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(What's a MUSH?)
(What's In It For Me?)
 
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'''PLAYGROUND OF THE GODS'''
 
'''PLAYGROUND OF THE GODS'''
  
It's the year 2651.
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It's the year 2652.
  
The old gods are dead. Centuries in the future, new gods struggle to repair expanding rifts in the space-time continuum. They're buying time for refugees flung to this era, to this place, in the dimension known as [[Hiverspace]].
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Driven from the security of his sanctuary on [[Aukam]], the ousted Zar [[Hideg Fekretu]] hunts for the means to avenge himself against the Outversers and his former allies among the [[Medlidikke]] pirates.
  
The old gods – the [[Kamir]] and their creation, the [[Il'Ri Kamm Hive Mind]] – got their start here. Now, both are gone from this place. But the realm is strewn with the remnants of those ancient powerful civilizations – from the genetically engineered races that share the planet [[Kamsho]] to the scattered artifacts that have treasure hunters and power-hungry tyrants chasing down clues.
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[[Hiverspace]] should have been his to hold in the iron grip of the [[Koltkamir]] war fleet. If he can't have it, perhaps no one else should. But, he reasons, there are other worlds than these. The coming of the Outversers has made Fekretu all too aware of the possibilities that might come from opening a gateway to the right place in the right time.
  
Zar [[Hideg Fekretu]], ruler of the brutal [[Koltkamir]] government, has embarked on an ambitious bid to control the worlds of Hiverspace, bombing or otherwise attempting to eliminate anyone who stands in his path.
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He has looked in the mirror and found the reflection wanting. He can be more than a fearful fugitive. He can rule over the worlds these interlopers left behind. His ambitions renewed and amplified, the toppled Zar appears resurgent, heedless of the catastrophic consequences that his actions might yield.
  
Meanwhile, refugees and native Hiverspacers alike are thrown together aboard the sentient starship known as [[Comorro Station]], dodging the Zar's minions and seeking new worlds to call home.
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No price is too high for vengeance.
 
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The old gods are dead. Their toys remain.
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Who will claim them first?
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Connect to OtherSpace at Jointhesaga.com:1790.  
 
Connect to OtherSpace at Jointhesaga.com:1790.  
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=What's In It For Me?=
 
=What's In It For Me?=
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You're not wasting your time playing a game like OtherSpace.
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Among other things, you:
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*Improve reading and writing skills
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*Experiment with actions and consequences
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*Tinker with various personality styles
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*Exercise your imagination
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Also, our players recognize their peers each week as Roleplaying Notables. We occasionally hold larger-scale roleplaying award ceremonies too.
  
 
Back to [[Main Page]]
 
Back to [[Main Page]]

Latest revision as of 22:00, 23 March 2010

PLAYGROUND OF THE GODS

It's the year 2652.

Driven from the security of his sanctuary on Aukam, the ousted Zar Hideg Fekretu hunts for the means to avenge himself against the Outversers and his former allies among the Medlidikke pirates.

Hiverspace should have been his to hold in the iron grip of the Koltkamir war fleet. If he can't have it, perhaps no one else should. But, he reasons, there are other worlds than these. The coming of the Outversers has made Fekretu all too aware of the possibilities that might come from opening a gateway to the right place in the right time.

He has looked in the mirror and found the reflection wanting. He can be more than a fearful fugitive. He can rule over the worlds these interlopers left behind. His ambitions renewed and amplified, the toppled Zar appears resurgent, heedless of the catastrophic consequences that his actions might yield.

No price is too high for vengeance.

Connect to OtherSpace at Jointhesaga.com:1790.

What's All This About?

OtherSpace is a MUSH. The shortest explanation is: We're a cross between tabletop gaming and an improvisational theater troupe within a chatroom-like interface.

Imagine a space opera story where the viewers are also central characters with a direct impact on what happens as the epic evolves. That's OtherSpace.

What's a MUSH?

MUSH is a technical term for a subgenre of online games known as MUDs, which have been around for decades. Traditionally, MUSHes (or Multi-User Shared Hallucinations) are more focused on collaborative roleplaying and storytelling than combat and quests seen in more common MUDs. So, if you're not big into character development or getting into the thick of evolving plots, a MUSH probably isn't for you.

What's In It For Me?

You're not wasting your time playing a game like OtherSpace.

Among other things, you:

  • Improve reading and writing skills
  • Experiment with actions and consequences
  • Tinker with various personality styles
  • Exercise your imagination

Also, our players recognize their peers each week as Roleplaying Notables. We occasionally hold larger-scale roleplaying award ceremonies too.

Back to Main Page