The Doors of Your Mind.
Players:1 principal.
1 partner.
Requirements:
A quiet room.
A few candles.
Matches or a lighter.
An alarm clock.
A pillow (optional).
A recording device (optional).
The Prelude:
1. Begin whenever you feel most relaxed.
2. Find a quiet room, dim the lights, and set up your candles. Use the matches or lighter to light the candles, being mindful of fire hazards as you do so. If you would like to record your experience, set up your chosen device and begin recording.
3. Set the alarm clock to go off one hour from the time you begin.
4. Have your partner sit on the floor; you yourself should lie down with your head in your partner’s lap, facing up. You may use your pillow if you like. Close your eyes.
5. Have your partner begin rubbing your temples in slow, circular motions. The tempo should be steady, and the overall feeling relaxing. Keep your eyes closed.
6. Your partner will function as your guide for this next portion. Have them speak the following words to you: “You are at one end of a very long corridor. There are numerous doors on both sides of this corridor, spanning the entire length. I want you to explore these doors and the rooms behind them. Describe to me what you can see, hear, touch, and feel with great detail.”
The Exploration:
At this point, you should find yourself in the corridor. Traverse it, exploring the doors that line it and the rooms kept behind the doors; as you go, describe each and every thing you encounter. There are no rules as to how best to explore the corridor and its rooms; you may, however, find the following tips helpful:
Pay as much attention to yourself as to your surroundings. What are you wearing? What’s in your pockets? Do you have anything meaningful about your person? Whatever you find, it might be useful.
Take a good look (and feel, and so on) of each door before you open it. What color is it? What size and shape is it? What does the handle look like? Is the handle an unusual temperature? These details and more might provide hints about what waits behind the door itself.
You do not have to open every door. Trust your instincts: If you feel it would be unwise to enter one… don’t open it.
The Return:
When the alarm goes off, your partner should guide you back to the real world. The exact words spoken to do so are up to your partner, but in all cases, the corridor should recede and any doors that have been opened should be closed by the end.
Once you have returned, blow out the candles and turn off the recording device (if using). You may listen to your recording at your leisure; or, you may choose never to listen to it. It’s entirely up to you.
Additional Notes:
This game may be played as many times as you desire. After you have played it enough times, you may no longer require the alarm clock; your partner should be able to determine when you are ready to make your way back.
If you enter a room filled with clocks, do NOT touch any of the clocks and leave the room immediately.
If you encounter an old woman, do NOT speak to her and leave the room immediately.
If you encounter a man in a suit — particularly one who inspires feelings of unease or dread —describe him immediately to your partner. Your partner should then end the session, regardless as to whether the alarm has gone off. If your partner is unable to end the session, do NOT speak to him and leave the room immediately.
Some doors may be locked, blocked, or otherwise barred. Check your person to see if you have a key; if you don’t, however, do not worry — you may simply not be ready to deal with whatever is behind it yet. Leave the door closed and move on.
It is not unheard of for personages encountered in specific rooms to lock you inside. One player recounted an instance in which his partner — in this case, his sister — was required to shake him violently in order to pull him back into reality.
A Word of Advice:
Tread carefully. Your mind is not always your friend.
Be Careful.
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I assume you'll die if she catches you
Do not play longer than two hours: If you play too long, you will be unable to remove the spirit/demon from the doll. It will become attached, and will not leave. EVER.
Do not swallow the salt water: Well, if you do, you will not be able to end the game, and will have no means to protect yourself.
Do not give the doll your See More name, or of one you know: It will become to binding, and may result in the spirit/demon to never leave the doll.
Do not leave your hiding place without salt water: If you do so, and have a run in with the doll or other spirit, you will be unprotected.
Do not make unnecessary noise: It will draw the doll to your hiding place, which may result in a losing condition.
Do not leave your house in the duration of the game: I believe this will give the doll an opportunity to invite some, ahem, friends to play.