@Redstring Oh dear, I keep phrasing that terribly. :/
What I meant to say as that I won't be adding characters to the role-play, to give people time to create them and not rush themselves. You're more than welcome to submit them now, if you'd like. I begin adding people in a few hours.
Not much is known of Chris Maddox. Rumors believe it to be, he’s a very hands-off Captain. His only request? He sails where he pleases.
JOHN: 34 | January 27th | 5’-9” | 175lbs
One of the two crew members aboard the ship, and thought to be the brother of Doe. Out of the two, he’s the more talkative; and in some ways, the more intimidating.
DOE: 42 | October 10th | 6’-6” | 260lbs
Mostly silent, big, and brooding, most people don’t talk to Doe. It’s best if it stays that way.
Hey all! Loving the relatively quick showing of characters! A couple of things:
In the interest check, I noted that for interest of fairness, I wouldn't be accepting characters within a 24 hour grace period to give time for me to add players on merit, not speed. I'll be extending that a further 12-14 hours simply due to home issues and just to get more time for a few players that I know are working on characters to get them in.
@twannyman I'd rather not be specific to your character or anyone else's, but if everyone would like a little more detail on what I'd like, here are a few pointers. If you've already submitted a character, you have another half-day before I review them officially, so edit them if you like:
Be sure to completely fill out the form, even if you'd like to keep your character secretive. Be sure to put something, even if it's just a sentence. Once the grace period ends, I'll begin accepting completed characters.
A big part of this game (or at least what I'd like to see) are secrets. That may sound counterintuitive, but to explain: try to give small hints that your character has some real struggles, or issues. Maybe something's happened to them, or that they've got a person of interest in their lives. Why would they leave the world behind? Why the Crescenzo? Don't give me all the answers, but try to just give a little snippet so there's an intrigue to it all.
Don't feel limited in who to play. See that we're lacking "X" in the current roster? Make a character unlike the others. Don't be afraid to be different, but DON'T feel like you have to change a character significantly because of this post. Be true to what you want to play as.
I hope that helped some of you, if you needed it. I'll try to be around to answer any more questions.
Appearance: Tall and almost bulky, Dustin looks almost like he belongs on a ship; even though he’s rarely been on them. Now facing the slow end of his youthful years, Dustin’s expressions and physique are beginning to show the wear and tear of his life. He’s consistently dressed in earth tones and blacks, and tends to keep his wardrobe as muted as he can be. Stark, angular tattoos can be seen peering out from underneath a t-shirt, which—if removed—would reveal that much of him is covered in ink. He keeps a beard on the fringe of unmaintained, and is otherwise rather cleanly indeed.
Personality: Dustin used to be absolutely normal. Middle class, nuclear family, office job; you name it. Perfectly unoriginal and absolutely content.
That was a long time ago.
Nowadays, Dustin battles with his own demons. On the days you’ll find him without a cigarette, that hand is usually holding hard liquor instead. Discussions of his past are usually met with gruff silence or vague replies. Ever since, he’s rarely stayed in one place for long.
His ticket to the Crescenzo has actually done him more good than harm. He feels much better now. Whether or not the open waters will provide him with solace or a tomb, those who know him do not know. One thing’s for sure, somewhere in his eyes, he’s felt just a little bit happier now that things are all behind him, on the distant shoreline.
Before “Open Waters” (Background): Dustin used to work as an executive manager at a local call-center. He had come a long way since his telemarketing career.
After an unspoken event, however, Dustin moved back near his parent’s house; although he didn’t say long. Long trips were spent up north, near the Canadian border, then farther west to the Rocky Mountains. Finally, Dustin spent a brief stint in the suburbs of Seattle, before finally saving enough and finding the right people to purchase passage aboard the Crescenzo.
Strengths: Dustin is strong physically, with age only taking little of his old youthful energy and body. Dustin is good with his hands, as well as good with fixing mechanical issues and barriers in his way. His telemarketing days left him with a vast social skill-set, and because of this, he’s got a strong ability to alter his speech and tone to give off whatever vibe he chooses.
Weaknesses: Emotions aren’t Dustin’s strong suit. When within a normal mindset, his abilities to manipulate and convey feelings are great. When worked up, however, this ability is all but gone. Dustin has a tendency to be volatile, and moody, often walking away from situations as they unfold, so as to not show weakness. The nicotine addiction and the alcoholism don’t help, either.
Somewhere along the Pacific coast, a medium-sized luxury vessel prepares to launch. Captain Maddox and his crew of just two wait at the docks in the light of the setting sun. Eight passengers are set to arrive, each unaware of the other's existence, and each having paid an extraordinary amount for this opportunity.
All the passengers will board, knowing that they'll head off with no destination, no outside communication, and no exact length of stay.
No one would leave the world behind like this without a damn good reason
OPEN WATERS is a character driven, free-form sandbox role-play designed with the players in mind. Based around the simple premise of eight passengers on a boat together, OPEN WATERS hopes to create a sense of isolation, development, and adventure. Please see the below information on plot, story, game mechanics, availability of characters, and more.
THE STORY
The world of OPEN WATERS is set in the “alternate-modern” reality. With no set year, OPEN WATERS is set in a modern time, but with heightened elements of exploration, world-building, and fantasy. It is up to the players to decide just how large and expansive the world is, but the end-goal is to create a universe that isn’t hard to learn about, but simple to add on to.
HISTORY:
The MSY Crescenzo (Kreh-Shen-Zoe) is a 150-foot sailing vessel created nearly 30 years ago. Recently renovated, the Crescenzo is a luxury ship that’s passed through many hands and sailed around the world countless times, before coming into inheritance by the enigmatic Chris Maddox; son of the lucrative businessman Jackson Maddox, who fell from grace after multiple charges landed him in prison some 25 years ago.
Captain Maddox has sailed the ship ever since those days, with his two crewman serving as his only company. That is, however, until recently.
Chris Maddox, for reasons unknown, eventually decided to open up the eight unoccupied guest rooms up for sale. The price is enormous, the conditions are numerous, and purchase unrefundable. Purchase of a room comes at more than the cost of just money; these rooms must always be occupied for the remainder of the purchase by the buyer. That is, if you own a room on the Cresenzo, you must live in it.
Some people figured it was madness setting in, and others an opportunity for murder, but the first six travelers lasted several years with Maddox, with each returning safely once they had sold their stake on the ship.
Years passed since then, and the fame of Maddox and the Crescenzo have fallen into obscurity. His notoriety is only spoken of in quiet rooms and hushed voices around the world.
No one has claimed the rooms in over a decade, with each previous owner having sold their room back to its owner. That is, until today.
All eight tickets to the Cresenzo sold within a month, suddenly, and without warning. A truly impressive feat, given the disconnection Maddox has with the world; the only way to purchase a ticket is to send the full price, cash only, to an address that’s never been written down. How six people found the right sources to attain the address at the same time, Maddox doesn’t know—or care.
All he knows, it that it’s time to set sail yet again.
GAME MECHANICS
THE BEGINNING:
Each character will begin their story by showing up at the dock, meeting Maddox and waiting in the living room for Maddox’s first-and-only briefing. This is the only section of the role-play were I’m simply expecting you to follow my lead. After this briefing, the captain and his crew (and myself, as the GM) will be as hands-off as possible, only intervening when characters interact with them, and when the story dictates it.
RULES:
This role-play is 18+. That is, it is going to be played as straight forward as possible. That isn’t to say there are no rules, but rather that many things within reason are allowed. That includes language, sexual content, and violence. I won’t intervene as long as things are kept tasteful and realistic. Your character, however, can be played however you’d like. Just remember; it’s a small ship. And not very soundproof, either.
Standard game mechanics apply as well, such as no God-Modding. You each will control one character, and I will control four. For those keeping count, that’s seven versus four. If you’d like to stage a mutiny, be my guest!
More detail and issues can be discussed in the OOC.
DAY AND NIGHT:
Without structure, role-plays tend to fall flat when characters and players feel board. Therefore, Open Waters is played in a user-agreed real-time, so that the story may progress as needed. The game will be split into two following modes: day and night.
DAY:
Each day begins with an interlude, from the perspective of Captain Maddox, John, and Doe. It details the ships heading, direction, and the story direction.
From here, the players take control, moving about the ship or present location, having their own discussions and conversations, and facing the challenges (if any) of the day.
A majority vote in the group will agree in the OOC when the day alters to night.
NIGHT:
Night begins with another interlude from the three staff onboard, and lasts until each character has either fallen asleep of stayed stationary for very long. Night ends either when all characters have slept, or a fair majority agrees it is time to move to the next DAY cycle.
LOCATION
The Crescenzo is the sole location at the start of the game. It is described in full below and is for your reference to the layout of the ship. It is detailed, but not the end-all-be-all. In the kitchen, for reference, it is ok to find a pot if I haven’t mentioned it. Any discrepancies can be talked about in the OOC, and if you’d like to discuss it with me, or add a secret room, or anything of this sort. I’m always open to it.
The Crescenzo (from bow to stern:)
Below Deck Zero: ???
Deck Zero: Aft Cargo Hold, Staircase (Up and Down), Crew Quarters, Center Cargo Hold, Staircase (Up), Passenger Indoor Pool.
Deck One: Main Living Room, connected Bar, Staircase (Locked, Down only), Dining Room, Passenger Kitchen, Rooms 101-104, Bathroom/Laundry Room, Staircase (Up and Down).
Deck Two: Outdoor Jacuzzi, bow lookout point and walkway (perimeter), Rooms 201-204, Bathroom/Laundry Room, Smoking Room/Bar, Staircase (Up and Down), stern lookout point and walkway (perimeter).
Deck Three: Outdoor lookout point (bow), outdoor lounging space, excess cargo/lifeboat, staircase (Up and Down).
Deck Zero is the bottom deck, which lies below sea level. This Deck is home to the front cargo hold and the center cargo hold. In the very back of the ship, a staircase from deck one leads down to the indoor pool, which is a clean, simple room with three changing rooms and towels. Between the two cargo holds, a locked staircase leads to the crew quarters, where the three men who run the ship live quiet lives. It’s basic, bare, and the only place off-limits to passengers, along with a mysterious staircase that leads further downward…
Deck One is the next deck, which holds about half of the rooms the passengers live in. In the front of the ship, a large living room is situated, with couches, windows, and a fully loaded bar. Moving towards the back, we have the dining room, which is a simple room comprised of just a table and chairs. The locked door to Deck Zero is located here. Moving back, the passenger kitchen can be found, which is kept fully loaded and stocked with food, plates, an oven, and a stovetop; all the amenities one would expect.
Even farther back are four passenger rooms. Two are on each side of the boat, separated by a narrow hallway. Inside each room is a porthole window, a bed, a small closet, a mirror, and shelves for any books or trinkets brought on board. The very back of the boat holds a shared bathroom with two stalls, two showers, and two sinks, followed by a laundry room across from the bathroom, and further followed by the staircase; leading down to the pool on Deck Zero, and up to Deck Two.
Deck Two is the floor dedicated to further comforts. This floor has a walkway that leads outside, around the ship, allowing someone to run laps, look around, or look out at the benches, tanning area, and jacuzzi at the very front of the ship.
Inside Deck Two, towards the front, are the other four passenger rooms. These are nearly-identical to the ones below them. Moving back, there’s a laundry room and similar bathroom, followed by what used to be a smoking room. In here, two pool tables hold the center of the room, surrounded by two more bars, lining the left and right windowed walls. The staircase leading downward is located at the very back, with another staircase leading up to Deck Three.
Deck Three is substantially smaller than the previous decks. Most of it is open space, with excess cargo and the lifeboat lining the perimeter. Towards the front are chairs and another lookout to what lies ahead, and towards the back, a view of what lay behind. The staircase here leads both down and upwards, to a locked door.
Deck Four is the final, smallest deck. Nothing is up here but controls to the ship. A single passenger has never been allowed past the large, steel door.
CHARACTERS
MY FOUR CHARACTERS
I will be playing as Captain Maddox, John, Doe, and a passenger (Dustin), along with the other seven. This is simply to give realistic credence to the mechanics of the game, as well as help me keep things interesting. Out of my four, the three who run the ship will be in it the least, so don’t worry too much; I’m really going for a loose, free role-play in terms of structure.
Photograph (Realistic Only)
(age)|(birthday)|(height)|(weight)
Appearance:
Personality:
Before “Open Waters” (Background):
Strengths:
Weaknesses:
NOTES ON CHARACTERS:
There are no hand-and-fast rules for character development, how many paragraphs I need, or anything of the sort. Characters will be accepted by their merit, originality, and usefulness to the present crew of the Crescenzo.
Characters submitted after slots are filled or players expressing interest to join will be added to the WAITING LIST. Players will be contacted in the order received.
When creating characters, leave enough information to give us a good feeling of the character, but please; do not put every secret they have. Things are more interesting when there’s an air of mystery surrounding them. Written or not, try to come up with a character that has goals, and an overall arc to follow.
THE CREW
(From left to right): John, Captain Chris Maddox, and Doe
CHRIS MADDOX: 52 | December 2nd | 5’-10” | 165lbs
Not much is known of Chris Maddox. Rumors believe it to be, he’s a very hands-off Captain. His only request? He sails where he pleases.
JOHN: 34 | January 27th | 5’-9” | 175lbs
One of the two crew members aboard the ship, and thought to be the brother of Doe. Out of the two, he’s the more talkative; and in some ways, the more intimidating.
DOE: 42 | October 10th | 6’-6” | 260lbs
Mostly silent, big, and brooding, most people don’t talk to Doe. It’s best if it stays that way.
THE PASSENGERS
(The staterooms are laid out on two separate floors, with the odd-numbered rooms on the left side and the even-numbered on the right. 101 is across from 102, and 103 from 104, for example.)
Go ahead and post during the 24 hour period, it's just in place to ensure I don't just accept as I get people, but rather give everyone at least a day to get their characters sorted out and accept on merit. It's an attempt at being unbiased.
Hey all! Wow, this got more interest than I figured! I'll try to answer some questions, while I finish up the OOC, which is proving a lot more detailed than I initially wanted it to be. Turns out when you only have one location, it ends up rather detailed.
Good question. I've been debating this ever since more people expressed interest than I figured would. Here's what I'm thinking, and if it seems unfair please let me know:
In my experience, large-group roleplays are much more prone to stretching thin and losing steam fast. If we extend the offer to have a group that's too large, I'm worried about losing interest; hence the 5 player limit. In interest of both representation and interest, I am still keeping the gender balance rule. That is, just as many women as men. In my experience it makes for more drama interesting storylines.
However, I'm going to bend my own rules and raise the character limit to seven players, so 4 women and 3 men. I have no intention of altering this number to add more people any further.
I am also (realizing there are 8 people currently interested, as of this afternoon) going to be accepting characters like this:
Once the OOC comes up, I won't be accepting characters for 24 hours. Then, I'll be accepting them by their interest and what diversity they bring to the roleplay, not the time posted.
Finally, any other players interested will be added to a standing waiting list. If we loose players or something happens which causes a player to drop out, I'll be contacting people in the order that they expressed interest.
So far, no limits are being set. The only real requirements are that the characters exist in this version of modern reality. That is, that modern technology is being acknowledged, but not being utilized on the ship in any real capacity. The goal is to treat the open ocean as a sort of "last frontier," with more strange places and fantastical elements than what we'd normally expect in 2016. Also, I'm not setting a year, either. Just think "modern."
The reason I'm doing this is so players don't feel like they have to constantly alter their mindsets and responses to a past time, but are also uninhibited by reasoning such as "they could just Google it" or things of this nature. Let me know if this makes sense!
As for your other question, the boat is not equipped for battle, but no one will be mad if you brought a gun or two aboard. :)
I'd just like to clarify that I don't have a super-structured plot. Just ideas and places. I'm hoping for lots of suggestions and ideas in the OOC, so we can all go where we'd like!
That's all for now. Expect the OOC hopefully within 12 hours. I'll still be able to answer questions until then.
Somewhere along the Pacific coast, a medium-sized vessel prepares to launch. Captain Maddox and his crew of just two wait at the docks in the light of the setting sun. Eight passengers are set to arrive, each unaware of the other's existence, and each having paid an extraordinary amount for this opportunity.
All the passengers will board, knowing that they'll head off with no destination, no outside communication, and no exact length of stay.
All the crew of the ship know, is that no one would leave the world behind like this without a damn good reason.
Explanation:
Essentially what I'm aiming to achieve is a free-form, open-world RP set in what I'm going to call the alternate-modern reality. The world that we live in is essentially the same, but many more uncharted islands lie out in the Open Waters. Perhaps civilizations that've never heard of an Internet or a smartphone. Perhaps there's still a sense of adventure out here.
Essentially I'm looking for a specific kind of roleplayer: someone who's going to be willing to work with me, and someone that's willing to help me in the OOC to create a story we're all happy with. Mainly, the focus here is character development, and a lot of it. Six strangers on a boat, indefinitely. Things have the tendency to go awry in situations such as those.
The key here is that I don't have all the power here. Roleplay getting boring? Want to come across cannibal natives? A forbidden city? Get shipwrecked? It's up to you. We'll have an active OOC where you control the course of the roleplay. I'd just rather have people in it for the long haul than people with perfect prose and grammar.
This will be a small-group roleplay with a system in place to replace players if they so happen to go silent on us for too long, which I'll get into with the OOC later. Essentially, it breaks down to this:
I need 5 players, as I'll be playing one of the six passengers (4 female, 3 male), who are willing to do the following:
1. Stick with me and not just go silent when the story begins to slow.
2. Are willing to have days, maybe even a week or two of character development between "events"
3. Create complex characters that won't lay down their whole stories at the beginning or instantly fall in love with the first person they meet. I'm imagining near 70% of the roleplay will be character and relationship-based, not plot-based.
4. People who are open-minded, willing to take the story where it needs to go, regardless of prudish feelings. (I'm not intentionally going to lead this in a direction that would require it, but I'm going to go ahead and say this is an 18+ roleplay so we aren't limited)
5. Have fun with their characters! We need serious people, funny people, sarcastic people, realistic people, and anything in between. But no matter what, each character needs a good reason to have left the world behind.
It comes down to this: this roleplay will be mine as much as yours. It's direction and plot is in the collective hands of everyone involved. Is anyone interested? I'll be filling in a lot more details later (imagine this as a high-casual roleplay) and I'll reserve positions as they come. I just need to see if the interest is out there for this sort of thing, and I'm open to suggestions as well.
Have a great New Years, and I hope to hear from you soon!