frequently asked questions
Please read the FAQ thoroughly before sending any questions to cartography.mods @ gmail . com.
take a pause
Only continue reading if you've read the post on the
game's information.
water town
The game's setting takes place in the water town of Otair, which is interconnected by canals and two train stations. The Hermes goes north and south and the Hatter goes east and west. Otair is fairly large for a town.
fellow citizens
The people of Otair come from diverse backgrounds that are a mix of of eastern and european flavors, though they know nothing of language barriers and different races. They are ordinary in every sense of the word. Most know a bit about Otair, but hardly enough to give an explanation to how your characters have entered their town, why they're there, or how they're going to escape.
If a character goes home (is dropped), the citizens of Otair will completely forget about them. It was as if they'd never existed in the town before. Every NPC they knew or knew them will forget them, this includes the major NPCs besides The Innovator. If the same character is brought back by the same player, their character must still "start over" again, as the NPCs will act like they've never seen them before.
arriving and leaving
Characters will find that leaving Otair is not an option. Whether they chose to tackle their attempts through the woods or by the seas, characters will appear to be walking in circles and quickly become disoriented after repeated attempts to leave.
NPCs
While the main NPCs become townspeople characters can become familiar with, they are by no means the only townsfolk in Otair.
Players are not allowed to write out direct actions or dialogue for any NPC, minor or not, but they can say things like some random NPC gave them a free drink or helped them move something or were rude to them. No player is allowed to say a major NPC said or did anything that has not been cleared by the moderators.
awakening
More NPCs will come to light in time. The reason for this is still unknown to characters. One day the NPCs suddenly become noticeable beyond being another face in the crowd.
barriers
Because everyone in Otair speaks the same tongue, once your character arrives, they, too, will be able to converse and understand anyone who enters the game's world. All non-residents of Otair will be able to hear the original language of the person their speaking to in very faint whispers. Never anything more than whispers. Will they even know what's going on? Probably not immediately.
Even though there are obviously different scripts found written around Otair, everyone, including played characters, can read the writings.
permissions
Players must reply to the
permissions post after they are accepted before they may play the game.
activity
Activity is checked at the beginning of each new month, a new entry appearing on the mod journal for each check. Players have the first three days of every month to report for the activity check without being late. Try not to wait until 11:59pm on the last day to show your activity. Comments posted on the fourth day of the month will be considered late and players will get a warning.
Late replies:
Three warnings for late replies to the activity check will put a player on probation, meaning a player must wait one month before applying for any new characters.
If a problematic player applies for a new character they will be on probation for one month after they obtain a new character to ensure they can continue playing the number of characters they currently have.
Inactivty:
Once a player has three inactivity strikes for a character, they have a fourth chance to keep their character provided they agree to be on probation for two months and are considered active within the game.
Three instances where a player is not active enough will result in the moderators asking the player to drop a character if they have multiple characters and/or restrict the player from applying for any more characters until they play for three consecutive months without any activity problems, depending on any past problems with said player.
Any activity problems after the two-month probation will result in problematic players needing only two strikes after another two-month probation period, and then one strike after the last two-month probation period, until players are forced to drop their inactive character.
*e.g., inactive (3 strikes) -> 2-month probation -> inactive again (2 strikes) -> 2-month probation -> inactive again (1 strike) -> drop of inactive character
Simply put, players on strikes need two months of good activity to clear their slate off any strike.
After this final grace period, if a player is able to maintain activity, they may begin with a new slate and reapply for more characters (limit five characters per players). If a player fails to remain active and has lasted to the one-strike probation period, they will be asked to wait three months to reapply for any of their past inactive characters, and must wait one month to apply for any new characters. This is to allow other applicants a chance at playing those inactive characters.
Players who obtain an inactivity strike during their probation period automatically forfeit their character for two months and must reapply to play the dropped character again. They must wait one months to apply for a new character and their old characters.
These are the requirements for each active character per month:
1. 2 threads with, at the least, ten replies each (with characters who are not played by the player).
2. 1 thread (ten replies) with 1 log; logs can only be counted towards activity every other month provided that the parties in the logs are not the same players and their characters. The log must be finished and contain substantial content. If you're unsure whether a log will count or not, the best thing to do is send an e-mail to the moderators before the activity check begins.
3. Threads made for the last moment at the very end of the month will not count towards a player's activity. Posts do not count for activity.
4. Unfinished logs or threads will not count towards activity but must be completed within the first week of the new month.
Please link your threads and logs to the activity check post once activity checks are held at the beginning of each month.
Also, if someone has already set up a post for an event on the main community, that is the entry where players should gather to keep from having a dozen or more of the same content posted for a single event. Multiple situations may occur under one post, as long as the location is stated in the comments.
Basically, because we are crawling to catch up to real-time, so long as your character is involved in the plots players are planning, you will be fine. :) If you apply for a character and it becomes glaringly obvious you are difficult to contact or show no interest in playing, your character will be dropped since having a character taken that isn't being played is like not having them at all.
Currently, roleplay is extremely plot intense so planning and adjusting and trying to work out a schedule that fits with all the players allows us to be slow. At this point, because of the hiatus Cartography took, we feel that in place of activity we can stress the importance of a very cohesive plot.
threadhopping
Threadhopping is permitted with a player's permission unless their permissions state they are fine with thread-hopping. Should problems arise where a player is not fine with thread-hopping though it was stated in their permissions that they were, these players must write an addendum to their permissions post. Please check the permissions post for further details.
Due to the nature of the game, thread-hopping may appear reasonable, but it's always best to ask your fellow players whether it's all right for you to join in on their conversation. Conversely, if you are part of a thread, not informing the player you are threading with that you have invited and/or allowed another party to participate in the thread is not acceptable unless their permissions state that they accept any form of threadhopping/splitting or ninjaing.
The moderators greatly stress the importance of courtesy because a happy gaming environment will encourage happy players.
admittance
Animals and characters who need constant attention are probably not the most ideal characters prospective applicants want to pick up. Any character that relies too much on other players can become a hindrance to the game and characters' development. While the mod team encourages a variety of characters to be applied for, and know there may come a time some characters would like to defend the more helpless characters, know this game and its players are not obligated to cater to anyone else's character.
threats
Normally, no direct threats occur within Otair. If your character is looking for a fight, stress relief, or adventure, they can venture out to the woods or take a dive near certain spots. Not all underwater locations in Otair carry more than normal underwater life.
powers
Characters keep their canon skills with a cap when entering the game. Have a one-hit-one-kill spell that can destroy anyone and everything? It's not going to have the same bang in the game's world.
Characters cannot use any destructive skills within Otair or towards anyone in Otair. Using a dangerous/offensive ability where nothing is damaged and no one is hurt can be done in Otair. Once outside Otair, characters are free to fight and defend themselves as well as harm monsters and hurt other players.
While in Otair, most characters become on level with one another--meaning that stronger characters and weaker characters are pretty much on equal ground in the game, with a few exceptions. This is to compensate for what is considered "strong" or "weak" for each different character's canon.
Do remember that your character cannot do anything to any character without their player's express permission. Players who do not respect this rule will be warned and put on probation. Removal from the game will occur after three complaints and the mod team's discretion.
For any questions on your character's powers, abilities, or skills, please contact the mods.
knowing too much
Knowing too much can lead to trouble. Your character may not know too much about other characters unless players get permission from other players. Communicate with your fellow players to have a happy, headache free experience.
death
Because even the dead can enter Otair, the issue of death with characters who are alive is a very serious matter. Due of the nature of the game, some deaths will happen, but characters who absolutely do not wish for their characters to die may tell the mods so. At the current level of the plot, there should be no deaths. Once the plot escalates, deaths should be kept to a minimum and each death carried out with the mods' permission.
after death
What happens to those who die? It's best not to know. It really is. (For now.)
another death
When deceased characters die, their price to pay is around triple of that what a living character would lose. Please keep this in mind.
defense
So what about characters who can't fight, who can't protect themselves? The need will come when they must find someone to help or protect them. If their normal home world could be considered a dangerous place (even for those who don't come from a world or magic or battle), then Otair's world can be thought of as more so, under the right conditions.
Some characters will be allowed to be kept out of the direct line of fire, just ask the mods. This does not excuse players from not contributing to the plots.
fortune teller
A mysterious fortune-teller also resides in Otair. Her shop is called "The Transparent Series." Characters may notice something strange about her, but she's always hiding behind her curtain. Going to her may change a character's luck, for the good or bad, for a day or longer. Her services aren't free.
She may also be able to offer information on the Wanted Man under special circumstances.
The Fortune Teller has her own
entry that explains her services and her own
journal where characters will be able to "drop by" her shop and request their fortunes be read.
wanted(?) man
Who is this disturbing stranger? He certainly inspires some horror and fear to all who see him, if he's even spotted--which he often isn't. But he's one bad fellow. His ill will is easily sensed and his actions are quite violent. Only certain characters at certain times will be allowed to see him. (See the Events and NPC post for details.)
shops
There are a variety of shops in Otair, but hardly any doubles. It's not like the city, where similar shops can compete with one another, so characters usually go to one place for groceries, clothes, shoes, etc.
carry-on items
Your character comes to Otair only holding what they normally carry--what players will decide is what their characters normally have on them, during the time said characters were taken from their canons.
specialty shop
What about important items characters had but left back home?
A strange, likable man known as "The Innovator" runs a specialty shop, Resonate, where characters will find items from home that they own for sale. There's no haggling or reasoning with The Innovator, but he will not sell one character's belongings to another character. Instead of saying he knows something belongs to someone, he'll just say things like, "I think this suits you," or "I'm not sure that's your style."
lark's nicknames
It doesn't take much for Lark to give your character(s) a nickname. In fact, it only takes him to look at them and start a conversation before your character(s) realize they've got a nickname for life--unless he sees another side of character that strongly impresses him. Nicknames are randomly chosen by an outsider who is given only the picture and name of your character.
currency
Money in Otair is called "Dice."
money
Money is not meant to be a huge source of stress in the game. Characters can acquire money through odd jobs given by the townsfolk or just say they made money (with no need of explanations), but at a reasonable pace. For instance, suddenly having 100 Dice will not be acceptable.
Dice is not easy to acquire in large sums.
Even for fighters who go off to hunt for treasure or fight monsters, Dice is usually found 1-2 at a time. Why would monsters have Dice anyway, right? And not all monsters will be holding Dice. Earning a living this was id perfectly acceptable but incredibly time- and energy-consuming.
Entering the Slumbering Path or the Faceless Woods is limit one visit each day. So characters cannot make multiple visits outside Otair.
The most Dice people will be able to obtain from the monsters during their first visit will be 7 Dice, 5 the following visit, and 2 the third visit. So no matter how many monsters or treasure chests (for example) they find, characters will find they will only go home with 2 Dice on their third visit.
After three visits, the amount of Dice acquired is reset. The 2nd and 3rd days needed to reset the amount of Dice required is not realtime. Meaning, that ten days may pass since your character's first visit to the woods, but the second time they return will still count as the second visit, and so on.
Beware that once your character enters the woods, a whole day passes no matter how long they've stayed and they will be fatigued upon their return, unable to do much else for the day as it will be nighttime and they will feel drained (if they were not exhausted already).
In short, having enough Dice to purchase food and daily necessities is okay without much explanation, but becoming immediately wealthy without any shown effort on players' parts is not.
Players are not required to keep track of their Dice or write out their adventures, this information is simply here for any player's interest.
amassing wealth
Again, Dice is not easy to acquire. For example, drinks range from 1-3+ Dice, usually. There are more expensive places to drink, of course. Then, a normal day's work will usually range from 1-5 Dice. So food would normally be 1-5+ Dice.
A man named Jack may have better offers for characters who can fight, but his prerequisites and stipulations are usually outrageous. His attitude doesn't help, either.
pub
There's only one pub in Otair, and its name has long since faded from its sign. The current owner, Jenny, doesn't know the name, either, but takes care of the pub like she was the original owner all the same. It's hours of operation are 6pm to 2am.
other languages
While the rules state playing the game in English is a must, we will currently allow the use of other language honorifics as long as it is used your canon's official English translation. For example, Persona 4 uses terms like "senpai" that may be difficult to find an English equivalent for. So as long as this is used sparingly it will be acceptable. On the other hand, throwing in words like, "kawaii," and adding "-chan," "-sama," or "-dono" at the end of someone's name should be kept to a minimum.
calendar
The calendar for Cartography_RP will be updated monthly with events and and plots. Please refer to it often as knowledge and participation of the happenings in Cartography_RP is necessary for gameplay in this roleplay. The calendar also holds information on the weather.
The number next to the dates the Fortune Teller's services are available specify the number of people who can have their fortune or luck read. Even if the number of fortunes have been reached their maximum for the day, the Fortune Teller will still have her shop open until the end of the day. If the Fortune Teller is open for two days in a row, then her shop will not close for the night. The Fortune Teller's shop is open 24/7 on the days her services are available.
The Fortune Tellers special days will be noted.
Plot progression usually involves the opening of a new area, an NPC being noticed, or a drastic occurrence that involves all of Cratography's players. Players should pay special attention to these progressions.
events
If you didn't read the rules, now would be a good time to backtrack and familiarize yourself with the premise of the game. Cartography_RP is plot intense and requires active participation and involvement from players and their characters.
Players may also post ideas for events under the calendar post or send them to the mods via e-mail and we may be able to incorporate them into the game.
weather
The calendar will not only list events, it will display the upcoming weather forecast. This is of no significant plot value, most of the time. Check the calendar to make sure your posts match the weather in Otair.
living at the hotel
The ghostly entity in charge of the hotel where characters are staying cannot communicate via language. It is a being that cannot be harmed.
Living alone to obtain the 60 Dice payment will be very difficult for characters. At best, characters will be able to make around 40 Dice a month through much hard work, but going the full 60 Dice is not a reasonable option. If a player chooses to room alone when there are available roommates they must obtain mods' approval and find a roommate after a month. Players who must room alone because there are no other characters to group with yours must find a roommate when an available character enters the game.
Characters facing more payment can ask their friends for help, but this behavior is not encouraged over a prolonged period of time. The amount of Dice obtained from other characters must also be mod approved. Characters may not have other characters pay their rent, they must work. Getting help in paying rent is acceptable.
The reason for this will be revealed in time.
THE DON'T PLAY WITH YOURSELF RULE:
Players are not allowed to have their characters living with each other.
And for the most part please don't worry about rent. Again, things like getting a job, paying for rent, and fighting monsters are simply written out for the benefit of the players.
terminology
Terms in Otair are similar to any common terms found in the world the players know (e.g., our reality), but more specific terms found in other fictional worlds will not be recognizable in Otair.
Flora and fauna found in other worlds (e.g., the fictional worlds) can be found in the Slumber Path, the Faceless Woods, and certain underwater tunnels.
canals
Canals are the main method of transportation in Otair. While it may take many canals to get from one point to a character's desired destination, the gondolas are a reliable mode of transportation. As long as your character(s) are on the right gondola, they can go anywhere in the town, for a fee of course.
trains
The good old H&H.
A mode of transportation almost out-of-place in a town like Otair. The yellow Hermes goes North and South. The red Hatter goes East and West. The H&H's Conductor and Engineers are nowhere to be seen.
Like anything else in Otair, the rides aren't going to be free.
monsters
Monsters in Otair's woods will come from a variety of worlds, some from worlds familiar to the characters, and others from not-so-familiar settings. During certain intervals, the available monster list will be posted for any amount of time with the types of monsters that can be found in the Slumbering Path and the Faceless Woods.
Most times, the Slumbering Path will not have any monsters.
Dice found on monsters will usually range from 1-5 Dice. Ranges will change and be updated in the Monster Posts.
clean slate
Because of the nature of the game, dropping your character means they cannot return with their memories from a past stay in Otair. This won't stop other characters from remembering them. Only the NPCs will have forgotten them.
The dropped character leaves no trace behind. All their belongings are gone, as if they'd never existed. Perhaps they didn't. But then why do the outsiders who've met them still remember them?
age
Be honest about your age when sending in your application. Moderators and application readers will not discriminate against you, but it is important your information is correct, as a sign of respect to your fellow players. That being said, this game is restricted to players fifteen and over. Please do not lie about your age.
content
As is stated in the rules, as a player, you and solely you are responsible for the content you post or become involved in. While the mods would like to think male pregnancy and bestiality are easily enough defined, abuse of minors in this game means gratuitous acts of violence or any sexual content towards minors.
Even when all parties are willing participants in an extremely graphic plot, it must be run by the mods for approval. As mods, we'd like to give players the freedom to explore plots but at the same time we need to protect other players who don't want to read such acts. "Cartography is the Art of Map-Making."
However, this is a mature game, and acts of violence and other dark themes may arise, so do know what you're signing up for before you do.
We, mods, hope not to find the need to expand on this rule.
identity
Because we mods have chosen to remain anonymous, we will allow players to decide whether they would like to remain anonymous themselves. If not, please input your contact information somewhere on your character's journal.
Players who wish to remain anonymous must still give their genuine personal livejournal usernames to the moderators in their application. Moderators will not divulge this information to any of the other players, but this is necessary to validate your identity and prevent multiple characters to be played by the same people.
relationships
Developing any sort of relationship--romantic or not--outside of what is canon is acceptable as long as it is done realistically and over a believable span of time. Do not forget your character's canon roots or relationships.
tagging: stay organized
If a tag has not been made for your character, request the mods to make it. Otherwise, players are personally responsible for adding their own tags to all entries they are a part of.
ask
Feel free to ask questions!
If you're unsure of anything, the best thing to do would be to send a quick e-mail to the moderators.
info .
faq .
setting .
taken .
applications .
reserves .
calendar .
hiatus .
drops .
suggestions .
npcs .
contact .
permissions .
hotel .
fortunes