holographica: (arimoi)
holo ([personal profile] holographica) wrote in [community profile] arimoi2017-02-05 03:12 pm
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The Lowdown

-> FIRST OF ALL WHAT THE HELL IS AN ARIMOI

Arimoi are...something, probably people but that's up in the air, who are mentioned by Ancient Greek writers as living in the place where Zeus beat the unholy shit out of Typhon. The same place is also said to be where Echidna "keeps guard". Echidna and Typhon are horrible monsters who are the parents of lots of the other horrible monsters in Greek mythology. So Arimoi are, like, inhabitants of the land of monsters.

So it's basically just another pretentious DWRP title. The word doesn't mean anything in the setting itself.


-> THIS IS A RYSLIG RIPOFF

Yes it is! Ryslig pioneered this kind of game in DWRP, and it is awesome for it. It's a fun and cool game. Hopefully Arimoi, being inspired by Ryslig's essential premise but heavily remixed to satisfy a slightly different craving, will deliver yet more of that sweet sweet transformation angst unto us, in new and diverse flavors.

How Arimoi differs: our bestiary has some of the same monster types, but has a lot of changes. Eating people isn't mandatory. The setting is sort of a fantasy JRPG fast-forwarded to an era with modern technology. There are no scheduled events or mod-managed metaplot (instead, mod and players have the same capacity to make an event happen in the setting; I'm just here to moderate). There's no activity check.


-> SO WAIT IS THIS A GAME OR IS IT NOT

It's sort of a game. It's a very low-pressure, informal, museboxy kind of game. Instead of being a controlled setting with a modplot and one constant, linear canon that characters drop in and out of, Arimoi is more like a club for RPers who want to play monster transformation in a common setting and system; you can treat it like a dressing room, a meme comm, a PSL finder, or all three. Modding traditional games is a big time and creativity investment that not everyone is prepared to handle; this is as much as I can manage right now, but it seemed silly to discard the idea completely just because it wouldn't be executed ~professionally~ enough.

So, in short: yes applications, but they'll be short and mainly just to make sure people know what they're doing and have character info somewhere other players can see it. No activity check, but we expect players to self-evaluate and back out if they're character-squatting in a way that causes problems for other players. Only one comm, where posts and memes and plotting will all flow together in a horrific puree of content. It'll be great.

Apps will be open to anyone, but this game won't be seriously advertised, so I expect it to be a mostly friends and friends-of-friends thing. Players are free to tell people about it as they wish, but don't come in expecting a super professionally-run gig. At the end of the day, this is still a musebox. BYOP (bring your own plans).


-> EVENTS?

Not in the traditional game sense. Arimoi's setting will work like a dressing room; players will have a lot of freedom to do what they want with the setting, but in turn, it'll rely heavily on players initiating and involving each other in fun shit. There's no obligation to be present at specific times for metaplot events, and therefore there's no obligation to hold back on player plots during "off-weeks" because an event is coming down the pipeline.

I might post "events" if a cool and fun scenario pops to mind, but any player can do so, and it can be "game canon" as long as it fits the setting.


-> CALENDAR/LINEARITY OF EVENTS?

Ehhhhnn. So, the general assumption is going to be that time chugs along at a 1:1 ratio by default corresponding to Northern Hemisphere seasons as is pretty standard for DWRP, and that everyone is involved in the same continuity, but this is a musebox and there's nothing stopping you from spinning off an AU, or jumping ahead, or playing something that happened in the past, or anything really.

Have fun, talk to other players, be cool.


-> MONSTERS???

Our bestiary is based on Ryslig's, but includes a lot of tweaks and additions and subtractions. The eating people thing is de-emphasized and isn't mandatory - the focus of Arimoi is on the monster transformation itself, and characters struggling with identity in a new body, a strange world, and a society that doesn't quite see them as people anymore.

If people-eating is your jam, the cultures of Arimoi's setting have a lot to say about the nature of death and life and how death is a necessary precursor to life, and characters who peer into the mysteries of "blood magic" might find it hard to look away...


-> WHAT CAN I APP AND HOW

Canon characters, minor characters, AU characters, fandom OCs, and original OCs are allowed.

Real people, internet personalities, and historical or mythological characters that don't come from a fictional canon (ex. Fate/ or Hamilton) are not allowed.

Because Arimoi has no Activity Check, multiples of characters are allowed. HOWEVER, if you want to app a character that's already in the game, you must first get permission from the player or players of that character already in the game. You can do this by contacting me or by contacting the player/s, but the following has to happen: the players in the game must know who you are and what account you'll be using, and they have to contact me and say yes.

If an existing player of a character can't be contacted or isn't responding to contact, the answer becomes yes by default after seven days have passed. The point of this is to make sure that players who've "idled out" can't block people from apping in despite the lack of an AC.


->
WHAT ABOUT NONHUMAN CHARACTERS

By default, they stay as they are upon arrival, and then go through the same monster transformation as everyone else, becoming as humanoid or part-humanoid in the process as the monster type calls for and as you want.

You can humanize them on arrival if you want, but I'm not forcing or suggesting it, because my thinking is that giving them an initial body change like that might distract from the monster transformation itself, or that it's just unnecessary or could be too much for the character to deal with with the monster change impending.

I suggest that if you have a character that is Very Big that you shrink them down, but if there's something fun and not-setting-breaking you want to do with their Very Bigness then go ahead.


-> AND POWERS

I'm leaving this up to player discretion, with a request to just not blow up the setting on arrival, whatever you may have to do to prevent that from happening. The only hard rule is that characters' original powers will fade away and be replaced with monster magic as they transform into monsters.


-> AND ITEMS/SUMMONS/PETS

Also leaving this up to player discretion, with the same "please be nice to the setting" request. Characters can show up with whatever they have on them, or less. If you want them to "regain" something after their arrival, they can find it in the hands of a cultist, or having been left somewhere by a cultist, or otherwise in a context where a cultist summoned the item and it made its way to your character somehow. (Information on these cultists is on the "Story Premise" page, you haven't missed anything.) If you think the item/whatever should have problems functioning as usual, that can happen. If you think the item/whatever should interact with setting mechanics in a certain way, that can happen, but as always, be conscious of powergaming.

-> AND [OTHER COMPLICATED SITUATION HERE]

The answer to just about every Weird Character Appability Thing is that you can do whatever you need to do to make playing your character fun, provided that you're not just picking and choosing things to make your character Better At Everything Than Other Characters. There are some weird characters out there - robots, people who are possessed or have extra souls rattling around in them, characters who aren't fully tangible, etc etc. Having played one or two of those before, I know that people who play them tend to have a plan in mind for how to combine the character with the setting as gracefully as possible that they would use if only they were in charge of that kind of thing. In Arimoi, as long as you respect other players, you can use that plan.

The only caveats that come to mind are:
- If you're apping some kind of combo character that has multiple consciousnesses with their own personalities in play, please put in your personality section whatever you have to put in to explain what you will be playing. You can go over the word limit if you have to, just make sure your app reflects what will be in your RP, whether that's a line or two about how Ash has a Pikachu that likes ketchup or an entire second personality section for a guy's brother's ghost that he's haunted by.
- Try not to app combo characters that are, like, actually separate characters that most people would expect to see apped separately. Characters are weird so this is hard to define but I hope you know what I mean here.


-> HOW ARE MONSTERS ASSIGNED

Monster "assignment" doesn't work quite like Ryslig. This is a musebox, where doing what the hell ever is the rule of the day, so ultimately the monster your character has is up to you. However, you can choose to have a monster rolled/picked for your character when you app, to give you something to work around when designing your character's monster form. Once you're accepted, you can then stick with what you've been "assigned" or you can act on second thoughts and pick another.

When you app, you have four options. The first option, and the one I encourage people to pick unless they have a specific interest in one of the others, is "pure RNG" - whatever monsters you've excluded are set aside, and a dice roll picks one from the remaining types.

The second option is "player picks", in which the player just plain picks the one they want. This is an option for when you come in knowing that you want to play a specific character as a specific monster and you want to tell me not to bother rolling one for you. If you're not super invested in one monster type, I recommend not picking this, because having a monster assigned is more fun than it sounds if you haven't been through the Ryslig thing already.

The third and fourth option are "fits" and "conflicts", which are used in Ryslig. Arimoi has a slightly different take on these - monsters are tied to different types of personal struggles characters tend to go through, rather than specific personality traits. Picking "fits" will get you a monster whose likely struggle is closest to what the character goes through in canon, from whatever your app most emphasizes about their character development. This is a good option if you are really interested in further exploring the kind of problems they face in canon. "Conflicts", meanwhile, will saddle them with a monster that's the furthest away from what they've already had to deal with. This is a better pick if you're playing, say, a character who's already been through their development and needs some shaking up.

Neither of those options is guaranteed to be perfect because monster types may not necessarily have the problems they're intended to depending on how you swing their changes, and I also don't know every character and will just be going on my interpretation of the app, but I will do my best.

But seriously if you don't have any strong feelings just pick RNG. It'll be fun I promise.

Monsters will be confirmed upon acceptance and characters can start transforming whenever players want them to.


-> I STILL HAVE QUESTIONS

Ask them in a comment to this post. They can be about game rules/mechanics, setting stuff, monster stuff, suggestions, complaints, whatever. Don't be shy.