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November Update - New Mechanic & Caps
The fireworks.
While the city prepares its grand farewell to the past year, inviting all to the roofs in order to see the display, one Witch stays below. With a willing Monster volunteer, he sought the answers to his own inquiry, aided by the months' happenings; if they could transform those temporarily, in such a fascinating and real way, then was it truly impossible to change your lot in life should you wish it?
Delving into the Coven's most secret and dangerous of ingredients, he cast a spell as she drank the solution so finely tuned after trial and error, and with little more than a cry did they find themselves switched; while it became more apparent to his own body, quickly gaining feathers whereas she began to lose some of her own, it took only the practice of a beginner's spell for Four, someone who'd once been a Harpy, to learn that she had been the successful test subject of a short lifetime's work.
And with that bit of flavor out of the way, a warm thank you to Owlie for allowing us the grandest excuse to introduce something we felt would be most appropriately done when the boundaries were low and magic high -- role switching. Should you feel your character is more of a Witch or one of the Monsters after all, you have the choice to change it -- provided they've been in the game for at least three months, to give a full experience of the prior role.
This is also a permanent process. Once changed, they cannot change back nor change into something new -- it's already upsetting the balance, and the Coven, once it's caught wind of their former Witch's dealings, have officiated it as such too. The ingredients used to prepare it are rare and cultivated entirely within Nessie's gardens, which means someone certainly was where they shouldn't be; regardless, it is possible now!
Monsters who would like to change into another species are also applicable, and there is one restriction to this change: No one can be changed into a Dragon or Fae, regardless of reasoning. A post for this new feature can be found here with all the trappings and further information, so be sure to look at it if you're interested!
We've looked through your responses and have decided on thus:
A franchise cap of 24, a cast cap of 10, and within that cast cap is a Fandom OC cap of only 3. This is to ensure that MMO, DnD, and certain other canons which have both will be able to include playable NPCs, rather than be topped off on OCs alone. Anyone in a cast that is currently over the new caps is grandfathered in - of course no one will be forced to leave, but new applications for that cast will not be accepted until the number dips down below the cap naturally through drops. Applications for casts approaching the cap will be accepted on a reserve-only basis.
Thank you for all your suggestions, concerns, and considerations on this matter! Should you have any others, we as always welcome your voice.

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Most of those game are set in entirely different worlds from each other, the only thing they have in common might be gameplay or type of mechanics. It makes very little sense to me, whereas limiting Trails franchise makes perfect sense, since that's all set in the same universe with characters appearing in more than one set of games.
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i am literally incapable of not being verbose sry
For instance: my character Adeline comes from an incredibly appearances-focused society and has struggled a great deal with her transformation (so she might grow through it and find some distance from the "mask" she's accustomed to wearing in polite society.) Given this new change, what's to stop her from simply... not being a monster anymore, except for "oh, it didn't work"?
Having the changes not work solely for the purpose of keeping a character transforming feels like a bit of a weak storytelling move, & begins to make the entire process seem like a string of uncanny coincidences. On top of this, given what I can imagine is going to be a big imbalance in the number of "monsters who want to be witches" to "witches who want to be monsters" (and hence the need for NPCs,) it just feels like we're going to have a grain silo full of NPC witches who are sheerly monster-swap fodder, and ultimately doesn't add to the game and again feels like a lukewarm move for storytelling.
Most of these issues are resolved with, as I said, the mechanic being something involuntary as with the monster/witch premise & the choices being the rarity, not the premise. The long & short of it is that I feel like posing the question "do you want to become a monster" to a witch has a very different meaning than asking a monster if they want to become a witch.
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Also there is almost 0 reason for most witches to want to be monsters. Even if they have a thing for monster parts, they could just study transfiguration. It seems like a niche desire to the degree that people playing witches will have very rare circumstances in which it would make sense to go ahead with it, ICly. Whereas monsters have few reasons to NOT want it.
Witches can do pretty much everything monsters can do with magic if they train for it, so the only major reason to want to be a monster is OOC desires for transformation stuff. So this being an IC solution instead of an OOC one is a bit difficult.
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I'm all for opening role swapping but it feels kinda faulty with the supposed atmosphere of Aefenglom to make it a voluntary swap, which while not as bad as Dorch still has a notable bias and OOCly monsters don't have any benefits to being one aside from the player wanting to play with the transformation aspect.
It also feels like a missed opportunity to rope it into why the mirrorbound are here, what's pulling them in and behind the shared dreams and all of that.
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It really seems like you guys are stretched thin as things are, and it's impacting a lot of aspects of player involvement (investigations, plot cohesion, world atmosphere, etc). I don't think anyone would fault y'all from needing to put a hard cap on the amount of players you can actually have in game to be able to handle it.
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i understand some people might have wanted this, but i didn't sign up for the game or a monster with the idea it could just simply be changed, and with knowledge of it coming out ICly. i think it would have made more sense as an ooc mechanic, perhaps it could have been the magic of the world messing with things? that could also lead to characters trying to study the world magic further, and finding out more about the setting.
i am also concerned about the franchise cap 'punishing' people who wish to roleplay from a less-popular part of the canon. as a final fantasy character, say i decided to play from one of the SNES games - that takes a slot away from 14 and 15, even if they only share chocobo between them. i know, i know, ff games are a paticular case, but i feel i need to say it. if you need help seeing which ff worlds are linked outside of silly crossover games and events, i am certain me or somebody else can help. (example: the ivalice alliance, that whole ff13 thing, and all that.)
(sorry for any spelling errors, i'm currently mobile.)
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I guess just commenting to leave another voice for and not against!
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I totally get why people would be frustrated with the franchise cap. Like, say, if I wanted to play from a more unpopular Final Fantasy but the slots were all taken up by other games that were completely separate stories from my prospective canon, I'd be pissed.
HOWEVER... If you pull back and ask "what is the purpose of cast caps," having the additional franchise cap limitation makes more sense. Caps like that are largely meant to keep a particular canon/fandom from growing wildly out of control, before reaching the point of either dominating the game and/or growing too cliquey/insular. Right?
To keep using the FF franchise as an example: Final Fantasy 6 and Final Fantasy 7 may be completely different stories, but there's still a shared commonality there that makes it really tempting to specifically focus on tagging characters who are under that big FF umbrella with you. I don't think people do this on purpose. And I also completely get the appeal of wanting that kind of cross canon within a same series CR. But I also get why mods of a game might want to keep that sort of thing to a minimum.
To explain it another way: I've been on both sides of this issue. I used to play from the Transformers franchise, which is another massive franchise with a long history and multiple "technically separate" canons. When I first started doing DWRP, I started out playing from that franchise, and I remember people used to get rankled because, despite being separate stories, players across multiple TF canons still tended to flock to games in big swarms and were still fairly insular and cliquey in a way that was intimidating to people. I found this hurtful at the time, and didn't understand why this was a big deal until, years later, after I'd burned out on playing giant alien robots, I would be shopping for new games to join. I'd get really put off/intimidated when I'd find a huge game that had a taken list that was full of like, 20 different FF or Fate or SMT players.
To be clear, I'm not trying to call out any one particular franchise or cast here as being The Worst, nor am I accusing anyone of deliberately OR inadvertently engaging in cliquey exclusionary behavior. I'm just offering my own perspective on why I think this move makes sense.
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However, as someone who has never played a single FF game ever, that whole category of characters is essentially the same to me. If like 30% of the game was taken up with characters from this popular series that I had no interest or familiarity with, it would be just as frustrating from a non-fan perspective regardless of whether all of the characters are from one popular game or a bunch of more niche ones.
So, having a total cap for the number of characters under one umbrella in an rp that's supposed to be open to people from lots of different fandoms makes total sense to me, and I think even if it's frustrating in some respects, it's still serving a pretty important purpose.
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