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What kind of character am I creating?

Essentially, your character is a typical human with an Alter in his or her head. Check out the character creation page for more details on Alters, and see existing characters for examples.

Where do characters live and work?

The game is set in Las Vegas, Nevada, USA, predominantly around the Strip. Characters can live in any apartments or housing areas here, as long as the locations are appropriate to their income level. Additionally, we recommend they work at existing Las Vegas Strip establishments so they have more opportunities to encounter other characters in the game, but it is not mandatory.

What is Passages Hotel?

The Passages Hotel is a small physical hotel off the Vegas strip. There is no documentation of it anywhere else, and it has no existing staff or long-term occupants. (Characters do not live in the Passages Hotel.) The public areas serve as a gathering place for characters but, most importantly, the Passages Hotel houses all the Alters’ Doors. See the Passages Hotel page for more information.

How does my character know about Passages Hotel?

As soon as the character develops an Alter, they will receive a Journal that suits their Alter in appearance and a key that fits their door. The journals could be smartphones, tablets, notebooks or legal ledgers, leather bound or boring paper, and the return address on the package is Passage Hotel, Las Vegas, Nevada. Until characters cross into Las Vegas city limits they can see everything the others write publicly in the journals, but they can not write in theirs themselves.

Note: Should characters lose their journals or keys, a replica will be returned to them via mail. Should a journal or key be stolen, the thief can read/use them at will.

What are Doors?

When a character with an Alter enters the Las Vegas city limits, a Door is created for that Alter’s source setting in the Hotel. This Door, when accessed by that Alter, serves as a portal to their source world. The keys each correspond to only one door.

All characters/Alters from the same source will utilize the same Door, so they all have the same world beyond the door and can interact there. For example, if Batman is the first DC incarnation to exist, subsequent Gothamite characters (Catwoman and so on) can access his Door upon arrival to the game/Las Vegas even without his presence. Whenever possible, we suggest grouping characters into their larger source worlds. So, Metropolis would also be through the DC door, for example. 

The first player’s definition of the source world defines it; if Sherlock Holmes from the BBC serial television show is the first Alter accepted based in the characters and world created by Sir Arthur Conan Doyle, then all subsequent Sherlock Holmes characters must utilize his door and time period. A John Watson Alter created from the movies featuring Jude Law, for example, might find the setting disconcerting, but his own movie-based world would not be available to him in this example.

This simplifies the Door worlds so that writers don’t need to deal with parallel universes.

Can “normal” characters visit the Door World(s)?

Not physically. Only Alters may visit what is beyond the Doors. Characters cannot. As soon as your character walks through their Door, their Alter takes over. Essentially, the character and the Alter switch places; the Alter becomes the “host” and the character becomes an entity in the Alter’s mind. How much the Alter is affected by the character’s consciousness is up to you.  

This creates two separate worlds: one for Alters, and one for characters.

Can my Alter visit other Alters' Doors?

Yes, any number of Alters can go through any Doors, but an Alter from a different source can only enter a Door not their own if an Alter from that source opens the door for them, or if they steal one of the keys that corresponds to that door.

When is it behind the Doors?

Alters can be taken from any point in their canon, and from any canon interpretation or combination of canon interpretations. Canons are not required to be consistent within a door. For example, Harry Potter could be taken from the end of the wizarding war, while Draco Malfoy could be taken from the epilogue. If Ron Weasley joins the game three months later, that player must respect any changes that the Harry and Draco players have affected on that world, if any.

The physical state of the world, however, is determined by the first Alter through a door. If the first Alter through a door in DC Comics, for example, is Batman from Nolan's movieverse, then the physical world will reflect that. New Alters can introduce changes to the world, so long as they do not change the existing landscape. For example, Clark Kent could introduce his version of Metropolis, in the DC Comics example, if no other Alters occupy the city. In doors like the Fairy Tale Door, where original representations of characters is common, locations can be created that do not exist in the original canon.

Additionally, Alters can be any age (as long as they are over 18) in their world, and do not need to be the age they were at the end of their canon. That age cannot change at will once it is chosen, and Alters will age in real time from that point just like their world does. Alters don’t need to match the age of existing Alters unless they want to do so.

This gives writers the maximum amount of flexibility with their source.

Do injuries carry over through the door?

Yes, they do. Injuries incurred through the door will carry over, and deaths are permanent.

Can my Alter meet themselves?

No. Each Alter is the only version of themselves in their world, and they become “themselves” with any attendant history and relationships as soon as they step through the Door. They know they are Alters, and they know the entire history of their source text, so they are a unique person with omniscient knowledge that they did not have in canon.  For sources with multiple works (DC Comics, for example), you may determine how much knowledge your Alter has of the world beyond the scope of your chosen work.

This prevents every Alter from having to deal with accusations of being a shapeshifter, impostor, mutant, zombie, and other unpleasantness.

What if my Alter died in the source?

The Alter would then enter a new world with a brand new body at the age of your choosing. Many of the Alters will not be present in that source world yet, which may cause chaos there. With his or her omniscient knowledge, the Alter will know that they are a fictional entity, and being alive “again” will be explained.

This allows all Alters to start relationships fresh or choose to renew canon ones as they choose.

For example, when Harry Potter enters Wizarding London, many of his friends and relatives (any deemed “major” by the writer and therefore potential Alters that may enter the game later) will not be there for him to interact with. Harry will know that they haven’t been Altered yet if this is the case. If Voldemort appears and wants to kill him or (unlikely but possible), sit down and have a cuppa, then Harry will know that someone with Voldemort’s incarnation has just walked through a Door in the Las Vegas Hotel. “Minor” characters already existing in the world won’t know about Alters.

This prevents writers from defining the history of incarnations that don’t exist in the game yet.

How long can the Alter remain in the Alter world?

24 in-game hours. For that time period, the "typical human" character is missing from Las Vegas.

This prevents Alters from staying home forever and kidnapping the “typical human” characters.

How do characters and Alters communicate? 

The journals, which your character received when they developed their Alter, are all linked together, and they will serve as the main forum community for the game for first-person POV and direct character-to-character interaction. Despite the difference in Journal appearance, the following guidelines are consistent across all Journals:
  • Once beyond the Door, the Alter has the Journal, and in Vegas, the “typical human” character has it. Characters can speak to other characters’ Alters, and vice versa.
  • If a character writes in her Journal, other characters can see her handwriting when it appears in their Journals by default.
  • Entries can be public, private (like a diary) or locked to specific characters (like a text).
  • For non-human Alters and Alters that do not speak English, the journals can transcribe and entries are always translated to the Journal-owner’s native tongue.
  • Characters will also have whatever electronic devices they would normally own (cellphone, tablet, computer) with posting access (written, video and audio) to the Passages Hotel’s network.
  • About locks - If something is locked to a character, the Alter cannot see it. If something is locked to an Alter, the character cannot see it. Locks are individual, not shared. If you want something to be visible by both Alter/character, then both names must be on the lock.

Are journals the only way my Alter can talk to main characters and vice versa?

No. Any character and Alter can dream about each other and meet that way. Shared Dreaming is common among Alters and humans with Alters, and this is common knowledge.

Additionally, there will be game events during the course of play that throw Alters and characters together, and characters and Alters may bring items back and forth between worlds, if they so desire, which might allow for additional communication. Technology, however, will not work if it is introduced in a timeline in which it does not yet exist (Cellphones will not work in Austen’s Pride and Prejudice).

What should I know about game events?

This game will include world altering game events and group plots managed by the Mod Team. We’ll notify players at least a week in advance for any such events with the option not to participate, but the game world will be ever-changing. If you prefer an unchanging, static setting to write with, this might not be the place for you. Your character will often be in spaces controlled by other players and the Mods.

What if I want to switch a character or alter?

If you want to switch:

  • An Alter (that has been in play long enough to have significant connections and/or plot)</b> OR <b>A Character (while keeping their corresponding Alter)... then the Character (not Alter) must experience a life-changing Event to precipitate the change. Examples include the Las Vegas character's death, a traumatic or especially meaningful plot point, or a drastic change in the character's circumstances or personality. 
    1. Please send a new or revised app to the Mods for approval before the new Character/Alter is brought into play.
    2. A narrative is required to make the change and provide explanation for it. 
  • A Character or Alter that hasn't done much yet</b>... These can be switched without a life-changing event, no narrative necessary.
    1. Please send a new or revised app to the Mods for approval before the new Character/Alter is brought into play.

NOTE: No Alter can have knowledge of past activities that they were not present to experience. Knowledge of prior events in Alter doors is not available to newly introduced Alters. (For example, you can assume your character had their new Alter since they entered play, but they have never crossed into that Door World.) The newer half of a pair can learn of past events second-hand through their new "partner" after they replace their predecessor, but the process is not automatic or magic.

These guidelines are to keep game physics consistent and make sure previous plot is respected while we make character/alter changes.