Stan Administrator
     member is online
![[avatar]](http://img.photobucket.com/albums/v606/NecroStan/Icons/gauchejewelry.jpg)
Joined: Apr 2007 Gender: Female  Posts: 393 Location: Around the Bend
|  | Intro & Rules « Thread Started on Jul 19, 2007, 9:41pm » | |
Tower Genres: Science Fiction, Fantasy Character type: sentient Purpose Tower provides a chaotic game environment set within the framework of a loose plot. The plot is designed to provide a springboard for subplots and character interaction without interfering with either. Tower is intended as a place where writers can put their characters in situations that are embarrassing, illogical, or otherwise impossible in their original setting while maintaining the characters’ characterization.
Plot Crammed deep into a fold of reality, there was the Tower. In the Tower, there was opulent furnishings, a bit of dust, and no life. This last fact was so peculiar that when a bit of logic stumbled upon the Tower, it felt the lack so offensive it rectified the issue. The logic was far too tired and confused to do a decent job of it, so it simply dragged creatures from the surrounding universes to fill the Tower. Individual by individual, it sought to stock the building with life.
To the logic’s credit, it at least picked life forms which suited the environment.
Unfortunately for those individuals, the logic did not leave. Although it did not make for an attentive deity, the logic felt the Tower was its responsibility. Thus, it stuck around, and occasionally fretted at the physical makeup of the building or tossed in another person.
That is the current state of affairs at Tower.
World Description The game takes place in a modern skyscraper predominately decorated like the opulent hotels of Las Vegas. The basement is extensive, but the roof is inaccessible. The view from aboveground windows is of a pale, hazy sky and tawny-brown earth, irregardless of the floor. There are no stars, no moon, and the sun is not discernable in the sky. Dawn and dusk are unremarkable affairs during which the sky gradates from dark blue to pale blue without once chancing upon a noteworthy color. According to clocks and watches, “sunrise” and “sunset” occur at exactly eight o’ clock.
The ground floor is slightly neurotic and enjoys changing its decorations and floor plan. It is composed of a gym, the (fully set) dining room of an upscale restaurant, a large commercial kitchen, a dilapidated but gaudy casino, a library, a bar, an indoor pool, a clinic, and a very dramatic lobby (it’s inclined towards faux Greek wall sculptures). Other rooms are known to appear and disappear at random. Floors two through thirty-two are composed of hybrid apartment/hotel rooms of varied decoration and layout. Several elevators and staircases allow access to all of these floors. The basement changes even more often than the other areas of the Tower, but is normally creepy. It can only be accessed by stairways.
Refrigerators, pantries, closets, and cabinets are stocked spontaneously with random (location-appropriate) goods. This means food, clothing, cleaning and medical supplies. Room keys (or cards) are generated at the front desk until there are three in circulation.
The language barrier is firmly demolished.
Occasionally, the building will turn into something completely different, but it will always revert to its “true” form.
Arrival: Sometimes, a character must pass through a “corridor” world to transfer from their home universe to the Tower. These corridor worlds may be as simple as a white hallway or as complex as a whole cosmology; all of them contain the means of entering the Tower (a door, an artifact). Characters are often joined by fellow travelers, people drawn from their own universe to the Tower. On the other hand, this might not happen at all, and the character could simply appear in the Tower.
Note: Tower is often helpful, and will leave supplies and maps in reach of characters; characters may even make specific requests. However, this helpfulness should always facilitate plot, never impede it. If there are more interesting consequences to be had if Tower doesn’t respond to a request, then Tower should not respond. On the other hand, if characters need to be in a certain place within a timely manner, it is reasonable for them to be guided there. Tower may also be unhelpful, if that is what the plot requires. In fact, the Tower – or, more accurately, the Logic running it – is essentially a gargantuan dues ex machina, the use of which is left to the players’ discretion.
Character Registration 1. It is courteous to provide basic character information (name, gender, species, description) before role-playing, but this is not required. Check the "Character Information" board for more details. 2. Characters must be sentient (self-aware).
| |
|