Faculty & Staff of Whispering Pines Sanatorium (
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dhmeming2019-05-15 09:42 pm
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test drive meme. 001
T E S T D R I V E M E M E
Welcome to the Dead House.
And to our first Test Drive Meme! Please see the links below for information on the housing arrangements and the setting to get some ideas! Below is also an example of one of the altering events and how it can be played with in game!
There's also the option of using that neat little wrist screen to see who all these "others" are!
Note: If you have any questions, please don't hesitate to ask on the FAQ.
premise • getting started • rules/faq • housing • setting
There's also the option of using that neat little wrist screen to see who all these "others" are!
Note: If you have any questions, please don't hesitate to ask on the FAQ.
one flew over the cuckoo's nest.
PROMPT 1: Left to Your Own Devices
There's no tugging sensation, so sense of falling or of being uninterruptedly drawn from your own world, or wherever you've found yourself, to yet another. Your sense of smell returns first, as the antiseptic scent of hospital fills your nostrils and a bright light somewhere above you begins to pierce the gloom as a reassuring male voice repeats your name.
A medicinal haze fills your mind, clouding your thoughts as you blink your eyes open. The man, blond with a gentle smile and kind eyes behind thick glasses, across the simple wooden desk from you seems familiar, but you're sure you've never seen the man before...right? He tells you that it's alright, that you had another episode and required sedation, that the drugs are wearing off now and any residual haze you're experiencing should clear as the day progresses.
After a discussion, limbs still refusing to cooperate, you're taken through winding corridors and up a rickety elevator to a floor with rows of numbers doors on either side. One is opened and inside you're deposited unceremoniously on the small cot within. An undetermined amount of time passes as sounds occur around you, the shuffling of feet, muffled voices, a bird at the small barred window letting in overcast daylight. Are the sounds figments of your hazy imagination or is that someone at your open door trying to get your attention? If only your limbs would cooperate...
PROMPT 2: and at the mercy of a strange device...
The world begins to take in a sharper focus as a vibrating sensation at your wrist catches your attention. There, a plain hospital bracelet, stating only your full name and a room number, is found, shaking gently against your skin. Brushing at it, what first seemed to be only a clear window holding a piece of type-printed paper with your information on it goes to static for a moment, like a small view screen, then to black, and the following words flash quickly across the screen:
your memories are real
there are others
don't believe their lies
Any attempt to respond to the strange message is met with silence. What others? Do they mean the other people on your floor? The other floors? Do they mean their lies or the ones who put you here, apparently for your own good?
PROMPT 3: Where exactly is here?
The room in which you find yourself is sparcely furnished, but with a bit of peculiarity for the curious and exploratative. The facility itself seems to run on a firm schedule that affords for a lot of free time to use the facilities, be it the sparce showers, the rec rooms on every floor that contact various but rudamentary forms of entertainment, or the yard with its exercise areas, spaces for outdoor sports, and the workshop for the more industrious patients. There's even a list of tasks that need performing, with a reward system in place.
NOTE: When the environment isn't altered in some way, the above is what patients can expect from the day to day life of the Dead House. The cafeteria and the yard are open at specific times of the day, stated on the Housing page. Otherwise, patients are given free rein through the wards, including the recreation rooms and there is no "lights-out" time.
There's no tugging sensation, so sense of falling or of being uninterruptedly drawn from your own world, or wherever you've found yourself, to yet another. Your sense of smell returns first, as the antiseptic scent of hospital fills your nostrils and a bright light somewhere above you begins to pierce the gloom as a reassuring male voice repeats your name.
A medicinal haze fills your mind, clouding your thoughts as you blink your eyes open. The man, blond with a gentle smile and kind eyes behind thick glasses, across the simple wooden desk from you seems familiar, but you're sure you've never seen the man before...right? He tells you that it's alright, that you had another episode and required sedation, that the drugs are wearing off now and any residual haze you're experiencing should clear as the day progresses.
After a discussion, limbs still refusing to cooperate, you're taken through winding corridors and up a rickety elevator to a floor with rows of numbers doors on either side. One is opened and inside you're deposited unceremoniously on the small cot within. An undetermined amount of time passes as sounds occur around you, the shuffling of feet, muffled voices, a bird at the small barred window letting in overcast daylight. Are the sounds figments of your hazy imagination or is that someone at your open door trying to get your attention? If only your limbs would cooperate...
PROMPT 2: and at the mercy of a strange device...
The world begins to take in a sharper focus as a vibrating sensation at your wrist catches your attention. There, a plain hospital bracelet, stating only your full name and a room number, is found, shaking gently against your skin. Brushing at it, what first seemed to be only a clear window holding a piece of type-printed paper with your information on it goes to static for a moment, like a small view screen, then to black, and the following words flash quickly across the screen:
there are others
don't believe their lies
Any attempt to respond to the strange message is met with silence. What others? Do they mean the other people on your floor? The other floors? Do they mean their lies or the ones who put you here, apparently for your own good?
PROMPT 3: Where exactly is here?
The room in which you find yourself is sparcely furnished, but with a bit of peculiarity for the curious and exploratative. The facility itself seems to run on a firm schedule that affords for a lot of free time to use the facilities, be it the sparce showers, the rec rooms on every floor that contact various but rudamentary forms of entertainment, or the yard with its exercise areas, spaces for outdoor sports, and the workshop for the more industrious patients. There's even a list of tasks that need performing, with a reward system in place.
NOTE: When the environment isn't altered in some way, the above is what patients can expect from the day to day life of the Dead House. The cafeteria and the yard are open at specific times of the day, stated on the Housing page. Otherwise, patients are given free rein through the wards, including the recreation rooms and there is no "lights-out" time.
EVENT PART I: just another day at the carnival.
Access to the Yard opens today like it does everyday, but as soon as the double doors open, the scent of popcorn, cotton candy, fried dough and anything else you typically associate with a carnival assail your nostrils along with cheery carnival music. The mist that typically hangs over everything is gone, replaced by resplendent sunshine that reflects on all the brightly colored carnival tents, the gleaming metal of the rides...when did this get here?
Looking back, the hospital building is nowhere in sight, and it looks as though you stepped through a fairgrounds entranceway, instead. You and everyone else around is clothed, suddenly and without warning, in whatever clothing would be normal for you in your own worlds, but no matter how outlandish that might be, no one seems to take any offense to it.
Patients are free to roam the carnival, ride the rides, eat the popcorn and other treats, play the carnival games and even win prizes! Hey, there seems to be plenty of acceptable currency in your pockets, so why not, right?
For those of you who return through the doors you entered by on-time per the schedule, your clothes return to scrubs and anything you won or bought at the carnival disappears...
...except for one thing of the player's choosing. Did you get to keep that stuffed animal you strove so hard for? Maybe a candied apple? Whatever it is, that one thing is yours to keep! Un...less the orderlies find it. Maybe you should stash it in that chest of yours in your room...

Looking back, the hospital building is nowhere in sight, and it looks as though you stepped through a fairgrounds entranceway, instead. You and everyone else around is clothed, suddenly and without warning, in whatever clothing would be normal for you in your own worlds, but no matter how outlandish that might be, no one seems to take any offense to it.
Patients are free to roam the carnival, ride the rides, eat the popcorn and other treats, play the carnival games and even win prizes! Hey, there seems to be plenty of acceptable currency in your pockets, so why not, right?
For those of you who return through the doors you entered by on-time per the schedule, your clothes return to scrubs and anything you won or bought at the carnival disappears...
...except for one thing of the player's choosing. Did you get to keep that stuffed animal you strove so hard for? Maybe a candied apple? Whatever it is, that one thing is yours to keep! Un...less the orderlies find it. Maybe you should stash it in that chest of yours in your room...





EVENT PART II: one night in horrorland.
For those more stupidly brave and adventurous patients who stay outside after the doors have closed, the cheerful carnival changes quickly as the sun sets below the horizon. The dazzling lights go out, leaving the entire assembly, and all its attendees from the hospital plunged into darkness. With the loss of light, all the throngs of people who'd been attending the carnival seem to have disappeared as well. In fact, looking around at the gloomy midway and off-shoots bathed in the light of the full moon overhead, it seems as though no one has been here for some time. Signs and billboards that had appeared new in the light of day seem weatherbeaten and abandoned, garbage never cleared rots in the streets, filling the area with a sickeningly sweet smell of decay.
The passages seem to shift, like a moving labyrinth, if patients attempt to find the way out, to the comparable safety and warmth of the hospital, and considering the sense of being watched that seems to be creeping up on all of you, sending a close sweat down your spines, that might be a good idea...if you can find the way. The gloom itself is thick, and figures move just at the edge of your vision, darting into a funhouse here, or maybe even calling your name...
...with a voice that sounds familiar. Follow at your own risk, though, because anyone who hasn't found their way back to the hospital before the sun rises may find themselves missing, as the carnival leaves with the sunrise...
OOC note: The figures characters glimpse are real, and you're free to NPC whatever haunted carnival, slasher film, or other horror movie trope you'd like with them if they corner your character...or if your character happens to think they've cornered them. Keep in mind, characters can die, and the cost of returning is a lost memory. Have fun!

The passages seem to shift, like a moving labyrinth, if patients attempt to find the way out, to the comparable safety and warmth of the hospital, and considering the sense of being watched that seems to be creeping up on all of you, sending a close sweat down your spines, that might be a good idea...if you can find the way. The gloom itself is thick, and figures move just at the edge of your vision, darting into a funhouse here, or maybe even calling your name...
...with a voice that sounds familiar. Follow at your own risk, though, because anyone who hasn't found their way back to the hospital before the sun rises may find themselves missing, as the carnival leaves with the sunrise...
OOC note: The figures characters glimpse are real, and you're free to NPC whatever haunted carnival, slasher film, or other horror movie trope you'd like with them if they corner your character...or if your character happens to think they've cornered them. Keep in mind, characters can die, and the cost of returning is a lost memory. Have fun!




