ping me at crackmagnate on AIM tomorrow if you need to discuss anything in more detail.
Thanks!
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Please ping sirfritzbamwalla or peachesandjasmin on AIM and we can answer any other questions.
... just a heads up.
We've not threaded anything yet. Nobody's been in contact with us about the research team. I asked you guys in chat yesterday if there still WAS a research team.
Um.
Clarification please? I'm sure I'll catch you on AIM tomorrow but just FTR. If someone's supposed to be in charge of the Research Team, they haven't been in touch.
Re: ... just a heads up.
Re: ... just a heads up.
Re: ... just a heads up.
Re: ... just a heads up.
Re: ... just a heads up.
Re: ... just a heads up.
Re: ... just a heads up.
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If you still need one person for sacrificing, I'd like to volunteer Steph (
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(One of mine might be able to sacrifice something, too, but it depends on which day they'd have to do it.)
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This plot does look quite interesting, and I'm going to try to get most of my pups involved. :3
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Firstly I have to say I think this plot is fabulous, and thanks for the heads up on the finer details.
Will ping regarding sacrifices.