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style_and_tone [2021/07/21 19:37] gm_sophia created |
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====== Style and Tone ====== | ====== Style and Tone ====== |
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//Emporium// is a game in which players play immortal [[Entities]] - wondrous and powerful supernatural beings - in an infinite supermarket called [[Emporium]]. Some Entities have come as [[character_creation#customer|customers]], here to purchase the living heart of a cosmos or some good old homemade jam, while others serve as [[character_creation#employee|employees]], ready to stack shelves, clean spills, and report any unplanned distortions in the local reality. | //Emporium// is a game in which players play immortal [[Entities]] - strange god-like beings - who have come to an infinite supermarket called [[Emporium]] after waiting for many aeons to reach the front of the queue. However powerful or abstract player characters may be on their homeplanes, this is a game about their experience in a supermarket, where their manifestations are limited to physical, three-dimensional space, and where they relate to each other as fellow shoppers or recent employees. |
===== Tone ===== | |
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//Emporium// is a game driven by __mystery and exploration__, as players are encouraged to delve into the depths of the store in search of whatever it may be that their characters are looking for. | |
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We aim to make //Emporium// a game of wonder, defined by the __juxtaposition of the extra ordinary and the extraordinary__, where even gods need to queue and a minor spillage may cause disturbances in the space-time continuum. Its tonal spectrum ranges from almost comical absurdism to the horror of the uncanny and consumerism, with plenty of space for lighthearted fun and profound philosophical exploration in between. It is tempered by a note of sorrow stemming from the understanding that all good things come to an end, and at the end of the day, the store will close. | ===== Intention for the Game ===== |
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We expect this game to have a mixture of levity and bittersweetness. When the fantastical meets the mundane, humourous events may ensure. Yes, mountains may rise and fall with your thunderous footsteps, but how then should you shop in the glassware section? On the other hand, a supermarket is a place of wants and desires - and their satisfaction for a price. Will you find what you are looking for? Will you pay the steep and strange price, or will you resign and leave, knowing you will never again find "The Perfect Sunset"? | When your character comes to the store, they will manifest in the supermarket for a limited period of time, in a physical form unlike the one they may occupy on their homeplane, to pursue new goals as an employee or customer, explore a plane that is alien to them, and make connections with people they have never met before, and may or may not see again once the shopping cycle comes to an end. You might say it's a little like a roleplaying experience for them: a short departure from their usual lives which nonetheless may leave a lasting impression. For Entities, a simple grocery run can be full of mystery, adventure, and self-discovery; far more impactful than a human shopping experience, and yet just as small within an infinite lifetime. We expect player characters to have a vibrant and busy experience in-store which may change them in meaningful ways, and look forward to seeing how each character will process this at the end of the game, when Eternity((After the fifth and final session of uptime, players will be asked to submit an Eternity instead of a conventional turnsheet. The GM write-up for this will give an impression of how each character is affected by the aftermath of the game, rather than detailing a short term action.)) could really mean eternity. |
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=====Multimedia===== | ===== Plot Design ===== |
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A core part of //Emporium// is the incorporation of multimedia elements in every aspect of the game, from videos and audio clips on the wiki, to PA announcements and interactive bots on the Discord server, non-written turnsheets in various digital formats, and even the option to receive something a GM has created in the mail if you live within the UK. | |
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Although this game will be run online, we are keen for it to feel just as tangible, surprising, and vibrant as the supermarket itself, and would like to take this opportunity to showcase the varied skillset that exists across the GM team. To have a look at the talents behind the various multimedia aspects on this wiki, please see our [[credits]] page. | Emporium is primarily a Player vs. Environment game, with exploration and navigation of the store being a main feature of the game. There is no single plot line, no 'main villain', and no cosmic or metaphysical evil to be fought. That's not to say there won't be antagonists and questionable groups and individuals, active in different corners of the game, but they'll be motivated by material factors, rather than universal malice. |
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Just as the existence of multimedia elements is of key importance to our game design, the accessibility of such elements must be a central consideration throughout. It is our policy as GMs to ensure that any video or audio content we publish is accompanied with a transcript, and that accessible alternatives are made available for any other multimedia content, including the design of the wiki. For more details, please see our [[accessibility]] page. | For the most part, plot may develop in whichever part of the setting players choose to delve into. Whether your character has come to Emporium looking for a product, a solution, employment, promotion, purpose, meaning, or something else entirely, the store aims to offer them what they are searching for. In just this way, //Emporium// as a game has plot to offer wherever it is looked for. |
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===== Playstyles & Themes ===== | Plot is intended to be personal to each player, developing in response to what their character chooses to explore, and which mysteries they attempt to unravel, although we intend for every character's story to take place within a cohesive setting: it's a small world in an infinite supermarket. The GM team has come up with products, places, and characters within the store that players may search for, discover, and interact with as a basis for their character arc and narrative. Plot is driven by character curiosity: anything might hold a mystery waiting to be unravelled, and much may be found within the setting that is not detailed on this wiki, as it is left up to players to investigate whatever catches their interest over the course of the game. |
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We have written //Emporium// to cater to a wide range of playstyles and approaches, just as a supermarket is there to satisfy a wide range of needs. Exploration, investigation, and unravelling mysteries will represent a large part of the game, but //Emporium// is also a place for fostering new relationships, gaining introspective insights, struggling against political and economics systems, and simply experiencing and enjoying all the wondrous and bizarre things the store has to offer. Some of these play styles can be encouraged by taking [[gm:quirks#playstyle|playstyle Quirks]], while others are dependent on the areas of the game that you pursue. Themes of consumerism, corporatism, the uncanny, meaning, and religion are all available in this game, and can be pursued throughout. | The GM team intends to pay particular attention to what each player is interested in engaging with, so that we can respond in a way that suits their personal playstyle and narrative preferences. At the same time, we will be considering everyone's turnsheet submissions as a whole to determine how the various plot threads within the game interact, and your actions in one part of the setting may impact others. Gameplay is by no means intended to be an isolated experience, and customers and employees alike are expected to form relationships and team up in their inquiry into the unknown. |
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//Emporium// is primarily a PvE - specifically Player vs. Environment - game, with exploration and navigation of the store being a main feature of the game. Where PvP occurs, we expect it to be dramatic, rare, and important to character arcs and development; the [[gm:conflict_resolution|rules]] are set up to ensure that direct PC vs. PC conflict is **cool**, rather than routine. Additionally, //Emporium// focuses more on the exploration of economic, social, and material problems, rather than triumphs over metaphysical evil; while there will be obstacles to tackle and problems to be dealt with, using negotiation, cunning, and even violence, this is not a 'good vs. cosmic evil' story. | ===== Tone and Themes ===== |
| {{ :andrew-neel-1-29wyvvlja-unsplash.jpg?nolink&400|}} |
| //Emporium// is a game driven by **mystery and exploration**, as players are encouraged to delve into the depths of the store in search of whatever it may be that their characters are looking for. We aim to make //Emporium// a game of wonder, defined by the **juxtaposition of the extra ordinary and the extraordinary**, where even gods need to queue and a minor spillage may cause disturbances in the space-time continuum. |
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| Emporium as a store is **not** a dystopian capitalist organisation, and not an oppressive or evil force to be fought, but a setting within which there will be opportunities for players to explore **consumerism and labour relations**. Emporium is a good, if not perfect, employer that provides meaningful compensation and real opportunities for advancement, and players will be able to apply for promotions and enact change if desired. |
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=====Character Customisation===== | The overall tone of the game is intended to be one of upbeat curiosity, with the option to explore the strange and quirky, pursue the bittersweet enjoyment of the ephemeral, or delve into the horror of the uncanny. The GM team will do their best to consider where individual players fall on the tonal spectrum to provide them with the most enjoyable gameplay experience. We will be making use of [[quirks#playstyle|playstyle quirks]] to aid in this, and to ensure that certain content, such as horror and mind-control, is strictly opt-in. |
The cast of this game, from the Player Characters to the NPCs, is composed of fantastical and bizarre entities, whose physical manifestations in store reflect their over-the-top mythical and alien nature. A spirit of prime numbers with three faces, five eyes, and eleven wings. A sphinx who guards the body of the uncared for and unburied, draped in fraying linen and unheard last words. An enforcer of gravity, who, out of all things, has an apple for head ... | |
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While we have given [[character_creation|guidelines]] and [[sample_characters|examples]] for creating [[entities|Entities]], they can essentially be anything (as long as they abide to the few store rules on physical manifestation). Similarly, [[character_creation#homeworld|where they come from]] is also up to the players. There is no universal aesthetic for the different homeworlds and we expect to see a very colourful multiverse as a result. | |
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There are no rigid numerical skills in //Emporium//. Rather, the things your character can do and is good at are described in more qualitative terms by highly customisable [[attributes|Attributes]]. We look forward to seeing you get creative with these, but remember, your character cannot be all-powerful (even if they are technically a god). All player characters will, on balance, be treated as equally powerful in their own ways, and will each have their own niches in which they excel. | |
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When choosing or customising Attributes, we suggest you think about the aspects of the game you are most interested in engaging with, and consider what kind of Attributes are best suited to making progress in those areas. In play, it is then up to you to justify to us how your Attributes might contribute to your success. In return, it is our role as GMs to ensure that when those things line up, everyone’s characters get a chance to shine. | =====Multimedia===== |
| {{ :amador-loureiro-bvynlchwqzs-unsplash.jpg?nolink&400|}} |
| A core part of //Emporium// is the incorporation of multimedia elements in every aspect of the game, from videos and audio clips on the wiki, to PA announcements and interactive bots on the Discord server, non-written turnsheets in various digital formats, and even the option to receive something a GM has created in the mail if you live within the UK. |
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| Although this game will be run online, we are keen for it to feel just as tangible, surprising, and vibrant as the supermarket itself, and would like to take this opportunity to showcase the varied skillset that exists across the GM team. To have a look at the talents behind the various multimedia aspects on this wiki, please see our [[credits]] page. |
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| Just as the existence of multimedia elements is of key importance to our game design, the accessibility of such elements must be a central consideration throughout. It is our policy as GMs to ensure that any video or audio content we publish is accompanied with a transcript, and that accessible alternatives are made available for any other multimedia content, including the design of the wiki. For more details, please see our [[accessibility]] page. |
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===== Media Influences ===== | ===== Media Influences ===== |
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* Bayonetta (video game) | * Bayonetta (video game) |
| * Control (video game) |
| * The Crying of Lot 49 (novel) |
| * Dream Askew (tabletop RPG) |
* The Good Place (TV) | * The Good Place (TV) |
* Hazbin Hotel (TV) | |
* A House of Many Doors (video games) | * A House of Many Doors (video games) |
| * Hummingbird Salamander (novel) |
* Kafka (author) | * Kafka (author) |
* Loki (TV) | * Loki (TV) |
* The Magnus Archives (podcast) | * The Magnus Archives (podcast) |
* The Melancholy of Haruhi Suzumiya (TV) | * The Melancholy of Haruhi Suzumiya (TV) |
| * The Ministry for the Future (novel) |
* Neon Genesis Evangelion (TV) | * Neon Genesis Evangelion (TV) |
* Paradise Lost (book) | * Paradise Lost (book) |
* The Sunless Seas/Skies (video games) | * The Sunless Seas/Skies (video games) |
* The Umbrella Academy (TV) | * The Umbrella Academy (TV) |
* The Crying of Lot 49 (novel) | |
* Control (video game) | |
* Hummingbird Salamander (novel) | |
* The Ministry for the Future (novel) | |
* Dream Askew (tabletop RPG) | |
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Below are some examples of YouTube videos that influenced the creation of this game: | Below are some examples of YouTube videos that influenced the creation of this game. Please note that external links on this wiki are not subject to //Emporium//'s [[conduct_and_themes|Conduct and Themes Policy]] and some of the following may contain unsettling or adult content. |
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* [[https://www.youtube.com/watch?v=KLHRjaUBb3o|Almost Pizza]] | * [[https://www.youtube.com/watch?v=KLHRjaUBb3o|Almost Pizza]] |
* [[https://www.youtube.com/watch?v=GyCagepF_T4&vl=en|Bigtop Burger]] | * [[https://www.youtube.com/watch?v=GyCagepF_T4&vl=en|Bigtop Burger]] |
| * [[https://www.youtube.com/watch?v=Zlmswo0S0e0&t=1299s|Hazbin Hotel (Pilot)]] |
* [[https://www.youtube.com/watch?v=Vcq1lLCgk7E&vl=en|The Infinite Ikea (Part 1)]] | * [[https://www.youtube.com/watch?v=Vcq1lLCgk7E&vl=en|The Infinite Ikea (Part 1)]] |
* [[https://www.youtube.com/watch?v=VAS7XWwP9Nc|Omega Mart ads]] | * [[https://www.youtube.com/watch?v=VAS7XWwP9Nc|Omega Mart ads]] |
* [[https://www.youtube.com/watch?v=7T1OHha9agg&t=93s|You Could Stop at Five or Six Stores]] | |
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