A door to reconnect through

In the middle of a pleasant field is a door in arched stone. The central block of its arch protrudes a bit on one side and indents on the other.   Deeper:   This door does not have a name and can only be stumbled across.   No encounter occurs here. But roll as though there were going to be one, store the numbers rolled.   Any player may approach the door but those who fly find their feet cannot rise. Those that walk grow heavier as they approach either side.   The final feet to the door's handle require an ability check. Failure is expulsion from the meadow.   Then all is light.   A symposium.   Beyond the door is the High Popolosian Symposium on Theatre.   Burdensome expectations are relieved here. Everything is dressed in costume and any visitor is swept through countless sets.   Every agent of exchange— Director Churr, actors like Violet, Cry, Kerri Ellen, Eepa, all seem like angels, taking any interaction and returning it with something quieter but more encouraging and deepening.   Acts of conflict are obfuscated through powerful effects of gravity. Players are thrown into the sky or clamped to earth.   A persistent question or theme plagues every scene of the theatre. The first year's question revolves around the theme that the world needs people who make others feel special, not those who focus on feeling special themselves.   Characters are bombarded by the telepathic shared experience of the High Popolos, various renditions of :: I’ll be more special if I make other people feel special :: delivered hand-written, regardless of your handwriting.     2d6 Scenes Being Acted Out  
  • 2 A living beating heart in a plastic prism. It's beating eventually fails and the Symposium ends for the year.
  • 3 A ring of participants, asking questions whispered to them from someone else
  • 4 A creature in a woven crown trying to remember
  • 5 A woman constantly draped in white cloth until she falls and becomes a plant
  • 6 The aid of Aeneid
  • 7 Two brothers say goodbye on their deathbed
  • 8 The characters' most recent conflict; genders are swapped
  • 9 A diorama of the galactic exodus, no sound, only piano
  • 10 An orphan in the streets, running and singing. GM improv.
  • 11 A tree dropping an apple; time is slowed to 1/100th
  • 12 All animals of the world in a line in pairs, chanting and lifting their heads to something warm in the distance
    3d4 Themes for Subsequent Years  
  • 3 Let go!
  • 4 Let go,
  • 5 Escape!
  • 6 Delay?
  • 7 Forget.
  • 8 Escape!
  • 9 Consume
  • 10 Caress & Hold
  • 11 The Keeper
  • 12 Sleep sleep sleep sleep sleep
    Players can leave at any time by the door. They are transported independently to a hex and landmark they have not visited.   Recall the stored numbers.   An encounter is had there immediately.

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