This thread has a two-fold purpose. The first is to provide a thread for a new Game to get organized and begin, and the second is to explain what that means so that those that want to partake can join in, and that others can make up their own Wonderland if they'd like. <3
This is essentially a spin-off of the "Alice in the Country of..." series. You do not need to know anything about the games, manga, or anything to join or partake. You can deviate obviously from these guidelines while making up your own world, and for those that are looking to join -this- game, there will be plenty of people to help you along the way! In fact, the owner of the Dreamer for this game has never played the games or read the manga either! So you're in good company <3
Let's begin, shall we?~
Along the way you'll see Spoiler tags. Beneath them are examples further explaining what was just stated, or comparing it to HnKnA for reference, and is not required but might be helpful.
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Other Games!
There's currently a few other games being arranged as well! Once there's threads/posts for them I'll be linking them here for you to find! But for now, here's a list of what's in the works~
Steampunk Wonderland - Nasa is organizing Egyptian Mythos Wonderland - Nasa is organizing Cake or Death - Yushi's organizing
Posted: Mon Dec 30, 2013 9:29 pm
Wonderlands Generalized ♠♥♣♦
The quick and dirty:
A Wonderland is a world spawned by a Dreamer. A Dreamer is someone that either is forced or chooses to live a life within their own head our outside of their own bodies due to choice or circumstance. You can think of a Wonderland as a prolonged daydream, except the Dreamer is unable to wake even if they wish it.
Each time a Wonderland is created or rebooted it's considered a New Game, and the Game starts once the Dreamer enters the world and has taken his or her position at the start; either knowingly or otherwise. Once placed on the start, the Game begins and must be played to completion. (Jumanji, anyone?) Once the Game is completed, the Dreamer may choose to wake up or stay in Wonderland, and the Wonderland can either continue on or reboot. (Or even end, it is assumed.)
For HnKnA, the Dreamer is obviously Alice. As far as the audience is aware, she is confined in the Outside World (also called the Real World) and cannot escape her situation so chooses to live in her Wonderland as a means of coping.
For Alice, she is brought to the Game by Peter, and is forced to the Start, which for her means drinking a vial that causes her memory to fog. The Game will end for Alice once she refills the vial of her memories and makes a choice to either return home or stay in Wonderland.
Extremely simple, right? What makes it fun is the Rules and variations on setting.
♠♥♣♦ Rules, what they are and why they exist
Every game has rules, sometimes they're there to make a game make sense, and sometimes they're there just to make a game harder and thus more interesting. (Take Monopoly and all it's various rules you can choose to play with as an example)
Since Wonderlands are a Game, most take after familiar games in many ways. What games and in what ways are up to the creators to draw up (but god do I love what QuinRose came up with <3). Famously, cards are a typical element. It's easy to use many different sorts of card games while still just saying 'cards' and it has a nice, uniformed feel that borrows on the original Alice works.
To come up with your own Rules, find out who's willing to play and what they and their characters want out of the experience. Sometimes struggle produces growth, which moves a character along. And sometimes circumstances can push people together to create all sorts of relationships. Once you know what you need, it's a lot easier to figure out how to word it or how to make it happen. <3
Also! Don't forget to come up with punishments! A character might be a rule-breaker by nature, and that can be interesting if accommodated for! Think of a way for a character to be 'punished' by the Game itself or how someone could be taken out of the Game in response to breaking rules.
For HnKnA, and a pretty good standard Rule in general, is that no one in Wonderland can directly tell Alice what's going on. They can influence her choices, but they cannot force her hand, nor give away all of theirs. If someone was to come right out and tell Alice exactly what's going on and why, it wouldn't be much of a Game. Much like refusing to hide when playing Hide and Seek.
Another good Rule is to force everyone together at some points. For HnKnA, there's the mandatory Balls. For CnKnA, there's the Assemblies. Basically a meeting of all parties on neutral territory or at least under a ceasefire where all teams can interact.
Teams are another good thing to consider. Take the suits of a card deck. Or colors. Having a group that can count on each other automatically gives you a pool of people and characters to rp with, and automatically gives you a point of tension with others. It's a good driving point, and can be used as a plot device.
If you're looking for more ideas, feel free to check our own Game's Rules, or just ask here <3 There's plenty of people hanging out that can help <3
As for rule breaking, for HnKnA, it depends on the rule and the like. Characters could be killed, tortured, or even jailed. Characters that seriously transgressed could be locked into a big Nothing. Unable to do anything or interact with anything and simply forced to sit and exist with no meaning or anything to do for all eternity or until the Game finally ends.
♠♥♣♦ End Game
Every beginning has an end, and every Game will come to a close. (Unless it's Monopoly, then you just have the people that quit and the last stubborn mule as the winner. At least in my family.) You need to decide what End Game is, and what is 'winning'. Also, do the characters know what the End looks like? Some might long for it, and others might fear it! It's a really interesting element to add to the Game, but might be easily ignored since a Game can be dragged out for years or might not ever end at all! But the far-off flag waving on the shoreline might affect characters and that can be useful!
For HnKnA, Alice doesn't know what the End Game is, though the other characters all know! Some wish for it to happen, and others don't. Some worry about what choice will be made, and still more try to push for one thing or the other. For Alice, the End Game is when her vial of memories fills up again and she makes the choice to either return home or stay in Wonderland. Winning is actually staying in Wonderland! Returning home means returning to heartbreak and a terrible life, and in the first game it was considered 'losing'. The point of HnKnA was to fall in love with Wonderland itself, and perhaps pick a lover and find your happily ever after!
Some characters hate being in the game though, and will purposefully push Alice into leaving if they can, or keeping her lost. Each character has their own motivations and their own end goals even if it doesn't make sense since not everyone always knows the Rules.
Roserain
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Roserain
Much Wolf
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Posted: Mon Dec 30, 2013 9:31 pm
New Game! ♠♥♣♦
And now for what most of you actually clicked for xD! A new Game is under way! Right now it's still in development stages, which means you have a chance to join in and help us shape it! Look in the next post for what's available, and read through this one to find out what's going on. xD
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General Info about this New Game
The game setting is a New Wonderland, not just a reboot. That means that there's new characters and setting, completely apart from the HnKnA 'verse in TLN right now. The characters from both can interact and everything, there's just a second Wonderland since there's a new Dreamer, and since Alice's Wonderland Game is still running.
The setting is a bit more dated, with a 1950's - 1960's feel. Some elements will be muddled as we're not experts, and because it's a Wonderland. This does not mean that your characters must act like they're from that era or behave accordingly. It just means that the world itself is fashioned more along that time frame and the Dreamer himself is familiar with that era. (But Rain, how are characters that obviously weren't born when the Dreamer went to sleep still able to be in this Wonderland? Hush you, it's a Wonderland. You're arguing about talking cats and magic in an online shop of pixel foxes. Also I have no good answer to that other than "it's fun, roll with it")
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The Dreamer Kennet
Owned and played by Mouse (Gin Rin). This section may change and update as he sees fit. <3
-Why is he Dreaming? - Kennet is a youth growing up in a time of war. Perhaps it's the draft, or what's being shown and written in the news, but something has set Kennet off to aid the protests. But nothing's working. Everyone seems apathetic, or see it as inevitable. Or perhaps even support the war and see it as necessary. Discouraged when peaceful means get no results, Kennet and perhaps his fellow rebels start to use more destructive means to get their voices heard.
Sadly, one such event sends Kennet to the hospital, and his parents to the morgue. Now kept in a drugged coma due to his extensive injuries, Kennet is forced to come to terms what he himself has done to his own family, and the guilt that even plagues his dreams.
-What's his Plan?-
Kennet is in Wonderland to figure out if he actually survived the explosion or not, and whether or not he can live with the answer either way. He might choose to forget his old life and stay in Wonderland, or he might decide to wake up and return to the Outside world once his glass refills.
Currently: He is plotted to be with the Cheshire, Dinah, in this game. That does not mean your characters have to stay away! By all means, your characters are more than welcome to try and win his attention and affections as is typical of Wonderland. Just be aware that he's currently plotted, but that shouldn't deter you from joining! There are many other characters to interact with and perhaps win the heart (or clock) of!
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The Rules (We're not gonna stray too far from HnKnA for this Game, since it's the first new one. There are others in the works though that are totally different.)
[Inserted by Mouse 8>] 1. The Dreamer can't be told a direct answer about why they are in Wonderland or how to get home. -> Kennet cannot be told about his parents, or that he's in the hospital after the explosion in the building. Nor can he be told what will happen with either outcome of the Game.
2. The only people that really know the exact details about why he's in Wonderland is the person that brought him (The White Rabbit), and The Caterpillar. -> In Kennet's Wonderland, this is [The White Rabbit] and Julian.
3. Game ends when the Dreamer makes their choice, or when their Game Token refills with their memories and they are forced to choose. -> Kennet's token is [Vial/Bottle/Bong/Idk xD].
4. Under no circumstances is someone to destroy a clock -> This might be altered slightly, depending if there is a different life-source to the Role Holders.
5. At peaceful gatherings, bloodshed will not be tolerated. Any rowdy folk will be killed. (Nightmare turns a blind eye to this from time to time, and though he's supposed to be a neutral party he sometimes sways a little one way or the other) -> Yeah.
6. A Role holder cannot abandon their role. They can take on additional tasks, but may not shed the role given to them. -> Yeah.
7. A Role holder does not have the power to hold the Dreamer indefinitely. A powerful Role holder may be able to ensnare them, but if the Dreamer fights hard enough they can break free. -> Julian can trap Kennet in a nightmare, for instance.
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The Territories
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End Game
Posted: Mon Dec 30, 2013 9:33 pm
Who's Who ♠♥♣♦
We're currently looking for people that want to play! Some territories are not settled yet, and we'd love input, so don't be afraid to speak up here!
There are no limits in terms of what a noodle looks like, edits or no edits don't matter. This would be a perfect setting for people to bring noodles they're not sure what to do with, because hey! Instant world setting. As long as they're willing to play along, you're good!
We're currently limiting it to three noodles involved per owner, because too few people and it's boring, too many and it could get overwhelming. Hopefully this'll be the right mix.
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I want to get involved!
Awesome! Just post here with a link to your noodle, what role you'd like them to have, and why. Why they'd be a good fit or what you're hoping to accomplish. Easy, right? Also feel free to give us your ideas~
And many, many more~ It might be easier for you to talk about the character you want to add, and we'll help you either pick or design a role for him/her <3
Note to self:
Queen of Diamonds / Snow Pidgeon
Sidney Black? The PM for Diamond Castle? Have a Black Rabbit? (But our White Rabbit is black, have a black rabbit that's white? Long-lost siblings? Don't include Diamond Castle at all since it's so ******** confusing?)
Other creatures not in the Games or Manga, or yet unknown to be but could be potentials
- Jabberwocky? Might do well as a minion of the Jokers...
- Mock Turtle? Older sort, possibility. Could be buddies with the Borogrove. Two old geezers that give nonsensical advice... (perhaps advice that always comes true. Curses in reality. *strokes chin*)
- Flamingo? Almost like the jester or entertainer of the Club. Could be a minstrel, rock star, some sort of musician. Sax player. Is an idea.
- Borogrove: TTLG, mentioned in the poem along with the Jabberwocky, supposedly some sort of fragile and sad creature. (Extinct parrot with no wings? Odd poem, might not be worth it, might also make for an interesting 'old man' sort of character. Some nonsense type)
- Tapir? What the heck? It's on the cover for one of the "nKnA games, can't remember which one. Hasn't made an appearance yet otherwise. Could just be random, could become a random character. Guardian of the forest? Could move the paths around to keep people lost.
- Momerath(s)? Almost see this as a group of kids, like the Lost Boys in Peter Pan. Wild children. Could be good as a Faceless plot. Kids that ran away. Maybe play pretend in their own little world. Would be an interesting story in a story in a dream.
Wonderland is a world of danger for Kennet, he faces many demons both within and without. The inhabitants of Wonderland could cause serious harm to him or to each other.
This is a guide of who has what abilities (or at least what they're willing to share and discuss) and a number system of who's dangerous. (Instead of a ranking system, because that wouldn't fly).
Info regarding personalities, territory layouts, who's currently at war, and other tasty tidbits will be in the individual Territory Posts.
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Land Owner - The Mad Hatter Rosalie Satre
Threat Level: 12
Weapons: While she carries a number of knives on her at any time, her prefered is a dagger that’s usually worn on a holster at her thigh.
Magic: Ever thought someone was stalking you from the shadows? It’s probably Rosalie. This particular Hatter has the ability to blend into the shadows and quiet her footsteps. You may never know what keeps lurking behind you until it’s too late.
Land Owner - The Mad Hatter Noah Ainsley
Threat Level: 3
Weapons: Medical grade scalpels
Magic: Healing magic, though it tends to be weak in nature and requires touch to be used. It’s good enough to accelerate the healing process of stitches, but certainly nothing more without much effort on Noah’s part. Overuse leads to exhaustion and nosebleeds.
Tweedle Dee Misha
Threat Level: ???
Weapons:
Magic:
Tweedle Dum Dijon
Threat Level: [7:54:35 PM] "In your pants" - Per Cheza |D
Weapons:
Magic:
Land Owner - The Caterpillar Julian
Threat Level: 10/2
Weapons:
Magic:
The Lizard Amiri
Threat Level: ???
Weapons: Knives
Magic: Lizard tattoo that springs to life~
Land Owner - The Duchess Angelique
Threat Level: ??? (9 or 10, I'd guess)
Weapons:
Magic:
Cheshire Cat Dinah Liddell Airay
Threat Level: 6
Weapons: Garrote, small blades
Magic: Can move pieces of time and space and patch rooms together in that fashion. Can enter anywhere she is welcome by use of a door. Being the Cat allows her some movement between Territories.
Land Owner - The Queen of Hearts Hazel
Threat Level: 10/4
Weapons:
Magic:
The White Black Rabbit Chessa
Threat Level: ???
Weapons: Antique Pistols
Magic: Able to turn into a black rabbit, create rabbit holes that only she can use to wander about.
The Knight Tala
Threat Level: ???
Weapons: Archer, badass bow
Magic: Actually a wolf, Tala can become human at will
Bandersnatch Chase Bander
Threat Level: 9
Weapons: Claws, hand to hand fighter, gatling gun
Magic: Feral magic, can transform into the Bandersnatch. While in feral form, he can travel by moonlight to any place the moon's light touches. Sometimes he'll black out and be unable to recall events while he's feral.
He can only control his transformation during Afternoon/Twilight periods, during Night shifts he'll always be the Bandersnatch, and during Day/Morning shifts he'll be human(ish).
The Black Joker Ashtoreth Nymphalis
Threat Level:OVER 9,000(RUN!)
Weapons: semi-automatic pistol and a rapier
Magic: Illusions, Prison hold, deadly butterflies (are deadly), able to change the seasons
Posted: Tue Dec 31, 2013 12:19 am
The Hatter Mansion
The front is actually run as a fancy cafe, with a variety of drinks, light sandwiches or entrees, and so forth. It is, however, still a front for an assassination guild/mafia, with plenty of money exchanging hands and so forth. Noah runs more of the money handling, while Rosalie takes care of the bloodier side of things. They make a good team, enough of one that they’ve managed to keep from getting killed for quite some time, something that can’t be said of others.
The mansion itself is at least 3 stories, with probably a number of basements below, and holds a more Victorian feel to it. The first floor includes a vast entrance lobby, the cafe, and a number of meeting rooms. The second floor is almost exclusively rooms for guests or staff, depending on the wing, and the third floor consists of a vast library, Noah and Rosalie’s personal office, and the master suite. Meetings conducted at the Mansion usually are restricted to the first 2 floors.
The basements, or so it is rumored, hold more barracks for staff, as well as a number of training facilities and weapon holding rooms. There are also a number of tunnels used by the assassins to travel around without having to use the main first floor entrance, and supposedly a large vault several floors down for the more material possessions. There may also be interrogation rooms or holding cells, though those floors are severely restricted to the point where it would require either Rosalie or Noah to go with whomever needed to be there. Perhaps even both.
The cafe itself changes depending on the time of days. Mornings and early afternoons are reserved for butler/maid cafe theming, while nights are more of host/hostess clubs. It’s said the Hatters have a collection of rare vintage wines and brandies, making their business rather successful to the point where it at the least pays for itself.
While the library is often not available to the average guest, it too holds a number of rare volumes. If one is in good with either Rosalie or Noah, it’s likely they’ll be allowed to come and read, though borrowing books is another matter, especially depending on the volume.
The office itself holds several tomes, though more on the citizens of Wonderland, and a large, solid oak desk. More than often it’s Noah who’s sitting at it, though occasionally Rosalie can be found in the large leather chair, working on mapping out whatever her next plans are. The office connects to the master suite, which in honest is more of a large bedroom, containing only the best wooden furniture and a very large four poster bed. Likely whomever is not in the office at the time of visit is sleeping at the time, as Noah takes days and Rosalie takes nights. It can be easily assumed they have not slept in the bed together at any time. There’s also a master bathroom, which one would assume to be quite grand (it is).
As for the Hatters themselves, there are a few rules that seem to be in place. First, that no one may touch Noah unless they have permission, implied or explicit, to do so, and secondly, that Rosalie must be called by her full name. The two seem to withhold these expectations for each other, as it’s common to hear Noah refer to his partner as ‘Rosa’, though certainly no one else could get away with it.
Ever try to remember who that boy that sat behind you in math class looked like? You can kinda remember how he styled his hair, or maybe he always wore a hoodie, but it's pretty vague, right?
That's the Faceless of Wonderland. Your everyday people that would be called something like "Tall Man 2" in the credits of someone's life. They have no magic on their own, and no magic weapon, but they can be dangerous if they choose to be!
As the title implies, people won't be able to recall their faces, or their names. For most in Wonderland it's not worth the effort, especially since they're so replaceable. A few might find them noteworthy, but even to themselves they typically feel they hold little value.
That's not to say every Faceless feels that way, or just fades into the background! Some have been known to run crime syndicates, and others have gone above and beyond to find meaning in their lives. Sadly when the Game was drawn, they simply did not have the luck to pull a Role Card.
If you're interested in adding a Faceless, please let us know! We're currently limiting it to two Faceless per person, so that the numbers don't get out of hand. This might change, depending. Even Faceless must live in a Territory, so pick your faction wisely!
Faceless may buy weapons, and truthfully most carry at least a pistol with them, but magical ones are beyond them. Think of anyone you might encounter on the street.
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Sudali Card
Position: Works in the Carnival's Underground (probably as a waitstaff, or helping run the bar or casino tables)
Lalita
Position: Hostess and Maid at the Country Club
Roserain
Much Wolf
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Roserain
Much Wolf
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Posted: Wed Jan 01, 2014 10:02 pm
Plots and such!
Posted: Wed Jan 01, 2014 11:23 pm
OPEN FOR POSTING!
Roserain
Much Wolf
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Lady Argentum Draconis Vice Captain
Enduring Hunter
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Posted: Fri Mar 14, 2014 8:31 pm
I'm invading!
I offer you:
She would be in the role of The Lory, (the parrot in the animated Disney movie and mentioned in the Pool of Tears and Cacaus Race chapters in the original book, representing Lorina, Alice's sister.). At the moment she would be a free agent spending most of her time around the tower, but if anyone where to claim the Dodo she would become a minion of theirs.
Threat Level: Minimal
Weapons: A small pistol with flower scroll work on the handle.
Magic: Plant magic. She has an uncanny knack to find and grow unusual herbs and fruits.