[HEADING=1]The Darkest Corners: A Modern Fantasy RP[/HEADING]
*Note: Reboot/Remix of the "One Hell of a Family [http://www.escapistmagazine.com/forums/read/540.377023-One-Hell-of-a-Family-dead-thanks-you-to-everyone-who-played-im-sorry-im-a-terrible-dm#14700807]" RP. Knowledge of the game is unneeded; it is merely for reference. 
Welcome to Earth, but not as you know it. Unlike our world; the creatures of your dreams and nightmares, of your oldest myths and youngest tales, the things that go bump in the night and hide beneath you bed or in your closet are real. They live among us; monsters.
They also work the 9-5, worry about paying the electric bill, and get their overpriced coffee from Starbucks like the rest of us. As it turns out, humans are remarkably adaptable; enough so that monsters beyond their understanding don't really bother them so much. Sure their are problems - vampires still need blood and humans tend to need it - but by-the-by, its worked out pretty well for everyone involved.
Humans do tend to have it a bit harder then most; you try competing with creatures with supernatural powers for jobs - it's not easy, but things are peaceful.
For the most part anyway.
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In this RP, players will play modern monsters (or humans) on an adventure around the world. They will be traveling from country to country: seeing the sights, exploring the world, and living the life. There could be mystery's, world spanning conspiracies, mighty battles for the fate of earth, and just lazy days sleeping in a hotel room. The reason that all these things are possible, is that each player will be a GM for some portion of the game.
The idea for this game is that the players will be world travelers (for one reason or another), and that each GM will take a country to tell a story. It could be a murder mystery, an action-adventure story, or just a simple slice-of-life tale. The only rules the GM must adhere to are:
1) You cannot control the characters of the other players, with the exception of the first post (so you can set up the story)
2) You must choose an existing area of the world and keep within the setting (no sudden jumps to past or future)
3) On your GM turn, you may visit any country, even ones that have already been visited (though please try to change it up - it's no fun if we spend the whole game jumping between Japan, England, and the U.S.)
4) You DO NOT have to worry about consistency between stories. If one GM starts with a global conspiracy, the next story could be a slice-of-life; no questions asked.
5) You DO have to worry about consistency of world. Events of the previous GM's are canon, so if New Zealand was attacked by Dragons from outer space, it should be remembered should you visit the nation. Remember that all countries are starting in the same state they are in today (for character creation purposes)
6) While you may have any NPC's you wish, and any character in the world (save the PC's) are at your disposal for plot purposes, no introducing characters from other worlds/universes (e.g. No running into The Doctor in England) and try to keep NPC's who other players make consistent.
7) You leave the country, your story is over.
8) Cooperation between GM's is welcomed. If two (or more) players want to collaborate to make a truly epic tale, go for it!
9) The purpose of this game (aside from having fun) is to give people a chance to stretch their GM legs/wings/tentacles/fins/etc in an area where if they screw up, it's no big deal. That means, only constructive criticism should be used (no flaming) when talking about other GM's stories; this way, WE ALL become better GM's and players.
10) By joining this game, it is expected you will make a game at some point. the New GM is chosen by the previous GM or, failing that, by popular vote. If you want to be a GM, make it known. If not, it's up to luck whether you're the next GM. Try to pick people who haven't had a chance to GM, prioritizing those that want to be a GM.
11) MONDO IMPORTANT!!! ---> Have fun. Seriously, this. is. a. GAME. If you aren't having fun, we're doing it wrong.
The idea for this game is that the players will be world travelers (for one reason or another), and that each GM will take a country to tell a story. It could be a murder mystery, an action-adventure story, or just a simple slice-of-life tale. The only rules the GM must adhere to are:
1) You cannot control the characters of the other players, with the exception of the first post (so you can set up the story)
2) You must choose an existing area of the world and keep within the setting (no sudden jumps to past or future)
3) On your GM turn, you may visit any country, even ones that have already been visited (though please try to change it up - it's no fun if we spend the whole game jumping between Japan, England, and the U.S.)
4) You DO NOT have to worry about consistency between stories. If one GM starts with a global conspiracy, the next story could be a slice-of-life; no questions asked.
5) You DO have to worry about consistency of world. Events of the previous GM's are canon, so if New Zealand was attacked by Dragons from outer space, it should be remembered should you visit the nation. Remember that all countries are starting in the same state they are in today (for character creation purposes)
6) While you may have any NPC's you wish, and any character in the world (save the PC's) are at your disposal for plot purposes, no introducing characters from other worlds/universes (e.g. No running into The Doctor in England) and try to keep NPC's who other players make consistent.
7) You leave the country, your story is over.
8) Cooperation between GM's is welcomed. If two (or more) players want to collaborate to make a truly epic tale, go for it!
9) The purpose of this game (aside from having fun) is to give people a chance to stretch their GM legs/wings/tentacles/fins/etc in an area where if they screw up, it's no big deal. That means, only constructive criticism should be used (no flaming) when talking about other GM's stories; this way, WE ALL become better GM's and players.
10) By joining this game, it is expected you will make a game at some point. the New GM is chosen by the previous GM or, failing that, by popular vote. If you want to be a GM, make it known. If not, it's up to luck whether you're the next GM. Try to pick people who haven't had a chance to GM, prioritizing those that want to be a GM.
11) MONDO IMPORTANT!!! ---> Have fun. Seriously, this. is. a. GAME. If you aren't having fun, we're doing it wrong.
Save the existence of supernatural creatures (and powers), the world is more or less the same. The same nations you know exist and the technological level of the world is the same as that of the real world (e.g. smartphones = Yes, FTL Drives = No). Magic and supernatural powers are very real. Other then that, the world will be defined by GM's as time goes on.
Name: What we call you
Age: How long you have been around
Appearance: What you look like/how you dress
Species: What kind of creature you are (Vampire, Werewolf, Fishman, etc) - can be drawn from any source material (mythology to Harry Potter)
History: Share the secrets of your past
Personality: How you think and act
Reason for traveling?: Why are you on this global pseudo-adventure of ours?
Powers: What kind of supernatural abilities (if any) do you have and how strong are they (on a scale of 1-4 where 1 is never been used and 4 is peak of your ability)
Age: How long you have been around
Appearance: What you look like/how you dress
Species: What kind of creature you are (Vampire, Werewolf, Fishman, etc) - can be drawn from any source material (mythology to Harry Potter)
History: Share the secrets of your past
Personality: How you think and act
Reason for traveling?: Why are you on this global pseudo-adventure of ours?
Powers: What kind of supernatural abilities (if any) do you have and how strong are they (on a scale of 1-4 where 1 is never been used and 4 is peak of your ability)
I will be the first GM. I will be making an introductory adventure to get the ball rolling, then I will pick the next GM.
The story will begin in an Airport in New York, catching a flight to London, England. I am keeping my tale a little bit of a secret, but I can tell you it will be a murder mystery (hence why I'm keeping it a secret)
The story will begin in an Airport in New York, catching a flight to London, England. I am keeping my tale a little bit of a secret, but I can tell you it will be a murder mystery (hence why I'm keeping it a secret)