Dead By Daylight: The Fog in DWRP
Here is a basic bible for how I like to see the Fog as an RP setting. I usu defer to my partners' preferences, but this is how I would play it if I ruled the world.
WORLD
WORLD
🌫️ RESIDENTS - Survivors come and go constantly. The numbers are impossible to know. New ones are always arriving, old ones are constantly fading from existence or disappearing. The characters from game canon aren't the only people in the fog.
🌫️ CAMPFIRE - There is one great big site where people can come together, a large fire that burns high or low depending on if it's being tended, but the big one never goes out. Fires are essentially neutral zones meant particularly for survivors to rest and recover. If someone (survivor or killer) started shit at a fire, the Entity would get their ass in the end. You can build a fire anywhere, but usually they are hard to get up and don't burn very long. Being away from the main group takes strict attention and maintenance--but the same neutral zone rules apply to small fires. The permanency of the big fire also means that small structures can go up around it, places to sleep or store things or try to cook or play games.
🌫️ REALMS/GEOGRAPHY - Everything is in a fixed location. Out of trial, you can travel to any location you want on foot. In a trial, the Entity will guide you there subconsciously and block off anyone from entering, usually with a disorienting fog. On an irregular basis, the Entity will shuffled the locations internally: moving buildings and natural features, dragging in new material goods, adding something here or there. For the most part, navigating through the woods to these locations remains the same. The woods themselves seem to be a largely uncivilized wilderness. There's swamp and field and trees and mountains and rivers and whatever else. The place is navigable for about twenty miles before fog starts to take over, and wandering too far will land you back at the fireplace eventually.
🌫️ COSMETICS - Not a thing in the sense of the game. No themed outfits, no swapping hair, no gross imbalance of clothing available to from one character to the next--VERY FEW things from home. Mostly, it's the clothes on your back when you arrive, plus whatever you're able to find on the rare occasions that the Entity pulls shit in from other dimensions. Change your hair, go off, if you want to risk doing it in absolutely NOT ideal conditions, you mad lad.
🌫️ PHYSICAL HEALTH - Unpopular opinion, but I like for people to have to eat and sleep and shit and the whole shebang. You can't die of starvation or sleeplessness, but you won't be performing at your peak. Try to get some rest, forage and scavenge what you can, and thinking about getting good at hunting. Relatedly...
🌫️ WILDLIFE - Your expectable woodland animals are around in numbers about half of what they would be like in modern day. There's something a little off about them, and sometimes they can be downright weird. Glowing, too many eyes, weird color, it might be whispering to me--but they all eat about the same! ...mostly. Just be careful.
🌫️ WEATHER - Happens! The central campfire has the best shelters, so your best bet is to get undercover there.
🌫️ PASSAGE OF TIME - The sun rises and sets in approximate day-night length intervals. It's not a 24-hour day--or it is and the hours shrink and expand at random intervals? It's hard to say, but humans need sunlight to keep living, so they'll get it! This passage of time occurs in all the realms too. The irregularity, however, makes it very difficult to get a good idea of time passing. If you ever feel like you've got a grip, watch out: a long night is certainly coming to jack your shit up.
🌫️ CAMPFIRE - There is one great big site where people can come together, a large fire that burns high or low depending on if it's being tended, but the big one never goes out. Fires are essentially neutral zones meant particularly for survivors to rest and recover. If someone (survivor or killer) started shit at a fire, the Entity would get their ass in the end. You can build a fire anywhere, but usually they are hard to get up and don't burn very long. Being away from the main group takes strict attention and maintenance--but the same neutral zone rules apply to small fires. The permanency of the big fire also means that small structures can go up around it, places to sleep or store things or try to cook or play games.
🌫️ REALMS/GEOGRAPHY - Everything is in a fixed location. Out of trial, you can travel to any location you want on foot. In a trial, the Entity will guide you there subconsciously and block off anyone from entering, usually with a disorienting fog. On an irregular basis, the Entity will shuffled the locations internally: moving buildings and natural features, dragging in new material goods, adding something here or there. For the most part, navigating through the woods to these locations remains the same. The woods themselves seem to be a largely uncivilized wilderness. There's swamp and field and trees and mountains and rivers and whatever else. The place is navigable for about twenty miles before fog starts to take over, and wandering too far will land you back at the fireplace eventually.
🌫️ COSMETICS - Not a thing in the sense of the game. No themed outfits, no swapping hair, no gross imbalance of clothing available to from one character to the next--VERY FEW things from home. Mostly, it's the clothes on your back when you arrive, plus whatever you're able to find on the rare occasions that the Entity pulls shit in from other dimensions. Change your hair, go off, if you want to risk doing it in absolutely NOT ideal conditions, you mad lad.
🌫️ PHYSICAL HEALTH - Unpopular opinion, but I like for people to have to eat and sleep and shit and the whole shebang. You can't die of starvation or sleeplessness, but you won't be performing at your peak. Try to get some rest, forage and scavenge what you can, and thinking about getting good at hunting. Relatedly...
🌫️ WILDLIFE - Your expectable woodland animals are around in numbers about half of what they would be like in modern day. There's something a little off about them, and sometimes they can be downright weird. Glowing, too many eyes, weird color, it might be whispering to me--but they all eat about the same! ...mostly. Just be careful.
🌫️ WEATHER - Happens! The central campfire has the best shelters, so your best bet is to get undercover there.
🌫️ PASSAGE OF TIME - The sun rises and sets in approximate day-night length intervals. It's not a 24-hour day--or it is and the hours shrink and expand at random intervals? It's hard to say, but humans need sunlight to keep living, so they'll get it! This passage of time occurs in all the realms too. The irregularity, however, makes it very difficult to get a good idea of time passing. If you ever feel like you've got a grip, watch out: a long night is certainly coming to jack your shit up.
GENERAL TRIALS
🌪️ CALL TO TRIAL - When it's time for trial, you'll feel a pull in your chest that becomes stronger and more insistent the longer you wait. When you feel that pull, head into the woods. A fog will overwhelm you. Keep walking. Eventually, you'll emerge in the trial ground.
🌪️ PERKS - These emerge as personal skillsets. There's no explicit timer on abilities or direct link between something like exhaustion perks. You can run till you drop and still, if you have the fortitude (or convenience of scene), keep your pained noises down to a minimum. It's not commonplace to discuss your abilities by SICK SKILL NAME, so no one is sitting around the campfire like "Happily, I used Technician, and the generator didn't make a sound to alert the killer." Your skills aren't strictly quantified by which boxes they tick, but rather manifested holistically as narrative requires.
🌪️ ITEMS - A survivor can carry whatever they want into trial. You might have half the shit to make a "medkit" and half a "toolbox" worth of things to help with machinery. Maybe you collect things over the course of the trial that assist you. But the concept of equipping something for a trial is not so much there.
🌪️ OFFERINGS - This concept becomes very amorphous. Rather than something that happens immediately before trial, a survivor might burn offerings whenever they have access to a fire and hope for the best in the near future. Burning an offering really is like a prayer to the Entity, and it's extremely customizable. Not everyone does this; it has big, weird magical vibes. Many, many people, however, will smoke the offering flowers basically as drugs. Sweet william has an invigorating effect. Primrose tends to leave people affectionate and easy-going. Amaranth provides clarity and focus. Bog laurel doesn't do much...but you might feel a little luckier...
🌪️ PROPS - Palettes, windows, lockers, and other such institutions are archetypal in game. In a world-building context, a palette might be any trap laid for a killer. A locker might be any place you can hide to craft a flashbang or mend your tools or breathe and recover. There are no yellow rags draped over windows or bright red lockers to ID as a hiding spot. These are allegorical; what might they look like in real life?
🌪️ AURAS - While there's no explicit silhouette/outline to be seen, people in a trial have a strong psychic sense of each other taking up physical space. You can get an idea of where to go to find someone, have a powerful hunch that someone is getting close to you, know when someone leaves the plane on death, etc.
🌪️ BLOODWEB/RIFTS/CHALLENGES - Not a thing, left behind strictly as a game mechanic.
🌪️ PASSAGE OF TIME - Trials can be as quick as an hour or go on for days. The time weirdness/dilation holds here as much as it does outside the trial, and the Entity may use it to drive participants to greater extremes. The only time there is a hard timer set is when the gates open (or the hatch closes). Even then, it's not exactly two or thirty or sixty minutes; it's just a sense that the clock is ticking down, and its time to shit or get off the pot.
🌪️ PERKS - These emerge as personal skillsets. There's no explicit timer on abilities or direct link between something like exhaustion perks. You can run till you drop and still, if you have the fortitude (or convenience of scene), keep your pained noises down to a minimum. It's not commonplace to discuss your abilities by SICK SKILL NAME, so no one is sitting around the campfire like "Happily, I used Technician, and the generator didn't make a sound to alert the killer." Your skills aren't strictly quantified by which boxes they tick, but rather manifested holistically as narrative requires.
🌪️ ITEMS - A survivor can carry whatever they want into trial. You might have half the shit to make a "medkit" and half a "toolbox" worth of things to help with machinery. Maybe you collect things over the course of the trial that assist you. But the concept of equipping something for a trial is not so much there.
🌪️ OFFERINGS - This concept becomes very amorphous. Rather than something that happens immediately before trial, a survivor might burn offerings whenever they have access to a fire and hope for the best in the near future. Burning an offering really is like a prayer to the Entity, and it's extremely customizable. Not everyone does this; it has big, weird magical vibes. Many, many people, however, will smoke the offering flowers basically as drugs. Sweet william has an invigorating effect. Primrose tends to leave people affectionate and easy-going. Amaranth provides clarity and focus. Bog laurel doesn't do much...but you might feel a little luckier...
🌪️ PROPS - Palettes, windows, lockers, and other such institutions are archetypal in game. In a world-building context, a palette might be any trap laid for a killer. A locker might be any place you can hide to craft a flashbang or mend your tools or breathe and recover. There are no yellow rags draped over windows or bright red lockers to ID as a hiding spot. These are allegorical; what might they look like in real life?
🌪️ AURAS - While there's no explicit silhouette/outline to be seen, people in a trial have a strong psychic sense of each other taking up physical space. You can get an idea of where to go to find someone, have a powerful hunch that someone is getting close to you, know when someone leaves the plane on death, etc.
🌪️ BLOODWEB/RIFTS/CHALLENGES - Not a thing, left behind strictly as a game mechanic.
🌪️ PASSAGE OF TIME - Trials can be as quick as an hour or go on for days. The time weirdness/dilation holds here as much as it does outside the trial, and the Entity may use it to drive participants to greater extremes. The only time there is a hard timer set is when the gates open (or the hatch closes). Even then, it's not exactly two or thirty or sixty minutes; it's just a sense that the clock is ticking down, and its time to shit or get off the pot.
KILLERS
🔪 HOOKS/MORIS - Hooks are the method of sacrifice that feeds the Entity. There's something about the iron in them. There is no "two hooks and then you're dead" count, it's simply a matter of putting people back up there until they can't survive anymore. Unless it's VERY OBVIOUSLY a setup for you to kill someone by hand (usually as a reward for good behavior, targeted at one survivor in particular), a killer will get in major trouble for killing a survivor any way but on the hook. Moris don't have to be a particular move, it's basically dealers' choice when it comes to ripping someone apart. Maybe you choose to drag it out a while. Maybe you choose to do it gently if it's a survivor you particularly like or respect. Just don't get too generous.
🔪 POWERS - Outside of trials, killers are nerfed almost completely. Their abilities are restricted to what their physical forms can do. In cases of ghosts/spirits like Rin, Freddy, Sadako or Dredge, they have limited access to their extradimensional abilities--it wears them the fuck out to manifest. Injuries incurred in or out of trial follow the same standards of healing as survivors.
🔪 POWERS - Outside of trials, killers are nerfed almost completely. Their abilities are restricted to what their physical forms can do. In cases of ghosts/spirits like Rin, Freddy, Sadako or Dredge, they have limited access to their extradimensional abilities--it wears them the fuck out to manifest. Injuries incurred in or out of trial follow the same standards of healing as survivors.
SURVIVORS
🕸️ HEALING - Injuries and sickness can be healed with the aid of tools (either professional medicine or what you're able to improvise) and with the aid of energy from others. Repairing a person's physical ailments basically costs focus and life force. Some people are better at channeling this than others, and in trials it ALWAYS takes less time. The amount of time it takes to heal any malady is affected by any number of things: severity, complexity, the healer's ability to focus, the healer's condition, etc. Some folks can heal a bone in minutes, but some people struggle sealing wounds.
Out of trials, the same rules apply, but the time it takes to heal is always MUCH longer. If you leave trial with and injury, it's going to take a lot long to recover/heal that injruy.
🕸️ DYING - If someone dies in or out of trial, there is at least a 24-hour reset period, sometimes longer. Generally, the dead person will wake up free of maladies. Sometimes, though, more grievous wounds (physically or emotionally) linger as a reminder, something to haunt you.
🕸️ MEMORY - Outside of trials, the events that occurred inside tend to feel like a dream. You can recall them with effort, and it's easier if you come out with an injury. But it's all hazy. Inside trial, it is EXTREMELY difficult to remember that there's life outside, that you'll come back if you die, that this isn't the end for you if you aren't careful.
Out of trials, the same rules apply, but the time it takes to heal is always MUCH longer. If you leave trial with and injury, it's going to take a lot long to recover/heal that injruy.
🕸️ DYING - If someone dies in or out of trial, there is at least a 24-hour reset period, sometimes longer. Generally, the dead person will wake up free of maladies. Sometimes, though, more grievous wounds (physically or emotionally) linger as a reminder, something to haunt you.
🕸️ MEMORY - Outside of trials, the events that occurred inside tend to feel like a dream. You can recall them with effort, and it's easier if you come out with an injury. But it's all hazy. Inside trial, it is EXTREMELY difficult to remember that there's life outside, that you'll come back if you die, that this isn't the end for you if you aren't careful.