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Vaguely inspired by Tad Williams' Otherland series, Crimson Feather was designed to break through all roleplaying pretenses I was ladden with at the time of its creation. Burdened with that most roleplay was officially PG-13 and all deviations thereof were often regarded merely with eyeroll and asked to be kept private, I wanted to create something which would by its design allow adult themes of any nature, without being decidedly adult.

These days, the majority of Crimson Feather sessions are, indeed, PG-13, and for the courtesy of younger players, adult themes are marked accordingly, but it takes its lack of censorship very seriously, which has allowed for a very liberal roleplaying atmosphere in which everyone is happy.

OOC, the premise of Crimson Feather is that anything goes. For one, since many roleplaying games peter out once their setting becomes too boring, Crimson Feather avoids that by having simulations that change whenever the characters progress in-character. This 'cheating' of the system is quite deliberate and part of the design inherit to Crimson Feather. For two, there is very little limit on character design, since in a virtual environment, anything goes - if you want your default avatar to be a dragon the size of a small planet, you can do that; though for obvious reasons this second leeway is oft infringed upon by the simulations themselves, so that solving them does not become too easy a task.

IC, the premise of Crimson Feather is one of a cyberpunk universe laced with drama, politics, philosophy (e.g. the definition of lifeforms extending to programs) and perhaps a bit of mysticism at the edges.