Entry tags:
princess maker - BAD END=DEAD END
[ When you insert the key and open the door, you'll find yourself in a humble cottage, in what seems to be the living room specifically. There are several doors, but a specific one catches your eye: simple in its decoration, the door has a cute little wooden plaque with flowers carved into it. Though the door is closed, you can see through it—as if it's somewhat transparent.
A wooden cradle sits in the room beyond, which is otherwise plain. Inside, a baby sleeps peacefully. When she stirs, calling for her parent, you are there to cradle her back to sleep. ]
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[ Slowly, the scene changes, fading in and out with various silent scenes—the baby coos pleasantly, giggling jovially when you (presumably) make faces at her; she tries to pick herself up and falls over, but she does not cry; a disagreement between you and her lead to a thoughtful discussion; the young girl carries a large laundry basket to do chores; she buys a pet bird, looking so proud for having earned the money all by herself; then the wall becomes opaque. ]
[ In the middle of the open doorway, a young girl the age of 10 stands, smiling at you. A bird with beautiful plumage rests on her shoulder.
This is your daughter. You tried your best to rear her, and she's been good to you. You know she is capable of anything if she puts her mind to it - even becoming a princess. But you also know it's not easy to become a princess - she'll have to work hard, and she's capable of it but you'll have to guide her hand, most certainly. Better she become a princess than go off to war, though; you could not stand to see your baby girl die on the battlefield. Whether she actually becomes a princess or not . . . well, that's up to fate, isn't it? All you can do is try your best. ]
A wooden cradle sits in the room beyond, which is otherwise plain. Inside, a baby sleeps peacefully. When she stirs, calling for her parent, you are there to cradle her back to sleep. ]
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[ Slowly, the scene changes, fading in and out with various silent scenes—the baby coos pleasantly, giggling jovially when you (presumably) make faces at her; she tries to pick herself up and falls over, but she does not cry; a disagreement between you and her lead to a thoughtful discussion; the young girl carries a large laundry basket to do chores; she buys a pet bird, looking so proud for having earned the money all by herself; then the wall becomes opaque. ]
[ In the middle of the open doorway, a young girl the age of 10 stands, smiling at you. A bird with beautiful plumage rests on her shoulder.
This is your daughter. You tried your best to rear her, and she's been good to you. You know she is capable of anything if she puts her mind to it - even becoming a princess. But you also know it's not easy to become a princess - she'll have to work hard, and she's capable of it but you'll have to guide her hand, most certainly. Better she become a princess than go off to war, though; you could not stand to see your baby girl die on the battlefield. Whether she actually becomes a princess or not . . . well, that's up to fate, isn't it? All you can do is try your best. ]
ROUND 0
Fair temperament.
+3 charm.
+3 intelligence.
+3 diligence.
Moral compass: Neutral.
ROUND 1 CLASSES
CURRENT STATS
+3 charm.
+3 intelligence.
+3 diligence.
Moral compass: Neutral.
DECISION
You may choose from Culture class, Martial Arts class, and Math & Science class. If you choose to give her free time, please note what that free time will be dedicated to.
You have 54 classes to schedule for. If you'd like, you may simply note "evenly divided" for 18 classes in each category, or note 50% X class and 50% Y class, etc.
If you note "evenly divided between all classes and free time", that will be taken as 16 classes each/6 sessions of free time.
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DISCUSSION
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ROUND 1 MORAL DILEMMA
1
What do you do?
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2
Your daughter doesn't seem terribly bothered by this, however. She's perfectly happy to not have friends.
What do you do?
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3
But she does behave well at school at least. More problematic, however, is the fact that her friends have her stay out later and later - meaning less time for homework and sleeping and eating. Sometimes, she even comes home almost in the middle of the night. You're also fairly certain there's some level of drug use involved, considering the gossip from your neighbors . . .
What do you do?
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FREE WEEK 1
Or perhaps, you could do something else with her? Something fun, maybe? It's basically a vacation, after all.
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Basically: it's a mini-mingle. You can go to the fair and have some fun or you can do something else! You can submit in a comment OR you can thread, either way is fine. You may affect your daughter's stats here, but not her temperament or moral compass. You have until the end of the game to finish Free Weeks, which is when they'll be tallied up to the total of your princess's stat totals. This is entirely optional, and serves as a method for people who can't play during regular gamerunner hours to be able to do something fun while contributing to the game, although everyone is welcome.
ROUND 2 CLASSES
CURRENT STATS
+21 charm.
+42 intelligence.
+83 diligence.
Moral compass: Good.
DECISION
You may choose from Culture class, Martial Arts class, and Math & Science class. If you choose to give her free time, please note what that free time will be dedicated to.
You have 54 classes to schedule for. If you'd like, you may simply note "evenly divided" for 18 classes in each category, or note 50% X class and 50% Y class, etc.
If you note "evenly divided between all classes and free time", that will be taken as 16 classes each/6 sessions of free time.
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ROUND 2 MORAL DILEMMA
(frozen comment) 4
An older friend from that same circle, it looks like - who happens to like her back. That in itself is not a problem, but there are rumors that she's doing some unsavory things again - not drugs this time, but theft. The other day, you could have sworn she was rifling through your wallet . . . ? Plus, the older companion is considered rather promiscuous among your circle of gossiping middle-aged parents. But your daughter believes everything will be alright, truly they love her.
What do you do?
(frozen comment) DECISION
(frozen comment) DISCUSSION
5
The ribbons are still at the doorway.
The bird sits in front of her, but does not dare to touch her.
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6
You find your daughter doing a few unusual things. Sometimes, she forgets her cane exists and wanders around in the house - loudly walking into things as she tries to go for the door outside. Sometimes, she stares at the wall for hours at a time, simply patting her new dog's chest as it rests on her lap.
She makes too many jokes about bones. About dirt, about being buried six feet under. Nothing sprung out of nowhere, but - you know, metaphors, idioms. Where did she pick this up from?
These aren't big things - but there's definitely. . . a change . . . happening . . . with your daughter. What could it be . . . ?
DECISION
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FREE WEEK 2
I mean . . .
Do you want to do something with her this week . . . ?
Every week is free week now . . .
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Re: FREE WEEK 2
ROUND 3 CLASSES
CURRENT STATS
+21 charm.
+204 intelligence.
+83 diligence.
Moral compass: ???.
Mood: sad.
DECISION
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DISCUSSION
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ROUND 3 MORAL DILEMMA
7
They don't look at your daughter anymore. Moonfire is ignored at best, ostracized at worst - well, this isn't very different from how it was before, is it? But even her friends from before don't want to be around her anymore. After all . . . she's sick.
Your daughter . . . is . . . okay with all of this. She's okay. She's . . . fine.
She's fine with all of this.
Really.
With every passing day her unfocused smile becomes more and more strained, and the times that she walks around and runs into things becomes more frequent - you catch her trying to climb out the window a few times. She doesn't like sleeping in her bed anymore. She wants to be in the grass, she says. She wants to be in the dirt.
What . . . do you do?
DECISION
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DISCUSSION
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8
DECISION
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END
??? charm.
??? intelligence.
??? diligence.
Moral compass: ???.
Mood: happy.
The door opens one final time, and your daughter looks longingly to your direction.
". . . Do you have to go?"
You may proceed to endgame.
Re: END
Re: END