ᴀᴍᴀʀᴀɴᴛʜ (
queensland) wrote in
romdeau2015-10-18 01:42 pm
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So, what is this game?
Bellarine is a Victorian cosmic horror game set in a fictional town of the same name. Lured to the town by an enticing song, they arrive via carriage to find evidence that they have lived there their entire lives. But they still hold memories of another world and another lifetime, and something is keeping them from leaving. If they have any hope of surviving long enough to return home, they must uncover the terrifying roots of the town and put an end to the entity keeping them bound to this place.
The game is a musebox and is intended to stay small, both story and character driven in its nature. Mods will be guiding plots with somewhat open-ended conclusions to allow for characters to impact the story via exploration and investigation. Players are strongly encouraged to discover hooks and plotlines either by speaking to the mods, taking advantage of the setting, and/or interacting with NPCs to uncover important information. Players are also very encouraged to create and start their own plots within the setting!
At present, the game is projected to last one entire calendar year. This is subject to change with player interest and plot accomplishments: if there is player interest in making the game shorter or longer, this will be discussed and accommodated.
Tell me about the setting.
SETTING INFO
How did my character arrive?
Characters will remember being in a carriage with someone, though they will not remember the name. The individual could have been a man or a woman, young or old, and will vary from player to player. All they will remember is that they spoke to this person at length and felt very comfortable with them, as if they were talking to an old friend. Characters will remember discussing a great desire or need they have, or perhaps a goal, from home. The individual assured them that they will find the answer they seek and a great reward upon this journey, so long as they know where to look. Your character shook their hand...and that is all they remember.
Their next memory will be of awakening in a room in their home. Upon their person, among their belongings, they will find a letter in scrawled and jumbled script that reads: Seek the Keeper and open the door.
You said my character will have memories of home.
All characters will come to the game in the same fashion. They will have memories of home; nothing will be altered in any way. How they arrived in the carriage, however, will remain a mystery for the moment and will eventually be revealed via plot and story. Otherwise, they remember who they are, where they came from, their friends, family, and lives.
However, upon arriving in this world, they will find evidence in their homes and around town, both in documentation and by word of mouth, that they have been here all their lives.
But my character HASN'T been here all their lives. How can people know them?
There will be paper evidence of a life that was theirs here in the town. There will be pictures, documents, perhaps hospital records (if they have been there recently) of their time in this town. They will possibly have had jobs, acquaintances, friends, even lovers who know their name. They may be well known to the local church, down at the wharf, or to the farmers out in the countryside. Regardless of what they remember of their homes, no matter who they are, they will have a history here.
How will their 'past lives' in the town be determined?
That is entirely up to you! Our application requires that you provide a bare bones sample of what is known about them in the city. Their occupation (if they have one), their status, anything the common person would know, should all be given in the application. This will allow the mods to conjur up some fun and interesting random encounters for your character, as well as adapt the world to the things they might accomplish.
Can you explain it a little better?
Say you're applying for Goku from Dragonball Z. Goku will arrive with his memories from home intact up to the canon point you are taking him from. However, upon awakening in his house (which, by the way, is a ramshackled hut on the edge of the countryside where the town's edge is) he will find pictures of his wife and son in Victorian clothes, letters they have sent, and documents of Goku being a defense teacher for law enforcement. He might meet a young man on the street who says he is looking forward to applying for the academy and finally learning all of these incredible techniques Goku has to teach officers.
Even though Goku remembers his time at home, there will be reasonable evidence of a life he has lived in the town. What that is will be up to the player to come up with.
What occupations are there to come up with?
That will be dependent on the character in question. Jill Valentine from Resident Evil, perhaps, would not find herself working in a bakery. She might, instead, find that she is an undercover detective for law enforcement (as women are not often seen in these roles). The sky is the limit!
What am I NOT allowed to give my characters?
Mods will speak directly to a player if they are attempting to give their character an occupation or background that conflicts with the world. For instance, while Kirei Kotomine from Fate/ might be a perfect candidate to work with a seedy underground cult the town has fostered, we would reach out to the player to request they change their occupation to something like a minister or a volunteer worker for the church. If a player would like their character to become involved in the more diabolical pieces of the story, they are welcome to speak with the mods about making this happen.
Will my character retain their powers?
At this time, characters will not have access to their powers. This will change with exploration, plot, and character initiative. However, without giving too much away, there is "magic" in this world of the supernatural variety that characters are capable of learning regardless of whether or not they have powers or abilities at home.
An exception to this rule will be characters who have an ability to sense things, empaths, psychics, or anyone capable of feeling a change in energy. While their abilities will be, for the most part, absent upon arrival, they will be more susceptible to picking up things in this world that are abnormal, strange, or otherworldly in origin. As with the other magical powers, characters without these powers will eventually be able to "see" more of what is going on with Insight. More on that later.
If your character falls under the exception category, please note it in their application so the mods are aware.
My character will be confused/angry at learning they are here. They will probably try to cause a ruckus and will try to insist they are not from this world.
This is an understandable reaction! But also realize that strange behavior will be heavily frowned upon. Acts of violence or "madness" will be treated as a danger and your character might be incarcerated. If they are deemed insane, they'll be treated slightly differently and might end up in the sanitarium instead.
This isn't a way for the mods to ruin your fun. If your character is discreet about their rebellion, they may not get caught, but that does not mean they will not entirely go unnoticed. And if they happen to get in big trouble... Well, think of it as an opportunity to do something interesting instead of a punishment. What your character learns in these places might be worth the trip.
But if this is a cosmic horror game, isn't insanity the standard?
Even in this town, there is a fine line between the acts of a madman and the calling of one who is enlightened. Remember that.
Tell me about what I can expect from the game.
Your character arrived here and was given a single clue as to what they are to look for: Seek the Keeper and open the door. They were told that they will find the answers they are looking for and a great reward. What that means, what they will be given, and how to go about it is up to them. There are mysteries in this world to be unraveled, paths to discover, and secrets to find. The world will change and adapt to what the characters are doing, what questions they are asking, and what they begin to find. Monthly events will allow characters to find clues to finding the way home, meeting this fabled Keeper, and what door the note was speaking of. It will be up to characters to decide what it all means.
There will be monthly events detailed at the end of the month on a plotting post. Information will be given there of what to expect, changes, weather, and what NPCs are available to find and interact with. Over the course of the month, what characters do and how they behave will have an impact on the town and what the next month will bring. There are a few standard mechanics that will not change for the most part, but overall, this is a game shaped by the players and what they wish to see, pursue, and work with. This means that player initiative is necessary for plot to continue. The mods greatly encourage players to roam free, explore, and poke mods with questions and opportunities to do something exciting. Mods are here to set the game pieces up; players are here to decide how the story unfolds.
What is the OOC/IC day ratio?
1 OOC day = 1 IC day. If this presents as a problem or feels too fast, the mods will be happy to work something else out for players.
How often are applications open? Will there be requests for revisions?
Apps are processed once per week. If at least one section requires editing or extrapolation, the mods will ask for a revision. If three or more sections require extensive editing, the application will be rejected. A player can choose to re-submit at a later date with these sections fixed for mod consideration. If any player has a specific question about why an application was rejected or revisions were requested, they are welcome to PM the mod account for further and specific details regarding their application.
Is there an Activity Check
Sort of. All players are required to check in with their characters during the Activity Check period. At this time, they must provide proof that they are participating in the game. These are:
- 5 log comments
- Participation in an event log
- A post to the log community
A single proof is needed as well as a brief write up of what your character is up to. This is used specifically so the mods can cater plot to players while also allowing the mods to keep their sanity (they can't stalk ALL OF YOU, after all).
Is there a network?
There is no network. However, we encourage there to be an IC contact page for characters where other characters can leave them notes and messages. These will not count towards AC.
Are there monsters?
There are, indeed! These will be detailed on event posts and will be tied into plot. These, too, are subject to change. There will be a bestiary page.
Why are there monsters?
We just don't know.
Can my character die?
Most certainly. Death is a thing that happens...and, unfortunately, is not permanent. Those who die will awaken in their beds 24-48 hours afterwards, feeling as if they are not-quite-there any longer. Something has changed within them but nothing looks apparent on the outside.
...Oh, and the body will still be hanging around until cremated or buried. To other characters and yours, the body will look just like them upon death. To other NPCs, the body will belong to that of someone else, and any insistence on your part that it's yours will garner strange looks, quite a bit of scolding, and possibly some trouble.
The more deaths a character has, the worse they will feel when they awaken. Characters who die will have extra interesting plot tie-ins to events that happen, as these characters will likely also have uncovered something terrible before their deaths and will have gained Insight.
What is Insight?
Insight is a game mechanic. It is a way to measure how much the characters have begun to learn and understand the horror that is going on around them. Successfully gaining Insight is both a curse and a boon: knowing more about the creatures and terrors in this world will better equip characters with the ability to fight back and solve the mystery of this town, but it will also bring them closer to insanity. The higher a character's Insight, the more they can "see" in the town, the more they can interact with the monstrous things around them, and there will be more abilities and skills to access. However, the higher your Insight, the more you can perceive the truth of what is going on in Bellarine, and this will make you all the more enticing to the otherworldly creatures in the game. It will also make your character more prone to status effects during monthly events, leaving them vulnerable. It also pushes them closer towards the edge of becoming Something Else.
Insight is gained during Activity Check, interacting with the otherworld, discovering information, and some interactions with NPCs.
'Something Else?'
:)
Is there a class structure?
Yes! Upper class citizens are typically found to the north of the town, where houses are further apart and townsfolk enjoy a few more luxuries. These are homes of those of old money and those with high paying jobs (merchants, bankers, educators at the university). It is not uncommon to see a few larger homes full of families that have been there for centuries. While they are not found here, those in the ministry are afforded a great deal of respect and luxury in their own way, and want for nothing.
Middle class townsfolk are typically found in the center and southeast of the great clocktower in the town square. They comprise nearly all of the town's populace. This area is comprised lawyers, doctors, clerks, shopkeepers, law enforcement, and teachers outside of the university. Houses are more crowded together but there is a sense of community that is not very present in the upper class sector of the town. Further east are the fields and farming lands, where laborers work and live.
Finally, there is the lower class, mostly on the west end of town. These are some of the laborers, craftsmen, sailors on the wharf, and servants. The closer their houses are to the middle or upper sectors, the cleaner and kinder their conditions are. Closer to the wharf or the beach to the south, conditions are worse, with a larger likelihood of disease but more access to information and trade.
Where will my character live?
Lodging types and locations will vary on your character's occupation, which is chosen by players in their applications.
Most characters will begin in the middle sector, branching out from a large clock tower that is in the center of town. Typically speaking, they will live in small, single townhomes or boarding houses. Lower class individuals might live in homes above businesses, in small rooms above shops, with several individuals in a boarding home, in a work house, or even in alleyways if they have no job. Be creative! Very few individuals will find themselves living and working in the upper sector, but those that do will find lavish homes and fine furniture.
Are there any drawbacks to living in a certain area?
It depends on how well your character can navigate the social and societal necessities of the classes they are put into. A middle class individual is easier to gloss over but has more responsibilities, such as working to put food on the table. If you don't work, you'll lose your home and find yourself displaced. Someone living and working in the upper class might enjoy frivolities and an easier life, but they are also the more susceptible to scrutiny by peers. Acting out in public could mean public disgrace, a trip to the asylum, or even a recommendation that you visit the church. If you happen to live at the wharf or among the poorer class, you can get away with quite a bit and are almost unseen by the upper classes. Unfortunately, you will have a much more difficult time scraping by.
All three of these classes have their own ins and outs, pockets to find information, and oddities that make them unique. No one part of the town is safe from the otherworldly influences that make up this game. The experiences might be different in some fashion but no one has a larger advantage over anyone else.