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The Return Journey ([personal profile] returnjourney) wrote in [community profile] returnjourneymemes2022-02-01 02:13 pm
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TEST DRIVE 002



RETURN JOURNEY: TEST DRIVE 002



Welcome to the Return Journey's test drive meme! We appreciate your interest. Our TDM features a small sample of events your character might encounter in game, which you're free to embellish or improvise with your own ideas as desired. Don't worry if you haven't read everything yet; while we recommend skimming our FAQ for relevant questions, critical information should be contained or linked within the prompts themselves!

TDM threads can be used as samples for applications. Players can mutually keep threads as game canon after being accepted into the game, though threads featuring non-canon squalls or events may need to be adjusted.

We suggest putting your character's name, canon, and potential role (warden or inmate) as the subject. If you're not sure which role you want to choose, feel free to try your hand at both!

If you have any questions about the TDM, please ask here.



1. Welcome Aboard!

Welcome aboard the SFS Peregrine, a ship in the Admiralty's Transformative and Penal Reparation Fleet. It is presently circling the outer perimeter of the Oos Ring Galaxy.

Wardens have been approached personally by the Navarch with a job offer: Come aboard the SFS Peregrine to assist in the redemption of an inmate, and receive a miracle known as a windfall as payment. Even if you don't ask as many questions as you should, every warden will be treated to a short Warden Orientation video explaining their expected duties and conduct.

Inmates have died and been placed aboard the SFS Peregrine as candidates for reformation. You may have come willingly, offered a choice between death or redemption, or you may have been collected against your will. Inmates are also treated to an Inmate Orientation; you'll find you have less privileges than a warden, but more motivation for...latitude. Violence? Chaos? Bribery? Blackmail? Well, no one said the path to redemption was without a few bumps along the way.

Given staff shortages, some wardens may be asked for a favor. Rather than leaving directly for the Peregrine, you've been asked to pick up an inmate from the limbo between death and redemption. During this mission, wardens will have clearance to enter a snapshot of sorts, where the inmate died (so devoid of other living beings). You either have to talk them into willingly coming along...or bring their unconscious, fresh-from-death not-corpse with you in the Avro provided. Better hope they don't wake up on the way!

Inmates, in this case, you'll be presented with the choice of death or redemption from a warden rather than the Navarch. Or possibly not provided with a choice at all, if death has rendered you unconscious. Good luck when you awaken to find yourself in a small ship, with someone you've never met. Try not to cause any trouble.


2. Pairings

Pairings are a critical aspect of the dynamic between warden and inmate. While interactions between wardens and inmates are not restricted to those in pairings, this relationship is a bit more...inescapable. Inmates test the limits of a warden, whether they take a more typical or unusual approach to matters; likewise, wardens learn what makes an inmate tick (and hopefully cooperate). Chances are, your values will clash.

A pairing of any sort is as varied as the individuals involved in them. And today, courtesy of the Navarch's monthly announcement, you and your sorry partner have been paired. Temporary or permanent, with a warden for an inmate or an inmate for a warden, it's your first day together — out of at least a month, so good luck setting some ground rules and figuring out each other's breaking points.


3. Life on the Peregrine

Hey, inmates! Ever gone to summer camp? Had a sibling? If so, you might see where this is going. If not, welcome to your first experience with shared sleeping arrangements!

The dorms are lined with bunks, though maybe they're better described as pods: futuresque capsules stacked two high, with sleek white paneling and cool blue LED lightning. Each bunk can be closed off with a sliding door privacy and boasts a bladeless fan for temperature control. Bedding is adequate. If such modest conditions do not appeal to you: consider not committing crimes against other people.

And just like with siblings or summer camp, you don't get a say in who your bunkmate is. Maybe you'll luck out and get a light sleeper who doesn't toss and turn in the night. Maybe you won't, and you'll end up with someone who will kill you if you snore. Whoever you get is who you're stuck with until further notice!

Wardens get much more hospitable quarters, but they may want to keep an eye out on the inmate dorms. Just in case an inmate does try to kill their bunkmate.


4. Squalls

Occasionally, the ship passes through squalls, the equivalent of cosmic turbulence that can mess with little things like, say...the fabric of reality. These are shipwide effects, though who they hit is variable. Sometimes you might fall victim; other times you might be the one standing by, exasperated, as you deal with those affected.

(In other words, it's up to player discretion. And feel free to make up your own squalls!)



This time around, the squall comes with an interesting side effect: whenever you lie or someone lies to you, you experience an immediate rush of anger — whether you consciously know someone is lying or not. Think of it as a temporary lie detector, but instead of being hooked up to a machine, you might punch someone in the face.


5. The Peregrine

The Peregrine's layout and protocols have been designed with its intended passengers in mind, who are primarily Earth humanoids and inclined towards certain social and cultural practices. If you're wondering why you are on a ship of Earth humanoids despite not being one yourself, please understand that all ships in the Admiralty have a population capacity. At times it may be necessary to assign other species to a ship of this type, based on availability.

As a warden, you have full run of the ship map. Inmates...less so, but that's nothing a little creativity can't fix, right? Just remember, if a warden catches an inmate somewhere that inmate shouldn't be, it falls on the warden to handle the matter. And if the warden turns a blind eye...well, let's hope neither of you get caught. While it won't result in anything as extreme as a demotion, wardens can expect to get a stern dressing down; inmates, meanwhile, will be reprimanded by the warden who found them.


6. Networking

Now that you've powered on your CommLink for the first time and sat through the short tutorial and appropriate orientation, you're ready to explore the wonders of messaging. Video, audio, or text, the world is your oyster and you surely have opinions on it.

There is no anonymous option and IDs must be some variation of your name. (IC, characters will have to try their luck and see what the communicator will or won't accept when they register; OOC, it's up to players to decide what name to use if the character has multiple names or aliases.)

Wardens have access to a group network filter, something that inmates lack, and can track inmates throughout the ship with their CommLink. Inmates, best avoid getting your device confiscated or monitored.


7. Wildcard

If it's in our game pages, you can use it as a prompt! The sky's the limit.


expectaspectre: (walkabout)

[personal profile] expectaspectre 2022-02-06 01:15 am (UTC)(link)
...Hm.

[ Kind of a noncommittal answer to A Lot Of Heavy Information, but. Look, people don't usually talk to Grace this much, and when they do, they CERTAINLY aren't quite so forthcoming with personal details. She's processing. ]

...I just think you're gonna run into a lot of trouble getting them to believe you, that's all. You can tell them the truth until you're blue in the face, but if you can't prove to them that their situations are what they are, they're gonna believe what they want to believe. Which, in most cases, is that they're innocent squishy babies who've never done anything wrong and this whole thing is unjust and we're all just their evil jailers.

And then you've got the wardens, and that's a whole other thing. But I'm sure you'll do fine!

[ Thumbs up! See? She's got high hopes! ]
dealwiththe: (079)

[personal profile] dealwiththe 2022-02-06 01:48 am (UTC)(link)
Yes, I know how it works.

[ He's - as he said - done this before. He's been both on the couch, and in the therapist's chair. In more ways than one. Is she not hearing him?

To be fair, he is an over-sharer, generally. ]


And yes, it's ultimately on them to decide. Some of them may never come 'round. There's nothing we can do about that. But some of them will, eventually. Those are the ones we'll help. It's hard, and it takes time, but personally? I have nothing but time.

[ He looks her up and down. ]

If the rest of the wardens are anything like you, you'll need my help as much as the inmates. Good thing I'm here.

[ Ah, that angelic ego. ]
expectaspectre: (the heart of the matter)

[personal profile] expectaspectre 2022-02-06 02:18 am (UTC)(link)
[ Ah. There it is. The derision. That's much more familiar. Grace shrugs and settles back into her chair. At least there weren't any threats of death this time. Overall, a win! ]

Sounds like you've got everything under control.

[ And she pointedly turns back to her example inmate schedules, trying to ignore the throbbing in her brain, and the sickness in her gut. Fucking angels. ]
dealwiththe: (055)

[personal profile] dealwiththe 2022-02-06 02:30 am (UTC)(link)
Oh, bloody hell, it's a joke. Here I was hoping my fellow wardens might have a sense of humor between them.

[ He's just going to muttermutter to himself and go for more liquor. It's not like he can get drunk. ]