Jamjar in a Can: The House
Aug. 14th, 2022 01:45 amThis is an excuse setting for playing out panfandom, "jamjar" game scenarios without having to actually join a game. (...Theoretically.) It is mission-focused and allows for voluntary or (mostly) involuntary inclusion of characters, though it wouldn't be workable for literally every fictional character ever.
You have been recruited by an organization that calls itself The House. The purpose of the House is to maintain the stability of various interconnected worlds, maintaining the boundaries between them and preventing cross contamination that could cause worlds to collapse into one another.
HOW DID YOU GET HERE?
You are a wildcard, which is the term for any person that has stepped out of their home world. By default, it is assumed that the whole House is made up of wildcards and some have been here much longer than others. (But you can do whatever you want with that.)
WHAT IS HERE LIKE?
I'm thinking "playing card themed headquarters built on islands floating in the mysterious void between worlds" but you can go somewhere else with it if you want. A big enough organization takes a lot of support, so there are several bridged islands where people live and can do mundane tasks like growing food and living non-House lives. (You could have characters end up there, I guess.)
JOBS IN THE HOUSE
The House has four divisions (called suits) that do different things. Characters generally have a job that falls under a suit, which gives some idea of what they're expected to do around the House/in the field. Don't worry too much if a fit is imperfect. Each Suit is led by a Face, usually using the title of King, Queen, or Ace (whichever they like.) Flesh out the Face cards in the House (and any further hierarchies within the suits) however you want. This is for structure/flavor/the fun of sorting people into things.
A mission team can have any number of characters from any number of suits. A mission team might be a Heart that bluffs the team's way into an exclusive party, the Club who has the knowledge to copy the ancient spell written on a priceless urn they're trying to find, the Spade who has been following the urn's mysterious owner across three worlds, and the Diamond who breaks heads when one of said owner's goons realizes the House has come calling. For threads, a mission team could really be any two people doing anything that sounds reasonable for their skillsets (or that they could end up stuck with due to an accident.) NPCing a bigger team is a thing you do if it seems fun.
TRAVEL BETWEEN WORLDS
The House calls this "cutting through the Shuffle." The Shuffle is the void of energy between worlds. Unshielded exposure to the forces of the Shuffle is not survivable for most beings.
Worlds are either connected (networked into the system of worlds the House has contact with) or unconnected, and sometimes connections can open and close.
Reaching connected worlds is mostly done through gate portals in the House's portalyard or through an established portal on a world, though it's also possible to travel through weird little cracks in reality you find that you're not sure where they go (sometimes to disconnected worlds.) Those sufficiently good at magic might eventually learn to make portals.
It's also possible to travel through the void itself in craft that look like small spaceships called Shufflecutters (...or just ships). Shufflecutters are shielded, and can phase into and out of worlds. This is the only way to try to reach disconnected worlds, but that's also very difficult because navigating out there is not really a hard science.
WHO'S IN CHARGE? ALSO, IS THERE DEEP LORE?
You can deal with the authority within the House as much or as little as you feel like for the purposes of a thread. The House's leader is called the Dealer. The Faces all report to the Dealer and have a great deal of weight, but the Dealer has final say and is the person steering the House's efforts.
The thing about deep lore is that most of the time, you don't need it for the sake of just playing in a jamjar setting. When playing in a game, this information often goes unrevealed for very long periods of time anyway. Explore it as it becomes relevant. Who is the Dealer? Are they being sincere that the House's efforts are to help the worlds? Does the House have a secret agenda? How did all of this start, and where is it going?
On that note...
#AESTHETIC
The Faces and the Dealer might wear cool symbolic masks that represent their roles in the House. Masks might be commonplace in general as part of the uniform. (Basically, this is an excuse to either not get hung up on who people are and/or to make for dramatic reveals if/when you decide who somebody important is if you want to do that. If not, do whatever you want.)
Lots of white. Lots of playing card suits. Go nuts.
EQUIPMENT/ABILITIES/CHARACTER ALTERATION STUFF
On mission, wildcards are given clothes and supplies that don't stick out much in the world they're going to. Fake IDs are also possible if necessary. Shifting devices/glamour magic can be used to disguise wildly incongruous characters (such as disguising an alien on a modern day Earth, or turning everyone into some kind of mermaid to go under the sea like this is Kingdom Hearts.)
Wildcards can generally use equipment/powers they brought with them from home. By default, being brought into the world of the House doesn't change anything about a character, but if you want to use it as an excuse to humanize/change scale/heal your character's terminal magic curse disease, go for it.
Nerf your own superpowers however you want/need to. Give characters superpowers if you want.
You do have a magic interdimensional space communicator phone, because of course you do.
I NEED AN EXCUSE FOR SOMETHING TO WORK WHEN IT PROBABLY SHOULDN'T
Is your character's magic tied to something universe-specific, but you want to use it elsewhere? It's fine, it just works. The Clubs tell you some mumbo jumbo about how this is an integral part of your character's "Pattern" that is "resilient to translation between planes" or something like that.
I NEED AN EXCUSE FOR SOMETHING NOT TO WORK BECAUSE I DON'T WANT IT TO
Pattern interference! Sorry, that magic doesn't work in this place because this world's Pattern just cancels it out. Woops, we can't replicate this non-magical technology because it's actually Pattern-sensitive and only the copy you brought with you from the proper world is going to work. It turns out you can't learn someone else's magic because you're from different worlds and it doesn't work with your Pattern.
Did that thing used to work but now it doesn't? The Pattern must've got messed up. Maybe that can be fixed somehow?
DO WE HAVE ENEMIES?
Travel between worlds isn't exclusive to the House, lots of other wildcards exist. Some were with the House, but went rogue. Some people figure out cutting through the shuffle on their own. Rogue former-agents of the House called discards might turn up and cause trouble.
If you need to build up some enemies organized on the same level as the House, grabbing tarot suits/major arcana for a rival theming might be a great place to start.
The true agendas of rivals are likely pretty dependent on what the deep truths are in your own House lore. Get your fingerprints everywhere, it's yours.
WHAT ARE MISSIONS LIKE?
In general, the House attempts to be secretive about its activities because it's much easier that way. Usually, wildcards are expected to keep a low profile, especially on newly connected words.
But also, there are worlds the House interacts with a lot and/or where big loud events have occurred. They may have formal contact with government or other major authority on these worlds. Worldbuild whatever you need.
Missions can be whatever you want them to be. Some examples:
- Go to a world and recruit a person with special skills to join the House.
- Creatures from World A are leaking into World B, we need someone to chase them back through the leak and close it up.
- A shady corporation is using technology that shouldn't exist on this world, figure out how they got it and stop that from happening.
- A member of the House needs a rare and special flower/magic rock/ancient tome/brand of tea from a specific world, go get it for them.
- An artist who is destined to create a great and important work has lost their muse. Inspire them to create again so that the timestream continues the way it's supposed to.
- A wizard did something and now two worlds are intersecting, which is very dangerous and very confusing for all concerned. Cut through the chaos and figure out how to undo the merge.
- Someone explored a mysterious reality crack and hasn't come back, go find them.
IDEAS CAME FROM...
Kingdom Hearts, Interstitial: Our Hearts Intertwined, maybe some Magic: the Gathering. If you're reading this, you're welcome to borrow the House. Just don't pass it off as your own work, and don't try to enforce a "canon" version of it.
You have been recruited by an organization that calls itself The House. The purpose of the House is to maintain the stability of various interconnected worlds, maintaining the boundaries between them and preventing cross contamination that could cause worlds to collapse into one another.
HOW DID YOU GET HERE?
You are a wildcard, which is the term for any person that has stepped out of their home world. By default, it is assumed that the whole House is made up of wildcards and some have been here much longer than others. (But you can do whatever you want with that.)
- Voluntary Recruitment- Whether through an ordinary job ad that quickly led you somewhere extraordinary, or through a direct pitch from a member, the House reached out into your world for someone like you. Working for the House offers steady pay, a steady roof, a noble cause, and a chance to see the wonders of other worlds. (...Or were you offered something else?) You accepted.
- By default, recruited characters are able to travel to and from their home world as needed. (Unless you want to inconvenience them by disconnecting their world for a little while/for a long while. You know. Things happen.)
- By default, time passes at the same rate in the House and the worlds. The House is understanding about your other obligations. (Feel free to change the time exchange rate if you need to in order to make a character work.)
- Lost in the Shuffle- The flow of energies between worlds is capricious and strange. You came unstuck from your home, and washed up in the House. The House offered you shelter and support in exchange for work.
- By default, lost characters do not have access to their home worlds. They won't be able to return unless their world is found/connected.
- This overall scenario assumes a character is willing to work for the House/go on missions/etc. Otherwise, make up your own fun.
WHAT IS HERE LIKE?
I'm thinking "playing card themed headquarters built on islands floating in the mysterious void between worlds" but you can go somewhere else with it if you want. A big enough organization takes a lot of support, so there are several bridged islands where people live and can do mundane tasks like growing food and living non-House lives. (You could have characters end up there, I guess.)
JOBS IN THE HOUSE
The House has four divisions (called suits) that do different things. Characters generally have a job that falls under a suit, which gives some idea of what they're expected to do around the House/in the field. Don't worry too much if a fit is imperfect. Each Suit is led by a Face, usually using the title of King, Queen, or Ace (whichever they like.) Flesh out the Face cards in the House (and any further hierarchies within the suits) however you want. This is for structure/flavor/the fun of sorting people into things.
- Hearts ♥ - The suit of diplomacy, soft skills, expression, and people-wrangling. Some Hearts really are very nice. Some Hearts are just very good at pretending when it suits them.
- Diamonds ♦ - The suit of force. Diamonds go out and do stuff, like fighting scary creatures, exploring dangerous areas, or protecting people. Diamonds can be pretty heroic, but they can also just be dangerous.
- Clubs ♣ - Clubs know things. They use knowledge they have to assist in missions, and to discover deeper understanding of the worlds and the links between them. Clubs are a very broad suit and will recruit experts in specific subjects as well as people who are just very good at finding information (even if less specialized.)
- Spades ♠ - Trouble. Spades try to scout out dangers before they get big, and deal with internal House problems that have gotten out of hand. They sometimes borrow from other suits if they don't have a Spade just right for a job. If there's someone traveling between worlds causing problems, Spades are probably tracking them. If there's corruption inside a suit, the Spades are trying to untangle it. Basically, if you want intrigue, that's probably something the Spades are dealing with. The relationship between Spades and the other suits can be a little tense, given that Spades borrow personnel and keep an eye on other suits' activities.
A mission team can have any number of characters from any number of suits. A mission team might be a Heart that bluffs the team's way into an exclusive party, the Club who has the knowledge to copy the ancient spell written on a priceless urn they're trying to find, the Spade who has been following the urn's mysterious owner across three worlds, and the Diamond who breaks heads when one of said owner's goons realizes the House has come calling. For threads, a mission team could really be any two people doing anything that sounds reasonable for their skillsets (or that they could end up stuck with due to an accident.) NPCing a bigger team is a thing you do if it seems fun.
TRAVEL BETWEEN WORLDS
The House calls this "cutting through the Shuffle." The Shuffle is the void of energy between worlds. Unshielded exposure to the forces of the Shuffle is not survivable for most beings.
Worlds are either connected (networked into the system of worlds the House has contact with) or unconnected, and sometimes connections can open and close.
Reaching connected worlds is mostly done through gate portals in the House's portalyard or through an established portal on a world, though it's also possible to travel through weird little cracks in reality you find that you're not sure where they go (sometimes to disconnected worlds.) Those sufficiently good at magic might eventually learn to make portals.
It's also possible to travel through the void itself in craft that look like small spaceships called Shufflecutters (...or just ships). Shufflecutters are shielded, and can phase into and out of worlds. This is the only way to try to reach disconnected worlds, but that's also very difficult because navigating out there is not really a hard science.
WHO'S IN CHARGE? ALSO, IS THERE DEEP LORE?
You can deal with the authority within the House as much or as little as you feel like for the purposes of a thread. The House's leader is called the Dealer. The Faces all report to the Dealer and have a great deal of weight, but the Dealer has final say and is the person steering the House's efforts.
The thing about deep lore is that most of the time, you don't need it for the sake of just playing in a jamjar setting. When playing in a game, this information often goes unrevealed for very long periods of time anyway. Explore it as it becomes relevant. Who is the Dealer? Are they being sincere that the House's efforts are to help the worlds? Does the House have a secret agenda? How did all of this start, and where is it going?
On that note...
#AESTHETIC
The Faces and the Dealer might wear cool symbolic masks that represent their roles in the House. Masks might be commonplace in general as part of the uniform. (Basically, this is an excuse to either not get hung up on who people are and/or to make for dramatic reveals if/when you decide who somebody important is if you want to do that. If not, do whatever you want.)
Lots of white. Lots of playing card suits. Go nuts.
EQUIPMENT/ABILITIES/CHARACTER ALTERATION STUFF
On mission, wildcards are given clothes and supplies that don't stick out much in the world they're going to. Fake IDs are also possible if necessary. Shifting devices/glamour magic can be used to disguise wildly incongruous characters (such as disguising an alien on a modern day Earth, or turning everyone into some kind of mermaid to go under the sea like this is Kingdom Hearts.)
Wildcards can generally use equipment/powers they brought with them from home. By default, being brought into the world of the House doesn't change anything about a character, but if you want to use it as an excuse to humanize/change scale/heal your character's terminal magic curse disease, go for it.
Nerf your own superpowers however you want/need to. Give characters superpowers if you want.
You do have a magic interdimensional space communicator phone, because of course you do.
I NEED AN EXCUSE FOR SOMETHING TO WORK WHEN IT PROBABLY SHOULDN'T
Is your character's magic tied to something universe-specific, but you want to use it elsewhere? It's fine, it just works. The Clubs tell you some mumbo jumbo about how this is an integral part of your character's "Pattern" that is "resilient to translation between planes" or something like that.
I NEED AN EXCUSE FOR SOMETHING NOT TO WORK BECAUSE I DON'T WANT IT TO
Pattern interference! Sorry, that magic doesn't work in this place because this world's Pattern just cancels it out. Woops, we can't replicate this non-magical technology because it's actually Pattern-sensitive and only the copy you brought with you from the proper world is going to work. It turns out you can't learn someone else's magic because you're from different worlds and it doesn't work with your Pattern.
Did that thing used to work but now it doesn't? The Pattern must've got messed up. Maybe that can be fixed somehow?
DO WE HAVE ENEMIES?
Travel between worlds isn't exclusive to the House, lots of other wildcards exist. Some were with the House, but went rogue. Some people figure out cutting through the shuffle on their own. Rogue former-agents of the House called discards might turn up and cause trouble.
If you need to build up some enemies organized on the same level as the House, grabbing tarot suits/major arcana for a rival theming might be a great place to start.
The true agendas of rivals are likely pretty dependent on what the deep truths are in your own House lore. Get your fingerprints everywhere, it's yours.
WHAT ARE MISSIONS LIKE?
In general, the House attempts to be secretive about its activities because it's much easier that way. Usually, wildcards are expected to keep a low profile, especially on newly connected words.
But also, there are worlds the House interacts with a lot and/or where big loud events have occurred. They may have formal contact with government or other major authority on these worlds. Worldbuild whatever you need.
Missions can be whatever you want them to be. Some examples:
- Go to a world and recruit a person with special skills to join the House.
- Creatures from World A are leaking into World B, we need someone to chase them back through the leak and close it up.
- A shady corporation is using technology that shouldn't exist on this world, figure out how they got it and stop that from happening.
- A member of the House needs a rare and special flower/magic rock/ancient tome/brand of tea from a specific world, go get it for them.
- An artist who is destined to create a great and important work has lost their muse. Inspire them to create again so that the timestream continues the way it's supposed to.
- A wizard did something and now two worlds are intersecting, which is very dangerous and very confusing for all concerned. Cut through the chaos and figure out how to undo the merge.
- Someone explored a mysterious reality crack and hasn't come back, go find them.
IDEAS CAME FROM...
Kingdom Hearts, Interstitial: Our Hearts Intertwined, maybe some Magic: the Gathering. If you're reading this, you're welcome to borrow the House. Just don't pass it off as your own work, and don't try to enforce a "canon" version of it.