This part isn't cut, because YOU REALLY NEED TO READ IT.

Because we are going to begin in THREE DAYS HOLY CRAP, i.e. July 5th, allow me to speak a little to what you will find in Walterworld. We, your humble and luvving guides, are experimenting with a new format in hopes of striking a happy balance between typical GMing ("We open the door." "You find an umbilicock!" "D:") and totally unmoderated play as seen on the multiverse comms. So here's what we're gonna do.

We are going to give you everything in advance. Maps, location descriptions, monster descriptions, puzzle clues, everything except for puzzle solutions. We will put up posts with all this information in it, but whited out. Your actions, within the world we've written up, are then entirely up to you. If you want to go to a room, simply hilite the relevant text to discover what's in there, then go describe your findings and your actions. With but a couple exceptions, you decide what attacks you, when, and where. You NPC the monster encounter for yourselves and each other, unless you want more structure, in which case you can see if one of the GMs is around to poke and request that we NPC. You move through the environment at your own pace, you are not required to visit every location on these maps. There are some places you will have to visit in order to advance, but many locations are completely optional.

You can even cheat, if you wish! If you really want to hilite and read everything, learning the locations of all keys, hints, and puzzles, it is within your power to do so. We don't recommend it, though; much less fun. ;-) Only if you're running short on time, then we may recommend that you "read ahead" and go to the "right place" so that you don't miss the conclusion.

In short, we your GMs are going to try not to GM at all, really. We are here to answer questions, to check puzzle solutions with, or to play a monster if you want us to, but we will not be directing you. This is an untested format, so there may be kinks in the system that we can work out together as we go along. We provide the building map, you provide the emotion. Happyface! :D

Some of us have played Silent Hill games, some have not. S'all good, having played Silent Hill is no prerequisite. Those who are new to the setting, though, if you'd like a little background on the look and atmosphere of the games, read on.

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If you have any questions or suggestions for your GMs or fellow players, here is a good place for them! :3
cold, snow

ashes everywhere

Somewhere between throwing pencils at the ceiling, and burning the car magazine for no reason, it happened.  She felt it.

A shift, a ripple, a tear.

Were she more spiritually inclined she might think it had been a reassignment of the balance of power, or maybe even someone coming to rescue her.

As it is, the feeling is not a tangible one.  Is it in her head?  Or is it in her head?

Or maybe it wasn't a shift or a tear at all.  What does encroaching madness feel like?

After that, the world goes gray for a little while.   The ceiling is unblemished and whole.  'I want to go home,' is written in the dust on the coffee table.

The car magazine is winking at her.  Why is there are car magazine? 

Henry told her once there was a car on the ceiling.  The roof.

Wouldn't do.  To let Walter see it. 
  • Current Mood
    never get it back

Outline of fears and stuff...

...For Roger, our resident (and not exploded) homunculus.

Having experienced an existential crisis from the day he was decanted, Roger is only now beginning to feel a sense of identity and purpose in his life. His fears and guilt issues seem to center around the circumstances of his creation and reanimation, which isn't surprising.

He seems more afraid of harming/disappointing others than of dying. Letting down his teammates or being declared obsolete and ending up in a storage locker would be a worse fate than death. Restraint, imprisonment and exhaustion of power are the only things that come close to phobia for him.

Having made friends with several monstrous and nonhuman people now, he's willing to assert his value as a person, but there's still that insecurity...

Roger still feels a nagging guilt over his manipulation of Liz, but he's probably not apologizing every day for it by now.

Fear Profiles

We're not really looking for any kind of specific format here, or at least if we are no one has told me about it. But a basic outline of what your character fears/dislikes/feels guilt over/feels belittled by etc would be delish.


Liz Sherman

fears: being out of control, being alone, something permanent and bad happening to either Henry or the boys, especially said event being her fault, both never seeing her family again and seeing them again and having them be angry with her, electrodes, and pie.

The last one is not true.

is upset by: family issues (ie domestic abuse, molestation, etc), abandonment stuff,

guilt: WOAH BIG FAMILY DEATH - eeeeverything else is covered by that

Include as little or as much info as you want. Or none at all! This is by no means mandatory. It just helps us make this as interesting and meaningful (by which we mean 'fucking horrible') for your characters as possible. :D

Four walls coming down on me, well, come on down again

There's a certain point at which the mind decides 'this can't get any worse' and simply shuts off.  Effective torturors know when to stop for precisely this reason.

When the Eileen thing had told her being alone here would be 'bo-ring,' what she had meant was that it would be worse.  And it's only now, after close to two weeks alone, that Liz is figuring this out.

Of course, only Walter for company is worse still, but even his presence would be a sign that this particular layer of reality hasn't just been left to decay, to warp and rust and curl at the edges until it crumbles away into the blackness.

Sleep is not an option now, though the physical fact of sheer exhaustion has crept up around her like fast-growing kudzu.  In sleep there is oblivion, and that is somehow more frightening than any of this.

There is a letter on the kitchen island, addressed to Henry, John and Warren.

'Everything is going to be all right,' it says. 

Hostage for Hostage

The sun has set, and at night on this planet, the sky dances. The light of the stars ripples every so often, intercepted by an invisible aurora. Beautiful for the visitor to behold, though anyone familiar with this place would find the sight eerie and rather sinister. The constellations are unfamiliar, and there is no moon. The air is breathable, though, with a slightly different smell to it but carrying all the same gases in all the same proportions that humans are accustomed to. It's a dry summery warm out tonight, but there's no one but this party around to appreciate it.

The planet is deserted, by all appearances, though it clearly was not always. In fact, you stand upon pavement before a building apparently build to accommodate human dimensions. This is a city, albeit a decimated one, crumbling in ruin. Telltale scorchmarks and craters speak of violent involvement in its abandonment, and the relative lack of extensive plant or fungal growth speaks to that abandonment not having been so terribly long ago. This was once an extremely technologically advanced society, thousands of years ahead of the human accomplishments most here are familiar with, but this ground hasn't sustained human life in 14 years.

The site Ether found is, or was, a warehouse used to store some kind of heavy machinery that looks something like a glorified forklift. Most of the storage facility is occupied by rows of the things; those rooms would not be wise to deal in. The many of the "forklifts" were mid-maintenance when disaster emptied this planet, exposed bits and pieces that would be wicked to be thrust up against. One "room" about the size of a tennis court is empty, though, of any machinery but a frozen conveyer belt overhead. Two windows admit bright wavering starlight.

The place is unusual, deserted, and small enough to restrict Walter's teleporting advantage, should the need arise. So it was chosen, and so here you are. Hostage in hand, you've come to make a trade.

Hopefully a peaceful one.

(( I assume no one present would recognize Old Miltia on sight, but I may be wrong! In any case, feel free to begin posting at any time, it's fine to assume your character was in the group all along.

The area is pretty small, as you can see, so PINpointing around it would be an exercise in Bad Idea. But if you have a PINpoint, you can retreat to the Nexus anytime. If you don't have one, you'll have to find a retreat-buddy in order to exit. ))
Misao is scared

Misao Wakes

Near the entryway of an apartment room lies a young Japanese girl, beaten and unconscious. Her hair is long strait and black, nothing fancy or interesting about it. She wears a blue and white typical Japanese school uniform. Her name is Misao.
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  • Current Mood
    distressed distressed

(no subject)

He could barely believe his luck the past few days. His wife had kept him so occupied that he'd nearly forgotten a promise made to someone a few days ago. Well, not so much a promise, really, but he did always try to make good on what he told people. Besides, she must be just about out of cigarettes now. He's holding a carton of Camels, a small tub of soup, and some ice packs. An interesting combination, to say the least.

That's why he's in front of the door to Room 302 once more, knocking loudly (but politely) on it. "Mrs. Sherman-Townshend?" he calls. "Terribly sorry to disturb you, but I have something I need to ask you." Then he waits.
  • Current Mood
    good good

(no subject)

Walter calmly walked through the door to 302, letting is shut and re-seal behind him. He had sent his mother away for a moment. He needed to talk to this woman.

"Miss Townshend, are you awake?"
  • Current Mood
    indifferent indifferent