HT2004StoryOverview
From Simreal
Contents |
Story Overview
There are several phases to the story line, each with its own purpose and mood.
Cowboy Theme.
The group is there on the pretense of saving the world. A claimjumper has started digging up gold in the back-40 at the Wild Basin and has released some kind of demon/balrog/badly named monster.
They must collect the sacred Red Fish of St. Dunstan and using as many of these as possible to weaken the demon (think Kryptonite) and then tie it up with the magic golden lasso of Clivus Multrum that they get at Davenport.
Here is where any and all cheese must go.
Overturned Trail
They arrive at the Basin to find chaos and a disrupted trail. They learn that the trail has been cancelled and that they must get to the building where they will have some alternative entertainment.
There should be a sense of letdown in the actors, a "we're sorry, but we'll make it up to you". The guests should be confused.
Alien Stalker
As they get closer the building, things get more serious. As they move down the trail, they are being constantly followed and/or threatened by the "alien presence" -- shadows, lights, sounds.
This section should build up a sense of worry or paranoia or something, as the guests get the idea that there are bad things around and they are in the middle of it. But they still have to idea how to fix it. They are probably still collecting red fish.
Alien Headquarters
As they go through the obligatory crawl-tube, the group transitions into the alien headquarters. Aliens are interacting with the wild-west stations... and appear to think it was real. They are learning about humans through both observation and surgery, and quickly learning to appear human themselves to blend in with the populace. Invasion through stealth rather than force, or perhaps a crash landing forcing them into this action. Regardless of the reason, the aliens are not strong enough to take us over by force but are instead invading through stealth and treachery.
This is a high-gore area, and we want a rapidly escalating sense of threat that culminates with the guests bargaining for their lives and escaping.
In the middle of the headquarters they have the win/lose station, where they can rescue an actor or not.
All stations make heavy use of translucent white plastic (scary white plastic; Think the hospital room a couple of years back, think ET), weird lighting, shadows of aliens, and alien presence markers. Plus the smell of hospital.
Debriefing
After the escape, they get debriefed and some of the loose ends get wrapped up. They learn if they won or lost here.

