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Remainstreet Mod Account ([personal profile] pathogeneric) wrote2016-03-13 04:22 pm
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FAQ

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Frequently Asked Questions
How did my character get here?
This is a currently undisclosed plot detail. To the knowledge of the characters, their last memory of their home world is the voice of a child desperately asking them to help them find their family. From that point they are shaken from sleep, exhausted and disoriented, by a stranger in the fog telling them they have to keep moving. A few steps later, they find themselves on the edge of the town of Assurance among a group of ragtag and armed strangers looking for a place to rest and resupply. The remains of warped and bent chain link fences with Various Signs can be seen near the outskirts of town. As well as the "Welcome to Assurance" sign at either end of the main roads.
How does the fog work?
The dense fog surrounding the town works as a trap keeping characters who stray into it constantly turned around and disoriented. Characters who stray into the fog will eventually find themselves back at the opposite side of town from where they entered the fog. In addition to providing a barrier to keep characters trapped in town, the fog feeds off the nightmares of the characters within the town and feeds them back into the town. This will eventually be the source of nightmare creatures and zombies from other canons. As these zombies and monsters show up, they will be added to the bestiary.

After events, when the fog rolls back in, it surrounds the town and any newly opened areas that were previously available for exploration. Characters can remain at new locations or wander into the fog to find themselves back at town or dead at the hands and teeth of zombies within the fog itself.
What era is the world set in?
What technology or information is available in it?
The technology, items, vehicles and papers in the town are all things from the late 1990 to early 2000 years of our own Earth with small variants. The cell phones characters receive in their bags are old flip-phones with no information stored on them.

Books, movies and newspapers exist, strewn about the town and the world beyond. Despite this, there is no information on any fictional characters or stories that exist in our world, though stories of similar parallel themes, characters and worlds may exist. This applies even to common fables/fairytales and historical based figures like King Arthur and Robin Hood.
What sort of plots occur in this game? Is there a story?
A few examples of plots within the game that will occur include zombie hordes, viral outbreaks, passing antagonistic or friendly survival groups, nghtmares from the fog and small-group plots focused on exploring nearby towns, farms, warehouses and vehicle graveyards for supplies when the fog lifts.

There is a story, but initially the over-arching focus of the game will be having the characters build up, fortify and modify the previously abandoned town to be a sustainable living environment.
Is their World-Building/Lasting Player Change in this game?
Yes! Not only does exploration unlock new areas around the town for players to use and explore, but characters can make significant changes to the game, the town and the zombies and characters around them.

A few examples: Characters will eventually have access to the radio tower to create radio signals/broadcats if they can find a way to power it. Characters can create a renewable or refuelable power system for the town. It's possible to provide running and filtered water to the town. Several wandering survival groups that will be recurring characters in plots can be killed, made allies, left to become zombies or turned into enemies of the town based on character interactions and plot outcomes.

If characters work toward creating things like power, communications, etc they can create these things as semi-permanent fixtures. However, these things will take time and have to actually be played out/put time into. They will also need to be feasible for the characters to manage. Restoring a radio station could provide a way to get warnings to multiple people in town with enough radios located, finding and hooking up a generator(s) would require fuel runs to be successful to keep power running, etc.
Recurring Survivor groups?
These characters will be partially mod controlled and made up of additional Player NPCs that can either be single use or recurring. These characters will not remain in town, but can show up in future events. You can learn more about playing NPCs on the NPC Guidelines and Register page.
Is there a game cap?
Yes and no. There will be a loose game cap based on how the game is running and player feedback. This helps determine the frequency of app rounds, application caps and the overall size of the game. There will never be a hard game cap.
Death & Consequences
This is a zombie game, and as such, your character can be killed or infected by zombies. No one is safe from this. No matter what species your character is, their immunity to one type of zombie will not protect them for long, as more varied and mutated zombies make their way through the fog. And deaths come with consequences, that increase with number of death.

Everyone has the potential to play their character as a zombie if they die, or to leave their character as a wandering zombie for a while while on hiatus. Or have their character infected and suffer the slow track to transforming into a zombie if they are not dealt with.

In addition, there are consequences beyond just death in this game. Characters can be scarred or permanently disfigured from injuries that occur outside of death. For example, Character A loses an eye in a fight with Character B but does not die. If Character A later dies in an unrelated event they will return without the eye. This does not hold true for injuries in zombie form.

For more on Character Death, see the Character Death page.
Zombies and Virus transmission
The Zombie Infection in this world is a viral infection that is constantly adapting and changing to incorporate new DNA, new strains of zombie species and new transmission. A dormant version of the virus exists in every character, which will turn characters into zombies on death, even if they die of natural or unrelated causes. However, this dormant virus is only the original shambler virus and will turn characters into shablers

The mutating strains of the virus are passed through contact with blood or saliva. If a character gets zombie blood or saliva in their veins they become infected. It is up to players to decide how quickly the virus takes hold of their character. The illness can start immediately or take up to three days to show the worst symptoms.

Symptoms and Timeline: The first symptom of the virus is a fever that can range from mild to severe. This fever is followed with any combination of sweats, irritability, weakness, irrationality, hallucinations and restlessness. The final symptoms range from vomitting, nausea, headaches, dehydration, severe hunger, and bleeding from the ears, eyes, nose or mouth. Finally, characters die and their corpses reanimate within seconds to hours later. The virus affects all hosts a little differently, so this is yours to play with.

Any zombie or nightmare that occurs in game will be added to the Big Bloody Book of Zombies, and any special infection circumstances will be outlined there and with their introduction.
Is there really Slice of Life in a horror game?
Slice of Life will sooner or later occur in any game. But Remainstreet is a survival horror game with a focus set on creating and maintaining a safe living environment for characters. In this way, any time a player is not interested in participating in an event, exploration log or fight, it's still possible for them to focus on SoL aspects of rebuilding the town, creating sustainability, taking care of the town and survivors, teaching or training and more.
Where's the town map?
The town does not have a map. The idea is to let people visualize it as they please. There is a map of the explored world, however each location is left in a somewhat generalized fashion. Descriptions will be generalized with no specific town size laid out, and characters can live in houses/buildings around town to player’s liking, alone or with other characters as they please.

In this way the size and scale of the game is adjustable at all times. Additionally, characters will be able to add locations (within reason) to town as the game goes along! These locations will be viewable on the locations page and will remain even if the characters who originally discovered or created them have since died.
What is the IC:OOC Day Ratio?
1:1 ratio. At the end of the first month, Player feedback will help determine if this is too fast for the game's pacing or not, at which point the game will either remain 1:1 or go to a 1:2 ratio where day one is daytime and day two is nighttime.
Do characters arrive with anything they had on them in canon?
The items on your character at their canon point will not enter the game with them in the traditional sense. Your character enters the game with a set of clothes standard to The Walking Dead (1 pair of boots, 1 pair of slacks, 1 pair of socks, a belt, a t-shirt and an optional jacket or hat), a one week supply of canned or dry food, a canteen of water, a flashlight, a cell phone and charger with no power or service, and several other items of your choice (as explained on the Inventory section of your application).

These items include one weapon that can be found on Earth, one carrying bag of some form and one personal item from canon that is not a weapon, vehicle, living thing, or AI unit. If your character has a personal weapon that could be found on Earth, they may keep their weapon, however they are limited to one weapon on arrival.

However, items from your character's canon can show up later, either through resources or through AC Rewards. (Once it has been further discussed among players after the first month)
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