There are three timelines a player can live in, going between them if need be. Each timeline would be in a different climate. The first timeline would be Wintoro, a snowy and harsh climate based timeline. The second would be Autoro, a fall/spring-like climate. The final timeline would be Santoro, a summer-based timeline. But these timelines can merge and be crossed by GMs, and players can go between timelines with GM permission.
There wouldn't be many GM posts, and it would be mostly run by the players. The only times the GM would post would be to open a rift, merge/unmerge timelines, etc.
Rifts would lead to the distruction, or perhaps- if you're lucky- only a natural disaster, related to the merged timelines. Of course, these three main timelines can occasionally grow branches also created by the GM before or after opening a rift. Rifts close at random, and can sometimes trap players.
There are two types of Rifts a GM can open. Those are:
- An Uncontrolled Rift
Uncontrolled Rifts open between any two, or perhaps even all three, timelines. These Rifts can be harmful or beneficial. This is determined by players PMing the given GM and pick a number between 1 and 10. The GM would pick a number, and tell the co-GM if there is one, and any players close to the number get some form of reward, the players far from the number get a disaster or something they have to fight. And the timeline that has the most players with close/far numbers gets a reward/punishment. (Idea from @BaileyBlue302)
- A Controlled Rift
Controlled Rifts open between any two timelines. These Rifts can be harmful or beneficial. This is determined purely by the GM, however the devastation, if caused, is much more controlled than that of an Uncontrolled Rift if chosen to be destructive.
Members:
BaileyBlue302 as Royal(Coryn, Santoro)
Twisted Mind as Tango/Centuries(Mage, Santoro)
There wouldn't be many GM posts, and it would be mostly run by the players. The only times the GM would post would be to open a rift, merge/unmerge timelines, etc.
Rifts would lead to the distruction, or perhaps- if you're lucky- only a natural disaster, related to the merged timelines. Of course, these three main timelines can occasionally grow branches also created by the GM before or after opening a rift. Rifts close at random, and can sometimes trap players.
There are two types of Rifts a GM can open. Those are:
- An Uncontrolled Rift
Uncontrolled Rifts open between any two, or perhaps even all three, timelines. These Rifts can be harmful or beneficial. This is determined by players PMing the given GM and pick a number between 1 and 10. The GM would pick a number, and tell the co-GM if there is one, and any players close to the number get some form of reward, the players far from the number get a disaster or something they have to fight. And the timeline that has the most players with close/far numbers gets a reward/punishment. (Idea from @BaileyBlue302)
- A Controlled Rift
Controlled Rifts open between any two timelines. These Rifts can be harmful or beneficial. This is determined purely by the GM, however the devastation, if caused, is much more controlled than that of an Uncontrolled Rift if chosen to be destructive.
Members:
BaileyBlue302 as Royal(Coryn, Santoro)
Twisted Mind as Tango/Centuries(Mage, Santoro)