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Post by Mini Mia on Oct 23, 2009 17:35:25 GMT -6
Merry Land is a vast and ever expanding community where the locals are spared because they bring in the commodity, which is: fresh blood, fresh meat, new victims ... in other words, they lure unsuspecting tourists into their death trap.
Among the supernatural inhabitants that the locals must live along beside with, are: vampires, werewolves, zombies, mass murderers, etc. If it kills or feeds from humans, it hunts its next prey in Merry Land. Come here at your own risk!
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Post by Mini Mia on Oct 23, 2009 17:41:58 GMT -6
Just to be clear.
Locals = Long life spans.
Tourists = Short life spans.
HOWEVER: If a tourist is smart enough, s/he can become a local. (In other words, if the tourist becomes a well-loved character, s/he can be spared from death.)
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Post by Mini Mia on Oct 27, 2009 17:03:32 GMT -6
Rules for Monsters, Creatures, Supernaturals, Murderers, etc.:
The 'Hunters' cannot lose control unless they're confined to, or contained within, a restricted area. (Such as the Zombies on "Zombie Island.") Otherwise they'll go after the locals ... and the locals are _hands off_ ... the locals have made a deal, and all the 'Hunters' have to abide by that deal. As long as the locals feel that they and their families are safe, they're gonna play nice, but if they find that the deal has no merit, they're gonna band together and take back their town. We don't want that happening so soon. We want Merry Land to continue with the deal for a long, long time to come.
The 'Hunters' cannot breed or infect at rampant rates either, unless they're confined and their death rate is high. Otherwise they'd take over the town, and the locals would feel the need to take the town back. The 'Hunters' need limits as to how they pass on their genes, or infect others. They have to live among the locals, and they have to do their best to get along with them. The 'Hunters' have to play nice with the locals just as much as the locals have to play nice with them.
Of course, neither side likes that very much, but there ya go.
As for the rules: they can be thought of more as 'guidelines' ... which means that _exceptions_ are allowed. However, you need a reason to 'break/stretch' the rules. For instance: in some stories, vampires cannot go out into the sun, and in other stories they can ... so I set it up so that bards who want their vampire to be able to go out in daylight can, and bards that don't want their vampires to go out in the daylight can't. (Not without a charm/lotion/potion.)
So, if you want your creature or mystical/magical supernatural being to do something that is against the rules I've set, or against the rules some other bard has set for their character/s, you need to have a reason, a spell, a virus, an allergic reaction, a damaged/malformed gene, or some other fluke cause of some kind, etc.. See, the locals must feel safe, and they can't feel like they're becoming a minority ... or even prey. Keeping the locals happy helps keep them from wavering on their end of the deal. Don't make them rethink their part of the bargain.
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Post by Mini Mia on Nov 8, 2011 23:33:42 GMT -6
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Post by Mini Mia on Apr 8, 2017 16:46:46 GMT -6
hmm ... Could these be inspired by my Merry Land?
iZombie Midnight Texas
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