Have fun. Role play is one of the best hobbies, a sky full of stars we can actually reach for and touch, proverbially speaking. These rules are meant to be helpful and not to cause stress.
Please do not god mod.
Players must be 18 and older.
IN-GAME MATTERS:
This is first of all an adventure sort of game. This doesn't mean characters can't form more than friendships but unless an already in-love couple arrive together, if they develop a ship, it should develop slowly and be influenced by the surroundings and events of the game.
Plots which involve important changes, death, major injury, major destruction, rape, pregnancy or any possible triggery subjects must be run by the mod first.
Incest is not allowed unless it occurred in canon. Even with this exception, shipping should not be the most important thing for the characters to be doing.
CHARACTER MATTERS:
There is no canon-puncturing (defined as one character knowing about others via fandoms from books, tv, movies and so on). There might be similar ideas from books and shows such as a time-travelling alien who uses a cabana rather than a blue police box who isn't from Doctor Who, or a boy wizard who's an orphan but who's not Harry Potter, or even an elf who did not originate from Lord of the Rings and who has travelled Mezzo Terra instead of Middle Earth. Feel free to make up parallel fandoms if you wish. What's RULE ONE? Have fun! And be creatively playful.
Duplicates of PBs are allowed. Unless they are identical twins, however, the same pb for different characters will not be exactly alike. For instance, David Tennant as the Doctor will see a resemblence to DT as Casanova but there are physical differences between them.
You may play as few or as many characters as you want.
The mod might occasionally have an NPC wander in (either a fandom character I like playing or an OC who's part of a plot). Hopefully random encounters add to the rp environment. Note that I won't simply have someone barge into threads and will ask first.
APPLICATION:
Acceptance is at the discretion of the mod. Reasons an app might be rejected include but aren't limited to having abysmal grammar, not being able to write, having a character which doesn't seem like a good fit.
wished_away_rpg -- threading in storybook third person format.
Cut and paste the following for your thread header, thanks!
--Characters writing first person notes penned into the leather journals everyone receives upon arriving should use the rpg journal too.
Bold strikethroughs are words which have been scratched out or magically removed, and are unreadable. Strikethroughs might be readable so beware.
Re: private entries -- be sure to be clear about which part of the text is private, and plainly state who (if anyone) may read the private section.
wished_away_ooc -- OOC communication for mod announcements, plotting, anything which isn't rp or leather journal entries.
Please tag your posts in wished_away_rpg with a character's name followed by the journal name in parentheses: i.e. "charactername (username)".
FAQ
Why is my character brought to Enchantia?
Because of a wish they make, one where they generally want to be elsewhither or they desire something in their life to be different -- that overall feeling where you just want a change, whether or not it passes in a twinkling or continues to haunt. The magic at work here was created to seek out these wishers and remove them from their home environments to go on a quest.
A quest?
Yes. The characters who are wished to Enchantia have been gathered to help save the people from a curse created during a great war of magic. The curse grew out of control and eventually every one in the lands turned to stone. In order to save them, the new arrivals must take a Spell Anchor on a journey which will hopefully lead to the destruction of another anchor which is the source of the Stonify Curse.
The Spell Anchor, a large wood box of rectangular proportions, has a map emblazoned into its top to help guide the travellers.
What if my character tries to get away from the group of wishers?
The Spell Anchor will keep characters within a two mile radius of its current location on its way through Enchantia. If someone tries going further away than the limit, he or she will feel a tingling in their limbs, fingers and toes, and they will find themselves back alongside the anchor in the blink of an eye.
What are the limitations on characters who possess tremendous powers or super abilities?
No one can leave Enchantia via their own power or magic abilities. No one can use any of their own magic nor any other power/ability/talent to move further than two miles from the Spell Anchor.
Characters still possess their powers to help with the quest. It's possible the magic of Enchantia might interfere with the character's own magic by lessening the effect of their most powerful spells. The most destructive spells will not work at all, such as the Unforgivables (Avada Kedavra, Crucio and Imperio) from Harry Potter to provide an example. In other words, no killing/murder, torture, outright control of another character.
It is also possible to find other ways of gaining some power back, or even for nonmagic folks to perform some magic, perhaps through the use of energy-enhancing crystals.
Are characters allowed to bring personal possessions to Enchantia?
Yes. Just as the magic picked up on their wish, it can read the character and bring a few items tucked away into a suitcase. These are the things which are most wanted by your character. Some extra clothes might be nice, even if there is clothing available in Enchantia. The Enchantian clothes are of medieval style so your character might not like them, even if they don't mind 'borrowing'. The other possessions are those they love. These might not be what they would ordinarily take on a trip but they didn't know they would be leaving when the magic found them wishing.
Occasionally an animal companion might also come along but no animal larger than a horse.
What's this leather journal and pen found nearby or in the suitcase?
Since Enchantia doesn't have computers and Wi-Fi, it's magic which provides another way to communicate besides talking. The wonderful magical journals let anyone read what other characters write. The handwritten entries can't be erased, only scribbled over. (Bold strikethroughs can't be read. Regular strikethroughs are probably decipherable.)
Instructions about which symbols to jot for making the notes private, and which code to use for a particular journal a message should appear in, are located at the back of the book. (Use the usual method to mark entries, however you prefer to do it. If your journal is stolen, remember that others can read what was made private for you to read.)
As more characters arrive, the information adjusts itself as far as privacy symbols for each person. This is a way of keeping a tally on how many people have been brought to Enchantia.
A small image of the writer magically appears with their words, so that even if someone doesn't write their name, the others can at least recognise them by sight despite the lack of self-introduction.
On occasion the journal itself (or possibly someone/something behind it) will leave comments and hints. Let each character react in their own manner.
Are AU and original characters allowed in the game?
Yes.
Are duplicates of characters already in the game allowed?
Yes.
What happens to characters whose player leaves the game?
They either turn to stone like the natives of Enchantia did (No more harm will befall them and they will most likely go home once the curse is broken) or they might not be brought back if they go back through one of the gates scattered along the way.
Does that mean I can't play a character who's turned to stone or left?
Not at all. The next version of the previous character is from an alternate reality, which means that you can bring them in with your version of their history. Your version won't know another one was there until someone tells them.
How about picking up a character I played before? Is is okay to keep their in-game history?
Yes. Of course, the other characters will be moving on physically and emotionally, so your character might not like the situation when they return.
Am I obligated to play in the community plot threads posted by the mod?
Yes, since the community storylines are basically part of the rp-wide quest. However, if a particular thread/happening is such that the character has a choice whether or not to take part, and your character wouldn't take part, then rp them not participating or have them make some comment in their journal.
Hopefully the threads will have your character involved with others as they follow the current plot/storyline. The option to post single-character narratives is always available.
When the curse is broken and the quest is over, is the game ending?
I'm sure another storyline can begin. Consider how the unstonified natives have to readjust to life again, and no doubt the travellers will be rewarded for completing the quest. There are loads of possibilities.
Once the quest is fulfilled, the curse is broken: Not only are characters able to return home, and back again to Enchantia, they will be able to go to the worlds of other characters in the game. They will of course have their journals and can keep in touch, even if they go home.