Oh okay
I have 3 options for you to choose from. Take as long as you need to decide. I have a few things to set up anyways, for later. Just in case. And I do have to set up some sheets... And for those of you curious, the Gauntlets not chosen can be chosen at another point, so just go with your gut!
[] A single night, most likely, of puzzling mystery and paranormal events. Oh boy, this is a Gauntlet from where you can pick up some incredible tricks. But you've got a nasty time limit hanging over you, even without that one drawback. I wonder if you're really up for it?
[] Walk your way out of colorful nightmares. Don't worry, you'll be set to your MC's age instead of the default given for this Gauntlet. Just be careful to not run. But, hey, even if you don't succeed, the exhibit's quite nice!
[] After this, you must remember not to sleep on train rides. DO YOU HAVE A DEATH WISH?! WHY WOULD YOU CHOOSE THIS, ALL YOU'LL HAVE TO GET YOU THROUGH SHOULD YOU FAIL IS MY PROMISE OF A SWIFT DEATH INSTEAD OF WHAT WOULD HAPPEN OTHERWISE! This is even more of a gamble than the first, with, in my view, less rewards to its' name than either of the others. Please don't choose this.
Neat! For me personally, half the fun is figuring out how to get as much out of each run as possible by playing different choices off of one another. If you take the view that the character is choosing the build, then it's hard to imagine them doing anything else, either. As a player in a quest rather than the author, getting what we can out of each jump seems like a good idea too@Deathbybunnies
Hmm, this seems kinda overkill by my standards (I like making things harder on myself with more reasonable rewards for character growth reasons), but you put effort into coming up with the plan so I'll happily allow it!
And yes, all the perks and items carry through the jumps. Drawbacks don't unless specified.
Also, real talk, the paint balls did nothing afaik. You couldn't use them to attack shit in game. Not even entirely sure what path they opened...
But hey, ya got free magic so taking them's a fun bonus!
Smart call.EDIT: I have just realised that taking both Memory's Crannies and Liar's Room is likely to get us killed, so I'm going to replace Memory's Crannies with What Does It Say?, since we should be able to ask the friendly paintings for vocabulary help.
Yeah, it was a bit of a blunder - playing options off of one another like using Open Doors to beat Where's The Key? and Careless Jumper is fun, but when you're taking that many options you've got to look out for unintended interactions too. (Where's The Key and Careless Jumper would be even more lethal, were it not for Open Doors.)