RP IDEA (Tentative name: Mapquest)
There are probably worse places to wake up in as far as unknown locations go. This place looks sort of like a hotel lobby, with several couches set up that you might notice have others just becoming aware of their circumstances. A table is set up nearby with a continental breakfast and coffee, and some very nice flower arrangements. One wall has a large flat-screen television mounted on it with speakers on either side, and the other walls have inspirational posters, frequently featuring cats and B-list celebrities. The only other furniture of note are a phone on the wall and a table with a number of what appear to be letters on it.
Before you can figure out wtf, the screen flares to life, revealing perhaps the least intimidating "kidnapper" ever. He's short, portly, and seems to be fidgeting a bit as he addresses the camera.
"This thing on? ...*ahem* Greetings, friends! I'm sure you're quite confused about waking up from whereever you usually come from to find yourself in a place like this. I, uh, apologize for that. Seems like the etiquette for these multidimensional affairs is always a bit lacking for some reason. Not sure why that is..." He pauses for a bit, mulling this, before looking back to the camera. "A-anyway! I understand if you are in a rush to get back to... whereever, but do hear me out. My name is Rocky Road. Perhaps you have heard of my cousin, Brick?" He waits for a bit, then suddenly remembers the communication doesn't go both ways. "Er, I suppose you wouldn't. He's quite a famous dungeon builder where we come from. Whole family specializes in it. Haven't heard from him in a while, though... oh, that's not important! What's important is the following."
He clears his throat. "See, I have developed a remarkable new technology for dungeon building! I call it the Soul Builder. ...Not a great name, I know. Anyway, it taps into the innate nature and character of the people who travel through it and constructs a unique dungeon experience for anybody who enters! Fun for the whole family! ...is the theory. See, I need to put it through some test runs. So I needed a nicely diverse group to do so. But it's rather hard to do the communication myself. Ah... if you choose not to engage, I do have the way back, right here, ah..." He fumbles a bit with a remote and some instructions. "...Yes, this is what they left me. Just call me on the phone and I'll send you right back. That said, if you do indulge me, I do have a rather nice offer for all of you for the beta-testing, if you'll look at those individualized contracts on the table over there. I do hope you'll take me up on it. ...That's all."
The television goes blank. The phone and forms are close to each other, and upon finding the one with your name on it...
That's HOW many zeroes?
Basic premise: A somewhat light-hearted dungeon romp, in which a random dungeon is populated with rooms suggested by the players. The first room is always the lobby, the last the "last boss." The lobby is always available and stocked in case people need a break and want mingling time. I don't want it to get too deadly serious, although obviously some rooms will be more serious than others.
There is only one major requirement for rooms: there must be some sort of obstacle or challenge that must be completed before the room can be exited. Sometimes that's just finding the exit itself. It can be mind-boggling puzzles, dangerous traps, challenging foes, or even phenomena that force the various player characters to confront their own inner selves. The sky's the limit.
Before you can figure out wtf, the screen flares to life, revealing perhaps the least intimidating "kidnapper" ever. He's short, portly, and seems to be fidgeting a bit as he addresses the camera.
"This thing on? ...*ahem* Greetings, friends! I'm sure you're quite confused about waking up from whereever you usually come from to find yourself in a place like this. I, uh, apologize for that. Seems like the etiquette for these multidimensional affairs is always a bit lacking for some reason. Not sure why that is..." He pauses for a bit, mulling this, before looking back to the camera. "A-anyway! I understand if you are in a rush to get back to... whereever, but do hear me out. My name is Rocky Road. Perhaps you have heard of my cousin, Brick?" He waits for a bit, then suddenly remembers the communication doesn't go both ways. "Er, I suppose you wouldn't. He's quite a famous dungeon builder where we come from. Whole family specializes in it. Haven't heard from him in a while, though... oh, that's not important! What's important is the following."
He clears his throat. "See, I have developed a remarkable new technology for dungeon building! I call it the Soul Builder. ...Not a great name, I know. Anyway, it taps into the innate nature and character of the people who travel through it and constructs a unique dungeon experience for anybody who enters! Fun for the whole family! ...is the theory. See, I need to put it through some test runs. So I needed a nicely diverse group to do so. But it's rather hard to do the communication myself. Ah... if you choose not to engage, I do have the way back, right here, ah..." He fumbles a bit with a remote and some instructions. "...Yes, this is what they left me. Just call me on the phone and I'll send you right back. That said, if you do indulge me, I do have a rather nice offer for all of you for the beta-testing, if you'll look at those individualized contracts on the table over there. I do hope you'll take me up on it. ...That's all."
The television goes blank. The phone and forms are close to each other, and upon finding the one with your name on it...
That's HOW many zeroes?
Basic premise: A somewhat light-hearted dungeon romp, in which a random dungeon is populated with rooms suggested by the players. The first room is always the lobby, the last the "last boss." The lobby is always available and stocked in case people need a break and want mingling time. I don't want it to get too deadly serious, although obviously some rooms will be more serious than others.
There is only one major requirement for rooms: there must be some sort of obstacle or challenge that must be completed before the room can be exited. Sometimes that's just finding the exit itself. It can be mind-boggling puzzles, dangerous traps, challenging foes, or even phenomena that force the various player characters to confront their own inner selves. The sky's the limit.