Infinity Mansion : Evolving Magic
The Game
You know those people who go out and never come back? These normal guys and gals, going out to do something completely mundane, perhaps shopping, perhaps visit friends, maybe to take out trash, they leave their house and are never heard of again. Did you ever wonder what happened to them? Well, wonder no longer, you are about to find out. Personally.
Welcome to the Infinity Mansion! This mansion has more rooms than there are stars in the known universe. Every time you open a door, it leads to different room. Sometimes people accidentally wander in, merely by opening the wrong door at wrong time and walking through without thinking about it. And since the Infinity Mansion is a place of magic, new inhabitants are granted a spell of their own. Because without magic one cannot possibly hope to find way out, even if they want to (some people rather stay there than try to leave).
So there you are, in a room that has no right to be where it is. The door you came through shut itself.
There's no plot other than you create for yourself. You may want to find your way back to your home on Earth, or maybe you want to become a master of the Infinite Mansion, or otherwise exploit it.
Magic
In this game, as it's name implies, magic evolves. You start with a single random spell. Each turn you can create new spell that's a slightly altered copy of some spell you already know, by changing, removing or adding a part. For example if your starting spell is "Caster's teeth glow in the dark" you can create new one that's "Caster's
fingers glow in the dark", further changing it to "Caster's fingers glow" and finally "Caster's fingers
fire lasers". Alternatively you could go "Caster's teeth glow in the dark" -> "Caster's teeth glow
in danger" -> "Caster's teeth
are shielded in danger" -> "
Caster is shielded in danger". In case of adding parts I reserve right to randomize it. In the end resulting spell must be sufficiently descriptive about what it does.
So each turn your spell collection grows more and more your liking. Of course if half of your spell book is useless weird spells, you can always drop any of them out to keep it clean. There are other ways to gain new spells, but those are even more random. Or more predictable.
Each spell also has a casting rate to balance them. Powerful spells "Mass murder" or "Wish" are balanced how often you can cast them, and that's defined as <casts per room>. That means you can cast some broken spells perhaps 5 times in a room and more powerful ones once every fifth room or so. As the game revolves around wandering in endless series of random rooms it's in your best interest to keep opening new doors. Due random nature of the spells balancing is too more or less random. I do my best to keep it sensible, but it won't be easy. I may have to rebalance them later on.
Your spells can grow as powerful, complex and detailed as you want, but they start as "spent". Meaning you can't cast your new "Caster becomes god almighty" spell before walking through thousand rooms. And if you want to speed up that process... Well, it is as they say:
Where there's a will, there's a way.Joining
Joining works under "first come, first serve" principle. What I want from you is:
[b]Name[/b]:
[b]Background[/b]:
[b]Appearance[/b]: Human. At the very least.
Waitlist
List of people waiting players to die horribly and quickly. Because The Mansion can be very deadly too.
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