Post by bleu on Jul 23, 2017 0:13:22 GMT -4
forum.roblox.com/Forum/ShowPost.aspx?PostID=220964605
Basic plot: You're under a curse that makes you relive the day you learned magic for the rest of your predictable life. Every day, you retain your memories, while everyone else around you resets. The goal is to learn the magic that can break the spell and bring you home.
Game modes (organized by how confident you are in yourself):
NOT CONFIDENT
Choices are given to you in a multiple-choice format. The things that happen depend solely on the situation at hand and what you choose to do. No dice.
SOMEWHAT CONFIDENT
Choices are given pretty clearly, but not in multiple-choice format. Dice determine some things, but the outcomes should still make sense.
VERY CONFIDENT
Choices are implied; not given explicitly. Dice determine everything. You'd better start praying to Lady Fate if you want to live long enough to see the end.
It's the last day of May. Yesterday was your birthday- you've just turned twelve. It's a beautiful morning; the sun's been up for an hour, and the way it shines into the balloons floating at your ceiling makes it look like they're glowing. But you won't see any of this if you keep on sleeping. Why don't you wake up and remember who you are?
What's your name?
What do you look like?
How confident are you?
Is there anything else about you that's worth noting?
(I'll probably only take around three or four joiners to start off. Each person will get their own thread, with difficulty labeled. This is not first-come, first-serve; I am about to go on vacation and will have little to no internet access because it is in the middle of nowhere. I will make the threads when I come back. For anyone who's interested in signing up, you have a week to prepare a character sheet.)
Basic plot: You're under a curse that makes you relive the day you learned magic for the rest of your predictable life. Every day, you retain your memories, while everyone else around you resets. The goal is to learn the magic that can break the spell and bring you home.
Game modes (organized by how confident you are in yourself):
NOT CONFIDENT
Choices are given to you in a multiple-choice format. The things that happen depend solely on the situation at hand and what you choose to do. No dice.
SOMEWHAT CONFIDENT
Choices are given pretty clearly, but not in multiple-choice format. Dice determine some things, but the outcomes should still make sense.
VERY CONFIDENT
Choices are implied; not given explicitly. Dice determine everything. You'd better start praying to Lady Fate if you want to live long enough to see the end.
It's the last day of May. Yesterday was your birthday- you've just turned twelve. It's a beautiful morning; the sun's been up for an hour, and the way it shines into the balloons floating at your ceiling makes it look like they're glowing. But you won't see any of this if you keep on sleeping. Why don't you wake up and remember who you are?
What's your name?
What do you look like?
How confident are you?
Is there anything else about you that's worth noting?
(I'll probably only take around three or four joiners to start off. Each person will get their own thread, with difficulty labeled. This is not first-come, first-serve; I am about to go on vacation and will have little to no internet access because it is in the middle of nowhere. I will make the threads when I come back. For anyone who's interested in signing up, you have a week to prepare a character sheet.)