scelerata_mods (
scelerata_mods) wrote2012-04-23 12:14 am
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PREMISE
What the heck is this game about?
Your characters have a hotel reservation at the Cardinal Glen Hotel that they cannot cancel and will find themselves there no matter the circumstances. They can have chosen to go there themselves, they may find themselves walking down the one road that leads to the hotel, maybe they opened a door they thought led to their bedroom but found themselves walking into the hotel lobby. Either way, they're here until their reservation is up and they go home.
Your characters' actions will have a small to large effect on the game as it continues through its plot. Though what causes and effects change the game won't be as obvious in the beginning: as the game continues, more of the Hotel's history and purposes will be revealed to the players and characters.
As far as your character goes once they enter the game, their goal is to stay alive.
Okay so what about the hotel itself?
The hotel itself from the outside appears to be a three story historical hotel that looks just a few years shy of being abandoned. Once inside, they'll find a wide, open lobby of pale ceramic tile floors and old, white walls. The clerk counter is dark mahogany with old style pigeonholes for room boxes. Your character will need to sign the check-in book with their name (don't worry, the reservation dates always read "arrival - " if they try to catch a peek). They will then be given an electronic card key for their room and directed to either the elevator or the staircase if they need to use it.
In the room, they'll find a typical hotel room furnished with a double bed, a night stand with a telephone and a lamp, a large desk and a flat screen LCD television screen built into the wall. The phones dial directly to other rooms and room service. The televisions pick up some television reruns or movie showings and any emergency hotel broadcast. In the top drawer of the desk, your character will find a keyboard they can use to access the hotel's intranet -- a network solely for the hotel's communication billboard. When your character checked in, they were automatically assigned an account with the room that they are free to use. Of course, if your character wants to take photos or video for a post, they'll have to visit the hotel gift shop and do some bargaining to get a camera.
The hotel elevators are in working order and ready for use! If your character only needs to go to floors one through three, that is. While characters may be assigned rooms on higher floors, the elevator only goes to the bottom three floors and the basement. The basement, however, is not accessable to characters as it requires a management card key. If your character has been assigned to a room higher than the elevators go, we'll have to ask them to please use the service stairs. Just remember, floor 13 is off limits to those not assigned to it.
Behind the building is the hotel courtyard and gardens. Some areas are full of life and overgrown with foliage and flowers. Other parts are withered and dying. Your characters are allowed and encouraged to do whatever they like in the gardens! The Hotel is effectively their home while they're there and the management has no problem with them taking a bit of a green thumb or using it as a place to relax or release aggression.
If one were to look past the gardens, you would see an abandoned chapel. Unfortunately, the desk clerk can't tell you about it as the doors are locked and the key has been lost for decades. The staff have tried breaking into the building and have tried tearing it down, but it looks like no damage can be done to the building. Best to leave it be for now.
Possibly the only out of the ordinary thing characters might immediately encounter is the fact that the only staff present in the hotel is the desk clerk on the first floor. They won't be seeing any maids, yet they'll always return each afternoon to fresh linens and their clothes laundered and folded for them and their bathrooms cleaned. The kitchen always puts out a continental breakfast, light lunch, and full dinner yet there aren't any cooks. The gift shop is open for business and bargaining, but no cashier. If you need something, it's easiest to go where you need something and ask for it. The ghosts that run the hotel really aren't that bad. In fact, they're downright friendly! Just be nice and courteous to them and they'll give you the same respect back.
As the characters' stay continues, they may notice some other things strange about the hotel. Like how the paint and wallpaper chips and cracks but only at night, revealing a dark, mildewed wood underneath yet the walls look fresh and new the next morning. Or sometimes they may see shadows in the corner of their eyes or feel someone standing nearby them when they're sure they're alone. Whatever odd things come out at night, they're always gone by morning. So really, it's only the night time in the hotel guests need to worry about.
Your characters have a hotel reservation at the Cardinal Glen Hotel that they cannot cancel and will find themselves there no matter the circumstances. They can have chosen to go there themselves, they may find themselves walking down the one road that leads to the hotel, maybe they opened a door they thought led to their bedroom but found themselves walking into the hotel lobby. Either way, they're here until their reservation is up and they go home.
Your characters' actions will have a small to large effect on the game as it continues through its plot. Though what causes and effects change the game won't be as obvious in the beginning: as the game continues, more of the Hotel's history and purposes will be revealed to the players and characters.
As far as your character goes once they enter the game, their goal is to stay alive.
Okay so what about the hotel itself?
The hotel itself from the outside appears to be a three story historical hotel that looks just a few years shy of being abandoned. Once inside, they'll find a wide, open lobby of pale ceramic tile floors and old, white walls. The clerk counter is dark mahogany with old style pigeonholes for room boxes. Your character will need to sign the check-in book with their name (don't worry, the reservation dates always read "arrival - " if they try to catch a peek). They will then be given an electronic card key for their room and directed to either the elevator or the staircase if they need to use it.
In the room, they'll find a typical hotel room furnished with a double bed, a night stand with a telephone and a lamp, a large desk and a flat screen LCD television screen built into the wall. The phones dial directly to other rooms and room service. The televisions pick up some television reruns or movie showings and any emergency hotel broadcast. In the top drawer of the desk, your character will find a keyboard they can use to access the hotel's intranet -- a network solely for the hotel's communication billboard. When your character checked in, they were automatically assigned an account with the room that they are free to use. Of course, if your character wants to take photos or video for a post, they'll have to visit the hotel gift shop and do some bargaining to get a camera.
The hotel elevators are in working order and ready for use! If your character only needs to go to floors one through three, that is. While characters may be assigned rooms on higher floors, the elevator only goes to the bottom three floors and the basement. The basement, however, is not accessable to characters as it requires a management card key. If your character has been assigned to a room higher than the elevators go, we'll have to ask them to please use the service stairs. Just remember, floor 13 is off limits to those not assigned to it.
Behind the building is the hotel courtyard and gardens. Some areas are full of life and overgrown with foliage and flowers. Other parts are withered and dying. Your characters are allowed and encouraged to do whatever they like in the gardens! The Hotel is effectively their home while they're there and the management has no problem with them taking a bit of a green thumb or using it as a place to relax or release aggression.
If one were to look past the gardens, you would see an abandoned chapel. Unfortunately, the desk clerk can't tell you about it as the doors are locked and the key has been lost for decades. The staff have tried breaking into the building and have tried tearing it down, but it looks like no damage can be done to the building. Best to leave it be for now.
Possibly the only out of the ordinary thing characters might immediately encounter is the fact that the only staff present in the hotel is the desk clerk on the first floor. They won't be seeing any maids, yet they'll always return each afternoon to fresh linens and their clothes laundered and folded for them and their bathrooms cleaned. The kitchen always puts out a continental breakfast, light lunch, and full dinner yet there aren't any cooks. The gift shop is open for business and bargaining, but no cashier. If you need something, it's easiest to go where you need something and ask for it. The ghosts that run the hotel really aren't that bad. In fact, they're downright friendly! Just be nice and courteous to them and they'll give you the same respect back.
As the characters' stay continues, they may notice some other things strange about the hotel. Like how the paint and wallpaper chips and cracks but only at night, revealing a dark, mildewed wood underneath yet the walls look fresh and new the next morning. Or sometimes they may see shadows in the corner of their eyes or feel someone standing nearby them when they're sure they're alone. Whatever odd things come out at night, they're always gone by morning. So really, it's only the night time in the hotel guests need to worry about.