Jun 27, 2011 06:26
Arrivals
Given the nature of the game, having only one method of arriving to this fair city would be too easy to pin down and track for characters. It just doesn't leave enough room for uncertainty. And so to keep characters' on their collective toes, we bring you a variety of ways of toss your characters into this world. Note that the below are just a few methods and that we leave room for players to think up their own ways.
Drop on by!
A simple and straight forward method in which characters are dropped into the world - literally. That's all there is to it! You can drop a character into the city anywhere you want. Want to drop them into the Thames? Well, hopefully they can swim. Want them to drop into a brothel? Awkward but sure why not! Right in the middle of the street? Beware of traffic, kids.
In addition, you can use this method to drop characters into the laps of characters already in the game. As long as you have permission from the mun then go for it. It could be a fun and interesting way to introduce your character to the world and opens up plotting opportunities.
This method is unwilling, meaning the characters have no say in coming to London.
Amnesia: The Dark...Something or Other
If you've heard about this game, you might have a guess what's coming. If not, the title probably gives a good hint. Your character wakes up in London with some suspicious holes in their memory that not even an epic hangover can explain. The only comfort they're given is a letter from themselves. The letter was obviously written in haste and will be far too vague to be of real help. It should, hopefully, give the character an idea or a goal. As time passes, they may regain various memories in their quests.
This is pretty flexible. If a letter won't be convincing enough, then you can change it around to something that would make the character believe it had to be from themselves. They could have willingly taken the strange drink that erased these memories or they could have been forced with only enough time to leave a hint for later. The general idea allows a player to push a plot idea forward or test the character under memory loss circumstances.
Please note they can't lose all their memories. The character might for a time - maybe a week or two - but the massive chunk lost should be why they chose to escape here or what they saw or did that put them into this position. This method could seem willing or unwilling depending on what you decide.
New Game+ Mode
An option for characters who might be done with their missions or at least can be persuaded to join a new cause for a time. Characters will be approached by a representative of London from one of the many groups that exist in the world. It doesn't matter which because all of them are ready and willing to say what's needed to sway the character. They will spin the story to be best tailored for the character in question. A royalist can just as easily show the world to be a happy one for humans and cosmic beings alike as a revolutionary can claim the world to be nightmarish and in need of saving.
Of course, if they're not appealing to a hero type, then maybe they'll sell it as a great place to cause some havoc, a place for amoral people to explore less ethical experiments to their heart's content or somewhere to gain the sort of power and knowledge the character happens to need. In exchange, the representative will only want occasional help in their own goals. But hey, they're willing to give your character all the papers, homes and connections they need, so it's a great deal for just a few favours.
This method could be willing if approached while still in their home world or less willing if they've been dragged to London and don't have much of a choice but to say yes. The less willing version, however, still promises to allow them to leave once their debt is repaid.
A Short Lease
The above method with a slight twist! This is toned down and aimed more at normal types, characters who might not really have skills or powers or much ambition beyond getting the hell out of their current rut. Or, well, maybe the character just doesn't like the idea of favours. Where cries for help or tempting offers of freedom fall flat, there's always the option of a lease.
A contract will be drawn up that will give the character things they'll need or might want. Maybe they want to open a bakery or think being in a theatre group would be fun. And hey, who doesn't want to be a pirate? It'd be a nice change of pace. So the character will be given a place to stay and connections to pursue their dream. In exchange, only a cut of their profits or some discounts and little bonuses will be asked for. Very harmless things. The length of the lease will be determined as well but no shorter than a year.
This is a willing option for characters - and players - who definitely don't want to be involved in too much of the horror or have the ability to keep characters away from it easier. They'll be allowed certain protection and start off fairly comfortably. Their connections to either of the sides will be limited and distant.
Wrong Turn
Another simple option. Consider this one a grab-bag of ways. A character could have been trying to teleport somewhere and wound up here instead. Possibly their spaceship hit a rift and here they are. Sucks for them.
This could also be on purpose, though. If they sensed the wrongness of this universe and tried to access it, then congrats! They did it. Really, it's up to you. Willing or unwilling, though, they'll find the way this universe works isn't exactly keen on letting them leave so easily.
Washed Up
This is a special option that only non-humans and dead characters can choose, though they don't have to if you don't want it. It's just another method.
In this situation the character will suddenly find themselves in the Thames, barely conscious and definitely with no idea what's going on except that they'd better start swimming if they don't want to drown. Don't worry, though, because a ship will happen to be nearby and pull the character out in time. By the time the character is fully aware, they'll be back on dry land at the docks with some very odd types - are they even human when they look so fish-like? - urging them to leave now. They won't take no for an answer and they won't answer anything, either.
An unwilling option, yes, and a more brutal introduction to London. Being lost on the streets won't be fun but there's a reason only certain people come in this way.
I Arrived 35 Minutes Ago
When it comes to Emerald characters, how they 'arrive' isn't so much the question as what they've been doing. This is an open field for players. If they want to say their character has been here all along, that's fine. Muns can get together and grandfather in relationships with other characters if they want or just say the character has only recently taken an interest in contacting the newer arrivals. It's also possible the character has just moved to London or has been travelling or simply returning from vacation. However you want to introduce your Emerald character is up to you.
After you've chosen a method, the arrivals will have some obvious differences. Certain arrivals lend better to having the character getting settled in with ease and no worries while others practically toss them out on the streets. Information on what they can expect or where to go from there can be found in the Survival Guide and Setting pages.