socksuke_uchiha ([personal profile] socksuke_uchiha) wrote in [community profile] rpanons2024-07-01 06:00 pm

Friends don't let friends TFLN

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silentspringmods: (Default)

SILENT SPRING — A perfect slice of 60s suburbia where you'll fit right in... or else.

[personal profile] silentspringmods 2024-07-06 01:14 pm (UTC)(link)

TDM № 4 : July 2024
Part I; Chapter 7. Duck and Cover

current TDM premise & faq rules application invite requests NPCs calendar story so far taken


Hey, neighbor! Silent Spring is a small, heavily plot-driven, semiprivate/invite-basis 1960s suburban horrorgame based loosely on the likes of We're Still Here, Holly Heights, and similar and centered around forced nuclear families, conformity, gender roles, nuclear paranoia, the Red Scare, and the dark side of the idyllic American suburban dream.

Player cap is 35 and we have 26 open slots this round!

Invites
Semiprivate in this instance means a two-step application process open to the public. Invites can be obtained either by being on [plurk.com profile] bluehellgazette's friendlist, or, more commonly, by applying for one through the invite request page, which is open to the public. Having an invite does not guarantee acceptance into the game - players must still app!

Premise
Characters wake up in the same household as a complete stranger to whom they have apparently always been married, at least according to the eerily and unwaveringly chipper neighbors who seem to know a little more than they should—or, if they're under 18, they awaken as the legally recognized child of the aforementioned couple. Their new home is the uncannily idyllic early 1960s suburbia of Sweetwater, Maryland, an integrated bedroom community of Washington, DC featuring its very own atomic energy plant. The Homeowners' Association and Civil Defense office keep the neighborhood under a pretty tight rein - for the safety and contentment of everyone, of course.

Despite the cheeriness of the townspeople, fear of nuclear war and Communist infiltration seeps into daily life. Characters with basements will find canned goods downstairs, and children practice fallout drills in school. Air raid sirens are set up outside of the town hall. Everyone seems to be holding their breath, waiting.

The horror and suspense in this game are inspired by a combination of the most pathological collective anxieties of the time, 1950s/1960s film and novels, and real events of the early sixties. Some of the horror is science-fiction in nature, based off of the growing presence of science and nuclear power in the average American's life; some of the horror is social, steeped in the fact that characters arrive in a highly conformist society living in daily fear of a communist overthrow and nuclear war.

Since the first wave of arrivals, characters have experienced department store mannequins coming to life, an earthquake in Maryland, unexplained aggression from local wildlife, forced confinement, and memories, thoughts, and now physical sensations that don't belong to them have begun to seep into their consciousness, as though the town itself is beginning to bleed at the edges—among other horrors.

This TDM features a representative cross-section of life in Sweetwater - characters waking up in their new homes, a patriotic, all-American barbecue that gets interrupted by air raid sirens, being forced into a bunker for five hours, and being hit with some disturbing memories that most certainly are not their own - but at least the fireworks in the town park are kind of nice?

Gameplay
This game is in its eighth month, and is not set to have a finite end, though there is a main plot arc and mystery to be solved that has been laid out to extend at least another year. We are still only in Part I, so there is plenty of plot left to engage with and town left to explore, and this is an ideal time to get in before the pivotal event that's going to hit in August. This is a very interactive game - because it's small enough to be manageable, tabletop-style NPC interaction and PC explorations and investigations play a large role in determining the trajectory of the plot and how things unfold.

Pacing and AC
This is a low AC game with events and TDMs on alternating months, meant to offer an environment for an older, predominantly working playerbase that has largely shifted into the realm of weekend tagging, but players who like to tag throughout the week will find that things still move at a pretty good clip and one's experience with pacing is largely player-dictated here. AC is currently one of the following per month: 5 log comments, an event toplevel, 15 short network comments, or 5 multiparagraph network comments, but is not intended to be representative of a player's only activity for the full month.

So come on over, neighbor, and make yourself right at home!
Edited 2024-07-06 13:15 (UTC)