Where are the friend all and rules page?
They don't exist. Turnover's a thing, flakes are a thing, people who lack the courtesy to strip their friends list are a thing. As far as rules go ... if you're here this probably isn't your first game and you know how you should be behaving. Be polite, communicate, don't disrupt people's play for the sake of it. Be the adult you're supposed to be to play here, treat others as you'd like to be treated, and so on and so forth.
So what if my character writes a journal entry, or a narrative?
Everything IC goes into instorm. From texts to network posts, to narratives to private journal entries. Just label everything for what it is or who it's to, and we're all good.
Do I need to intro every character?
No, but if you want to intro them, that (and everything else player to player) goes into outofstorm. It's set to automatically friends-lock.
Does my journal need to be IC? OOC?
Your journal can be IC, OOC, have numbers, have dashes, be repurposed from a prior game. If you can keep it all straight, since we don't use the journals for IC interactions, if you'd like to use a journal you're currently using elsewhere, knock yourself out. Only thing we ask is that for our organizational purposes, you only have one character per journal.
Can I friends-lock things in the IC Community?
We'd really rather the IC be left public for those prospective players who like to get a feel for a game. If you're more comfortable, you're welcome to lock up anything NSFW.
How many characters can I have?
We're not going to cap it, though we are going to side-eye you if you creep up to a 10+ cast. As long as you are actively playing all of your kids, we won't judge. However, if you're a known flake (as in, you've flaked on something I've been in, run, or seen you in), you get one character until you prove activity.
What's actively playing?
No character should have more than a 2 week gap between appearances on-screen. We prefer a couple of threads a month with each character, but we'll settle for engaged network activity. By engaged we mean, if you post it, you reply to replies, and if you reply to it, you reply to replies.
How do you know who's being active?
Well, there are tags that go on all the IC posts. There's the fact I track the shit out of most things. There's the fact I know how to go back into entries and look at the date of when your character was last on screen. We're not going to have sign-ins, or formal activity checks, but if I notice a character hasn't made an appearance in a couple of weeks, I'll ping the drop box. From my ping, you have a week to respond - less if I see you playing other characters in game while ignoring the ping. If the ping goes unanswered, the inactive character will be swept. If you had a real-life thing, it happens, and maybe it really was so traumatic that you forgot all about the game or didn't see the notif. Whatever. If things settle down and you're still interested, you ping the mod journal's drop box before holding or resubmitting your application.
What if I post an open and someone replied I don't want to play with?
In a perfect world, everyone in a game gets along well enough to at least keep things on the right side of the IC | OOC line, and you can at least play with them enough to get through a scene. This isn't a perfect world. However, we ask that you handle it respectfully. If you really can't cope, ask if they'll retract their reply, and if you aren't comfortable speaking to them directly, ping the drop box about the situation and I'll talk to the other player.
Does this game have any special features that might be interesting or deal breaking?
We don't move in real time. I know that's a :( for a lot of people. We can't write as much as we'd like moving real time though, so we roll with a more flexible timeflow. We have optional random pairings and optional events that you can sign up for. It's two different things. There's a regular pairing lottery where all characters who opted in are paired with each other for a scene, and there's a second option where you can sign up for the events posted on the calendar. This can be anything from a burst pipe in their basement to a temporary forcefield trapping them in their house to an infestation of squirrels in their attic to an alien hanging around and peeking in their windows.
Can I have some random weird thing happen to my character that I think up and don't tell you about?
I'd really rather you didn't. Not big ones, anyway - if you want to have an anti-gravity moment in the gravel pit or a two-headed squirrel swarm, that's fine. If people just invented their own big weird things willy-nilly, it sort of negates the need to sign up for random events. However, if there's something you'd like to see happen to your character, go ahead and hit the drop box; as long as it's not impacting anything else on the planned list, you'll probably get a green light.
What's 'flexible time flow'?
What that means is, at the start of the game, we'll post a calendar for July with various events and whatnot marked off for game days. Real time will not be the same as game time, which means that while the game and the calendar will start on July 1st, the game time is going to move slower than real time, but at a pace comfortable for the players. We just ask that you kind of keep an eye on the dates of the last IC thing posted and don't move too far ahead of that.
That sounds confusing ...
It doesn't have to be. I promise it's not as difficult as it looks at first glance. You can always join as a guest and see how it works for you. If it's a huge deal breaker ... just ... play in real time and make sure you put dates on all your posts. We'll catch up to you eventually ;)
Is there some overarching plot to this game?
No. I can definitely say no. There'll be events from time to time and personal character drama, but largely it's a slice of life + weird shit sometimes sort of game.
I want to play anonymously.
Okay. Then give me a fake name, just keep it consistent across your characters.
Are there any abilities or characters not allowed?
We'd prefer to keep away from powers that lend strong potential to accidental godmoding (telepathy, mind control, pheromone manipulation, etc) or powers that could alter the game in ways that we'd rather not (reality manipulation, time manipulation, black hole creation, etc), and we'd prefer to steer away from religion, period - so no angels, demons, gods, goddesses - but we're pretty flexible with everything else. Oh, but OCs only - no fandom characters, please.
Can my character be a vampire? Is that a power?
I wouldn't really say it's a power but yes, your character can have alter speciesism as their Stormvale quirk.
If my character wasn't born there, can they still have a quirk?
Yes, assuming they moved to town before they were 13 or so. Any relocation after that, you'll have to hope for a power-bestowing random event, or a turning by someone with a transferable alter-speciesism.
What if someone already has the ability I want to play? I don't mind duplicates, but I will ask that you ping them to make sure they don't mind having a power-twin in game. There is now a list of taken abilities that allow power-twins, right on the holds page.
So pretend I'm a kindergartener - what are quirks, exactly? You've mentioned them like 80 times but I'm still not sure.
There's something in the water, or the air, or the atmosphere, or the town itself that makes people born in Stormvale special. More special than the average bear, at any rate. Each child born in Stormvale has a high chance of being gifted in some way beyond those acknowledged in the public schools in your town. Is every child gifted? No, but a majority will be. It isn't necessarily a carry from their parentage - two pyros can have a child with werewolf alterspeciesism, for example - but if both parents are Stormvale natives (or if they migrated young enough to pick up a gift), the odds are very good their kid has something.
Basically, yes, it's a super power, or something supernatural, or something that usually gets classed as 'gifted human' in broad species games that don't have superhumans. General species rules will apply - if your character has vampire alterspeciesism, they'll have to avoid the sun, stakes, silver, and burning, and yes, they'll subsist off of blood. If they have werewolf alterspeciesism, they'll turn into a wolf every full moon. If they're a pyrogentic, they can create fire. And so on, and so forth. However, no quirk, even alter-speciesism, will extend a character's life or stop aging. That goes on like normal.
If your character was a child when their parents moved to town, they'd pick up a gift, but their parents would remain mundane.
Can my character own a store or business?
If it makes sense with their history, sure. Otherwise, there are acres of locations to pick from for a job (though they don't have to work at any of the listed places - they're welcome to work outside of town, too). If you do bring your business or shop with you, drop a note on the locations page so I can add it.
If my character works outside of town, does their ability work outside of town, too?
Well, not really. Quirks seem to be a little fickle outside of town to the point where they don't really work at all. It'd be hard to keep the weird a secret if people were doing weird things outside of town, wouldn't it?
So if my character's trapped -
They're not. This isn't that kind of game. This is just like a town game, only with quirks and weird shit.
Can I play a visitor? Like if I want to try out the game or something?
Sure. Just let me know that's what you're up to and that it might be a temp character. I have no problem with that.
If visitors forget about the weird of the town when they leave, how come natives don't?
Because it is in the best interest of the natives not to draw unwanted attention to their place of residence, really, so there's no need for them to forget about the town.
What if you didn't answer my question here?
That's what the drop box is for.