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Picture a house. Actually, picture two houses. They're (almost) identical structures that share an uneasy coexistence, tangled together on a quantum level. One of the houses is Good: bright, cheerful, full of comfortable furniture and a pervasive feeling of safety. The other house is Evil: dingy, dilapidated, and haunted by the dreamers' greatest fears.

The good news - and bad news - is that travel from one house to the other is as simple as passing through a door. All a dreamer has to do is walk through a doorway, any doorway, and they'll find themselves in whichever house they weren't in before they crossed the threshold. Perhaps they'll step out of a beautiful library and find themselves in a threatening hallway - or perhaps they'll flee a menacing kitchen and find themselves in a perfectly safe dining room. That is the nature of the houses' entanglement: every door is a portal between the two.

There are, of course, complications. Dreamers in one house can't perceive the other; if you're in the Good house and looking through a doorway, the space beyond will look as nice and inviting as the space you're in now (until you step through that doorway, of course). Dreamers also can't really perceive one another if they're in the same room, but in different houses, though they might see a flash of movement out of the corner of their eye, or think they heard something.

Perhaps the greatest complications are the houses themselves. They have rather strong personalities, and they aren't very fond of one another. Each house will want to keep you if it can (keep you safe, in the case of the Good house, or keep you for itself, in the case of the Evil one). Dreamers may attempt to cross a hall and find the door that looked open and inviting a moment ago is now barred shut, leaving them trapped in the hall - or have doors suddenly close in their faces before they can end up anywhere unpleasant. Still, there's only so much either house can do, and even a locked door can be jimmied open or busted down.

Escape from the houses is possible, but the formal gardens beyond are similarly entangled, with neatly trimmed lawns and expertly plotted flower beds becoming overgrown tangles of nettles and algae-choked reflecting pools. An archway is as good as a door, as far as the gardens are concerned, and there are plenty of arbors and arches over the paths. Of course, dreamers may find that a sound arbor in the Good garden has collapsed in the Evil one… and heaven help anyone who dares to explore the hedge maze.





[ooc: y'all know the drill. ALL characters are welcome, regardless of whether they're in the game. Characters can remember or forget the events of the dream at the players' discretion.

Also, this dream party marks the aforementioned calendar freeze. For the next three weeks, the IG date will sit on July 3rd. Posts dated July 3rd or earlier are allowed and encouraged. The calendar will resume forward motion at a 4:1 ratio on Saturday, July 26th.]
brink: (Serious | Upset | This secret we have)
[personal profile] brink
Tonight's dream party is, unconventionally enough, not organised by the rift, but by Topher!

Thing is, he was sort of supposed to only pull in a few very specific, targeted people, and all of a sudden, this whole lot comes pouring in. See, he's working with someone with the power of ability amplification, making Topher's dream abilities obscenely powerful for tonight, and he's not quite used to it.

The dreamers will find themselves in an old mansion at nighttime. Lots and lots of rooms; several bedrooms and bathrooms of various sizes, studies, library, sitting rooms, kitchen, dining rooms, games/billiards room, even secret passageways... There's a fire roaring in every grate, everything is warmly lit, with lots of dark corners to sneak off to, comfortable couches, plenty of drinks tables. There's also a pervasive feeling that you're safe, that you can relax. That whispered secrets in the dark will be kept. And everyone will feel much less compelled to judge or mock upon hearing those secrets. A night for confessions. All of a sudden, it's hard to resist opening up...

Of course, the dreamers don't know there's someone listening in, seeing everything that goes on, sometimes even manipulating things to go the way he wants. Certain people with psychic/telepathic/dream abilities may eventually cotton on, though. But it'll take a while. But the secrets you tell in the meantime may not remain secrets for that long. Especially if those secrets are useful to certain other important players in the city, quite apart from the two factions our rifties have become familiar with.

[Mod note: Usual dream party rules apply. All players and characters are welcome, current members or no. Characters will remember or forget all dream events at players' discretion. Bear in mind that any events or information shared in this dream will be available to Topher, and, by extension, probably his bosses, such as Beatrice.]
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As far as dreams go, this seems surprisingly...normal. True, the dreamers of Manhattan and beyond will find themselves stranded in the middle of the ocean on a fairly deserted rocky island, but it's nothing so unusual as the labyrinth from last time, and no one appears to have become an animal or reverted to an insane past (or future) version of themself. Besides, well, rocks and grass, there's nothing here but an abandoned lighthouse, the doors and windows broken, and the spare furniture worn by the weather. You can go up the spiral staircase to look at the view, but there's nothing to see but the endless ocean. One might almost think tonight was a night for simple socializing via the telepathic current.

As if anything to do with the rift is ever that simple, you silly bumpkin. How quickly each person realizes what is unusual about tonight's dream will depend in large part on their personality. Some might go the entire night without noticing (except from the distress of others, naturally), but some will find out the instant they open their mouths to converse with another dreamer. You see, each and every dreamer will be completely unable to tell a lie for as long as the dream lasts. The truth might be evaded by omission, but any attempt to say that which is untrue will result in the corresponding truth emerging instead.

Good thing it's just a dream and everyone's going to forget in the morning, right? Right??


[Mod note: As usual, players can choose to have their characters remember or forget anything that happens in the Dreaming. As per usual party rules, both members and non-members are welcome to play any character in this post, regardless of whether that character is currently in the game. Unlike usual, tonight's theme is not optional; all characters will be subject to the enforced truth-telling. Have fun!]

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The Big Applesauce Dreaming

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