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TDM NO. 5
TDM № 5 : October 2024
Part I; Chapter 9. VALLEY OF THE DOLLS
Part I; Chapter 9. VALLEY OF THE DOLLS
Hey, neighbor, welcome to the fifth TDM for Silent Spring, a semiprivate suburban 60s horrorgame based loosely on the likes of We're Still Here, Holly Heights, and similar. Characters wake up in the uncannily idyllic early 1960s suburbia of Sweetwater, Maryland, an integrated bedroom community of Washington, DC - 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. This TDM will give you a place to test out the setting and get some sample threads if you're going to apply in our first ever public app round!
This TDM is open to both prospective players and current players - please specify whether you are a current player or a prospective player in your toplevel!
Openings
As of this TDM, a total of 30 player slots are open. Players may app 2 characters in the same app round so long as they are in different roles.
Game Tone and Blanket Warnings
This game and its world, including this TDM, heavily feature nuclear panic, the Red Scare, conformism, sexism and restrictive gender roles, heteronormativity/gender binarism as it relates to being forced into a 'nuclear family', surveillance, gaslighting, brainwashing/propaganda, disinformation, pollution/contamination, poisoning, loss of control, nuclear horror, and uncanny valley. At different points in the setting backstory there are suicides, domestic violence, murder, slow death/suffering, trauma of minors, NPC parental death, flashbacks to combat zones, gaslighting, and other, similarly heavy subjects. IC consequences can involve anything from social shunning to sleep deprivation torture, brainwashing, physical torture (for severe crimes) and nonconsensual administration of large doses of haloperidol. These are the crux of the game and cannot be opted out of — this game offers a very specific flavor of horror and it is up to players whether or not they want to engage. The atmosphere is a dystopia, and while people can certainly bond with each other in extreme circumstances, the point of this game is not an ingame domestic AU, found family, 'adopting' other characters, etc. This is a horrorgame, and it has upsetting themes. Minors are not allowed in this game - as adults, it's the players' responsibility to self-regulate what they consume based on content warnings and avoid things they find too distressing to engage with.
I. National Everyone-Smile-at-One-Anotherhood Week

No CWs apply.
Maybe you were on your deathbed, taking your last gasping breaths. Maybe you had just drifted off into sleep. Or maybe you were just in the middle of another ordinary day—but whatever the case may be, you now wake staring at an unfamiliar popcorn ceiling, dressed in a coordinating pajama set or nightgown straight out of the Sears catalog. A complete stranger lies asleep beside you. Perhaps a dog or a cat you don't recognize lies sleeping on a red tartan bed on the floor behind the mahogany footboard.
This is your house, but it’s not your house: on one of the twin dressers in the room, the morning light reflects off the cover glass on a framed photograph of the two of you standing side-by-side and smiling like figures in a Norman Rockwell painting, maybe with a third, also unrecognizable younger party in the foreground between you. A Civil Defense booklet titled ”Survival Under Atomic Attack” hangs halfway off the corner of the dresser, its pages and cover curling upwards with wear atop a dogeared Macy’s Christmas catalog. The other dresser hosts a watch box and a compact radio: yours, if you’re the one wearing the coordinating flannel shirt and pants, or your new husband’s, if you’re in a babydoll-style nightie.
It’s not immediately clear if you’ve found yourself in the fifties or the sixties, at least until you throw on the robe hanging on the back of the bedroom door and head out into the driveway at some point. There you find a rolled newspaper tossed onto the concrete beside a shiny new car, dated October 1, 1961.
Prompt Details:
— All characters wake in a normal human body with any disability aids (including glasses or contact lenses) converted to the most common form of them in the 60s unless a modern development like a sip/blow powerchair is needed for them to be playable. Although cutting edge technologies like myoelectric limbs were just starting to come around at the time, they were not common and readily accessible, and therefore are not allowed.
— Characters have no powers, and regains will not happen in this game. If they biologically need something to function that is fantasy in nature (ex: have to drink blood), that need is gone and replaced with only a normal human’s needs.
— Characters will find their belongings, up to 3 items from home, around the house in normal places for each item to be: a book on the shelf, a framed photo on a flat surface, etc. Items that don’t exist in the regular universe in early 1961 may not be brought (ex: gameboy, pokeball, wizard’s staff).
— Characters may bring one normal, non-livestock pet, or may meet said pet for the first time when they wake up in Sweetwater. They can also be petless.
— No items or weapons from after 1961 are allowed, and no weapons more powerful than a hunting rifle or handgun can be brought with them. One weapon per character.
Maybe you were on your deathbed, taking your last gasping breaths. Maybe you had just drifted off into sleep. Or maybe you were just in the middle of another ordinary day—but whatever the case may be, you now wake staring at an unfamiliar popcorn ceiling, dressed in a coordinating pajama set or nightgown straight out of the Sears catalog. A complete stranger lies asleep beside you. Perhaps a dog or a cat you don't recognize lies sleeping on a red tartan bed on the floor behind the mahogany footboard.
This is your house, but it’s not your house: on one of the twin dressers in the room, the morning light reflects off the cover glass on a framed photograph of the two of you standing side-by-side and smiling like figures in a Norman Rockwell painting, maybe with a third, also unrecognizable younger party in the foreground between you. A Civil Defense booklet titled ”Survival Under Atomic Attack” hangs halfway off the corner of the dresser, its pages and cover curling upwards with wear atop a dogeared Macy’s Christmas catalog. The other dresser hosts a watch box and a compact radio: yours, if you’re the one wearing the coordinating flannel shirt and pants, or your new husband’s, if you’re in a babydoll-style nightie.
It’s not immediately clear if you’ve found yourself in the fifties or the sixties, at least until you throw on the robe hanging on the back of the bedroom door and head out into the driveway at some point. There you find a rolled newspaper tossed onto the concrete beside a shiny new car, dated October 1, 1961.
Prompt Details:
— All characters wake in a normal human body with any disability aids (including glasses or contact lenses) converted to the most common form of them in the 60s unless a modern development like a sip/blow powerchair is needed for them to be playable. Although cutting edge technologies like myoelectric limbs were just starting to come around at the time, they were not common and readily accessible, and therefore are not allowed.
— Characters have no powers, and regains will not happen in this game. If they biologically need something to function that is fantasy in nature (ex: have to drink blood), that need is gone and replaced with only a normal human’s needs.
— Characters will find their belongings, up to 3 items from home, around the house in normal places for each item to be: a book on the shelf, a framed photo on a flat surface, etc. Items that don’t exist in the regular universe in early 1961 may not be brought (ex: gameboy, pokeball, wizard’s staff).
— Characters may bring one normal, non-livestock pet, or may meet said pet for the first time when they wake up in Sweetwater. They can also be petless.
— No items or weapons from after 1961 are allowed, and no weapons more powerful than a hunting rifle or handgun can be brought with them. One weapon per character.
II. Drip, drip, drown

No CWs apply.
Autumn in Maryland brings with it a welcome reprieve from the seemingly unrelenting heat of a summer that stretched into late September, the leaves of the trees that line Haven Street at least turning over from bright green to brilliant shades of reds, yellows, browns, and every color on the spectrum between. Children play in freshly raked piles of them, and more pumpkins and wreathes appear on neighborhood front porches with every passing day. On the third of the month, the air takes a smoky quality and the usual controlled burn announcements come on over radio and television, informing residents of a controlled burn in the forest preserve behind the Sweetwater Atomic Energy Plant’s northern boundary (an area still fenced in and unreachable by player characters).
Characters are also advised over radio and close-captioned television that the local water plant will be maintaining the lines over the course of October, and to expect ‘mild abnormalities’ in taste from the presence of trace minerals. Water from every tap and restaurant in town, in both player characters’ homes and NPC households, takes on a very faint metallic taste, but nothing strong enough to make the water truly unpalatable: just different.
The changing of the seasons does bring with it a shift in household responsibilities: now in addition to keeping the still-growing grass at a satisfactory height at all times by mowing, families are expected to keep their yards ‘reasonably clear of leaves’ every day by the Homeowner’s Association. If a house violates this Homeowners’ Association Policy–which may only take two or three stray leaves on an otherwise clear lawn, if they’re seen or heard engaging in subversive thought or behavior around town, or could take quite a bit more than that for more conventional families–the entire household, even the ‘child’, will find themselves in the basement in which the town doctor, Norman Pollock, ‘re-educates’ those who stray from the fold (see in FAQs: "What happens if my character doesn't conform? What if they run afoul of the HOA?"). At least it’s a good opportunity to practice some high-stakes teamwork and coordination of efforts with your freshly assigned spouse (or child, or parents)!
Autumn in Maryland brings with it a welcome reprieve from the seemingly unrelenting heat of a summer that stretched into late September, the leaves of the trees that line Haven Street at least turning over from bright green to brilliant shades of reds, yellows, browns, and every color on the spectrum between. Children play in freshly raked piles of them, and more pumpkins and wreathes appear on neighborhood front porches with every passing day. On the third of the month, the air takes a smoky quality and the usual controlled burn announcements come on over radio and television, informing residents of a controlled burn in the forest preserve behind the Sweetwater Atomic Energy Plant’s northern boundary (an area still fenced in and unreachable by player characters).
Characters are also advised over radio and close-captioned television that the local water plant will be maintaining the lines over the course of October, and to expect ‘mild abnormalities’ in taste from the presence of trace minerals. Water from every tap and restaurant in town, in both player characters’ homes and NPC households, takes on a very faint metallic taste, but nothing strong enough to make the water truly unpalatable: just different.
The changing of the seasons does bring with it a shift in household responsibilities: now in addition to keeping the still-growing grass at a satisfactory height at all times by mowing, families are expected to keep their yards ‘reasonably clear of leaves’ every day by the Homeowner’s Association. If a house violates this Homeowners’ Association Policy–which may only take two or three stray leaves on an otherwise clear lawn, if they’re seen or heard engaging in subversive thought or behavior around town, or could take quite a bit more than that for more conventional families–the entire household, even the ‘child’, will find themselves in the basement in which the town doctor, Norman Pollock, ‘re-educates’ those who stray from the fold (see in FAQs: "What happens if my character doesn't conform? What if they run afoul of the HOA?"). At least it’s a good opportunity to practice some high-stakes teamwork and coordination of efforts with your freshly assigned spouse (or child, or parents)!
III. Monster Mash(querade)

No CWs apply.
It goes without saying that Marjorie, head of the neighborhood Homeowners’ Association and model housewife, is to host a celebration in the big brick neocolonial at the end of the cul-de-sac as Halloween grows closer. Instead of a full costume party, however, she’s got something a little more sophisticated in mind: a masquerade, complete with dancing and charades. It could also be a good time to semi-anonymously poke around the very same home in which one player character found a blood spatter concealed under a rug in the basement and some unmarked white pills…
Or just enjoy the punch, which has the faintest metallic taste to it just like all of the tap water in town, or the soda pop that carries similar notes. The townspeople, even Dick Clark, Nurse Ruby, the visiting physics professor Dr. Ravichandran, and Norman Pollock, seem unbothered by it, drinking from the punchbowl (or bottles of soda, for those not yet of drinking age) throughout the night without complaint or any apparent ill-effect.
It goes without saying that Marjorie, head of the neighborhood Homeowners’ Association and model housewife, is to host a celebration in the big brick neocolonial at the end of the cul-de-sac as Halloween grows closer. Instead of a full costume party, however, she’s got something a little more sophisticated in mind: a masquerade, complete with dancing and charades. It could also be a good time to semi-anonymously poke around the very same home in which one player character found a blood spatter concealed under a rug in the basement and some unmarked white pills…
Or just enjoy the punch, which has the faintest metallic taste to it just like all of the tap water in town, or the soda pop that carries similar notes. The townspeople, even Dick Clark, Nurse Ruby, the visiting physics professor Dr. Ravichandran, and Norman Pollock, seem unbothered by it, drinking from the punchbowl (or bottles of soda, for those not yet of drinking age) throughout the night without complaint or any apparent ill-effect.
IV. Life in plastic

CWs: mannequins coming alive, violence.
On the twentieth, a long, shrill wail like a siren alerting the opening of a hydroelectric dam sounds somewhere at the edge of town and echoes out to Haven Street, its point of origin seemingly proximal to the location of the tremendous department store. Characters who are outside might notice the townspeople heading back inside their homes and ushering their children inside before them: they’re not panicking by any stretch, but they move briskly, and they certainly aren’t wasting any time.
By the time the pack of mannequins creeps down the street, moving robotically with far fewer joints than a real human body, not a soul is left outside on Haven Street… unless characters chose to stay, that is. Unlike their first appearance in January, the mannequins move much faster now, and are particularly drawn by motion and sound. They will try to attack any characters who remain out on the street in packs of four or five, crudely bludgeoning them with hard strikes of solid plastic parts with intent to kill. Being that they are not alive, they are impervious to virtually all attempts to injure them that would work on a living being: stabbing, shooting, etc. The singular way to stop them is to remove the headpiece, but overpowering a single mannequin on one’s own is tremendously difficult.
Characters who go inside aren’t entirely safe by default, however–almost as though they have eyes, the mannequins seem to be able to see through unblocked windows, and any movement within the field of vision they would have were they a real human will draw them to the house. The mannequins are strong enough to break through windows and (with persistence) break down doors, and show rudimentary problem solving skills on the level of a typical mammalian predator.
It is absolutely possible to be beaten to death by the mannequins, and, moving in packs as opposed to as individuals as they did in January, they are able to quickly surround a character. Read about death in Sweetwater here in the 'mechanics' section.
At midnight, they suddenly stop moving again, taking on the inflexibility of rigid plastic, and collapse into piles of entirely unremarkable inanimate parts like Cinderella’s carriage reverting to a pumpkin. How strange.
(Just don’t talk to the neighbors about it, or discuss it too loudly in public. You wouldn’t want to end up in re-education.)
On the twentieth, a long, shrill wail like a siren alerting the opening of a hydroelectric dam sounds somewhere at the edge of town and echoes out to Haven Street, its point of origin seemingly proximal to the location of the tremendous department store. Characters who are outside might notice the townspeople heading back inside their homes and ushering their children inside before them: they’re not panicking by any stretch, but they move briskly, and they certainly aren’t wasting any time.
By the time the pack of mannequins creeps down the street, moving robotically with far fewer joints than a real human body, not a soul is left outside on Haven Street… unless characters chose to stay, that is. Unlike their first appearance in January, the mannequins move much faster now, and are particularly drawn by motion and sound. They will try to attack any characters who remain out on the street in packs of four or five, crudely bludgeoning them with hard strikes of solid plastic parts with intent to kill. Being that they are not alive, they are impervious to virtually all attempts to injure them that would work on a living being: stabbing, shooting, etc. The singular way to stop them is to remove the headpiece, but overpowering a single mannequin on one’s own is tremendously difficult.
Characters who go inside aren’t entirely safe by default, however–almost as though they have eyes, the mannequins seem to be able to see through unblocked windows, and any movement within the field of vision they would have were they a real human will draw them to the house. The mannequins are strong enough to break through windows and (with persistence) break down doors, and show rudimentary problem solving skills on the level of a typical mammalian predator.
It is absolutely possible to be beaten to death by the mannequins, and, moving in packs as opposed to as individuals as they did in January, they are able to quickly surround a character. Read about death in Sweetwater here in the 'mechanics' section.
At midnight, they suddenly stop moving again, taking on the inflexibility of rigid plastic, and collapse into piles of entirely unremarkable inanimate parts like Cinderella’s carriage reverting to a pumpkin. How strange.
(Just don’t talk to the neighbors about it, or discuss it too loudly in public. You wouldn’t want to end up in re-education.)
Players may keep TDM threads canon if both players are admitted, and TDMers are encouraged to play around with multiple possible family member matches. Have fun!
EXPLORATION - MARJORIE'S HOUSE.