PLAYER INFO Name: Siz Contact:sizlaria Have you played in a game like this before? Yep! Hunter's Game, MM, Blank State, CC, Dreamland
CHARACTER INFO Name: Greg Canon: Over the Garden Wall
Overview: Over the Garden Wall is a series about two brothers who are lost in a fairytale woods, trying to get home, but becoming more and more lost. Greg is the younger of the two brothers. Greg is very young, with a cheerful and irrepressibly optimistic attitude. Not much phases Greg; he's perfectly comfortable facing down a monster or spending days lost in the woods or being carried off to the clouds by cherubs; in any situation he's likely to be easy-going, cheerful, and creative. Greg is very brave and good-hearted; he cares a lot about others' happiness and making the world a better place. When he has his heart set on something, he'll never give up and is pretty hard to make discouraged or sad.
Greg is a pretty goofy kid. He's prone to misunderstanding things, non-sequiturs, and making up jaunty little songs.
Wish: So! Greg is pretty easy to motivate. He won't have any issue playing, he will want to play, even if the wish he gets is pretty small.
My plan for Greg is to start him out with silly wishes. Turning into a magic tiger, giving his frog fingernails, etc. are all the kind of silly things he would wish for. He will change his wish constantly, just like he changes his frog name. He'll play his hardest.
As the game goes on, if he stays in, he'll likely be influenced by the fact that other people have serious wishes they care about a lot. Greg is a pretty sweet and selfless person. He'll likely ultimately be influenced, once he understands how much people care about their wishes, to try to win to grant someone else's wish. To combat this a bit so there won't be any chance of him throwing the game, I'm taking him at a canon point where he's only starting to realize how scared and depressed Wirt is that they're still lost. Once he realizes this, he'll be able to change his wish to getting himself and Wirt home.
Anyway this is all to say I'd actually just like to see how his wish develops, but I have plans in place to prevent there being a risk of breaking the game. Greg will play to win.
Powers: No powers, but he will be bringing his frog, Name TBD. His frog happens to have swallowed a magic bell that can command ghosts/demons/spirits. Greg is too goofy to use it in any kind of strategic way.
no subject
Name: Siz
Contact:
Have you played in a game like this before? Yep! Hunter's Game, MM, Blank State, CC, Dreamland
CHARACTER INFO
Name: Greg
Canon: Over the Garden Wall
Overview: Over the Garden Wall is a series about two brothers who are lost in a fairytale woods, trying to get home, but becoming more and more lost. Greg is the younger of the two brothers. Greg is very young, with a cheerful and irrepressibly optimistic attitude. Not much phases Greg; he's perfectly comfortable facing down a monster or spending days lost in the woods or being carried off to the clouds by cherubs; in any situation he's likely to be easy-going, cheerful, and creative. Greg is very brave and good-hearted; he cares a lot about others' happiness and making the world a better place. When he has his heart set on something, he'll never give up and is pretty hard to make discouraged or sad.
Greg is a pretty goofy kid. He's prone to misunderstanding things, non-sequiturs, and making up jaunty little songs.
Wish: So! Greg is pretty easy to motivate. He won't have any issue playing, he will want to play, even if the wish he gets is pretty small.
My plan for Greg is to start him out with silly wishes. Turning into a magic tiger, giving his frog fingernails, etc. are all the kind of silly things he would wish for. He will change his wish constantly, just like he changes his frog name. He'll play his hardest.
As the game goes on, if he stays in, he'll likely be influenced by the fact that other people have serious wishes they care about a lot. Greg is a pretty sweet and selfless person. He'll likely ultimately be influenced, once he understands how much people care about their wishes, to try to win to grant someone else's wish. To combat this a bit so there won't be any chance of him throwing the game, I'm taking him at a canon point where he's only starting to realize how scared and depressed Wirt is that they're still lost. Once he realizes this, he'll be able to change his wish to getting himself and Wirt home.
Anyway this is all to say I'd actually just like to see how his wish develops, but I have plans in place to prevent there being a risk of breaking the game. Greg will play to win.
Powers: No powers, but he will be bringing his frog, Name TBD. His frog happens to have swallowed a magic bell that can command ghosts/demons/spirits. Greg is too goofy to use it in any kind of strategic way.
First-Round Elimination? No thanks!