imaginemeandyuu: (falling gently down)
[Pumpkin] Alma Karma ([personal profile] imaginemeandyuu) wrote 2012-07-09 06:14 am (UTC)

[OOC] Basic game writeup and Q&A

First of all, thank you all so much for playing with me! I had a blast running it for all of you and thanks for bearing with me on unexpected hiccups ♥ ♥ ♥ ♥

In lieu of a proper full writeup I thought I'd do a basic one below then just answer any questions you have! So here goes.

So, the rooms were arranged in 'depth' based on how far Alma's repressing them. There was no other reason for why they were matched, just 'how far down' it was. Sometimes they were related (like on floor 3/Moderate-Deep) and other times they were totally unrelated, but it was coincidence either way.

More traumatic things were on the left (the side of Alma's body which is actually covered in scars, or was before he transformed) and more pleasant/wistful things were on the right (the part that remained more whole).

Obviously, one could make it to the bottom floor through either the 'left path' or the 'right path' by solving puzzles.

Each of the puzzles had multiple answers! Basically there was a variety of ways that you can solve it. The main difference between them had been whether it would have a positive effect on Alma's psyche or a negative one. As well, if people did something totally unexpected that would have a strong effect on Alma's psyche, that could also solve the puzzle. So basically there were two planned solutions for each puzzle, as well as the possibility of players doing something unplanned that could solve it anyway.

In some cases, the negative and positive solutions weren't compatible (so you couldn't both remove Edgar from the spike AND push him down it) and in some cases they were (you could both toss the sword into the pit and rebuild Alma's body). In the event that you could do more than one, only the first one showed the results of opening the trap door. (As...obviously it was open by then) but both had an effect on Alma.

Here's the rundown on what the rooms meant and what their solutions were:

Floor 1: Light

Desire to kill humans for food/Akuma bloodlust (left)
Pos solution: Throw the knife away. (Not taken)
Neg solution: Serve a slice of human on the table setting (Not taken)
Player solution: Move the body to a non-serving seat. (Taken)

Trauma from his coma/fear of Stasis/desire to be free and rebellious (Right)
Pos solution: Use the sledgehammer to smash the bed or the chains. (Taken)
Neg solution: Break all five eggs (Not taken)
Player solution: (Not taken)


Floor 2: Moderate-Light
Guilt over murdering the order (Left)
Pos solution: Remove Edgar from the spike. (Taken)
Neg solution: Push Edgar down further on the spike (Not taken)
Player solution: (Not taken)

Desire to flat out have a threesome. This is just flat-out blatant sexual want to bang them both at the same time. (Right)
Pos solution: Get into the bed (since both Kandas were playing, required both of them) (Taken)
Neg solution: Make the bed (Not taken)
Player solution: (Not taken).


Floor 3: Moderate-Deep
Grief from his past life (Left)
Pos solution: Reattach the head (Taken)
Neg solution: Bring the body into the room through the mirror (Not taken)
Player solution: (not taken)

Desire for a wedding/"ideal" form of romansu (Right)
Pos solution: Wear the ring or sign the registry (Taken)
Neg solution: Throw away the ring or registry (Not taken)
Player solution: (not taken)


Floor 4: Deep
Trauma from that final confrontation/Kanda killing him (Left)
Pos solution: Put Alma back together (Taken)
Neg solution: Throw Mugen or the doll or the parts into the bottomless pit of blood (Not taken)
Player solution: Clean up Kanda and put him to sleep (Taken).

Gender issues and desire to be seen as both "That woman" and the little boy "Alma" (Right)
Pos solution: Put the doll back together (Taken)
Neg solution: Tear the doll in two (Not taken)
Player solution: (not taken)

Floor 5 (Exit): Deepest
Self-hate and longing to die (Left, Exit 1)
Pos solution: Put the orb back in his chest (Not taken)
Neg solution: Break the orb (Taken)
Player solution: (not taken)

Desire to live for the sake of living and gather new amazing experiences (Right, Exit 2)
Pos solution: CHIPS WITH MAYO :3 (taken)
Neg solution: CHIPS SPILLED EVERYWHERE D8 (not taken)
Player solution: (not taken)


Basically, depending on what solution you took, you'd give him a small 'push' in that direction unconsciously. So, for example, Kandas getting in the bed made him unconsciously desire a threesome even more, etc. These effects are pretty slight, yet present. Go ahead and ask me any questions you want about these o/ (or anything else but I figure these will get the most questions).

As well as the 'solutions' there were elements in the room that would cause a slight tweak to his unconscious if toyed with -- the general scenery, etc. Although not a solution to the trap doors, breaking plates in the dining room might have effects, for example.

Finally, the Three Exits! Obviously, they went like this:
Get and place all the red orbs, then: unlock the red door (kid Alma face)
Get and place all the blue orbs, then: unlock the blue door (that woman face)
Unlock both red and blue doors, then: unlock the 'arch' door (current Alma face)

Once a door is unlocked, you can take it. Each person who takes a specific door applies a slight effect, cumulative on each person who takes it:
Red: self-loathing
Blue: Nostalgia/warmth
Arch door: A balanced and healthy sense of perspective.


OKAY SO HAVING EXPLAINED ALL THE BACKGROUND MECHANICS, gimme your questions! Let me know anything you're curious about, any questions about what something meant or why I made a choice or anything else and I'll talk about it here. Anything goes.

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