Natural selection is not so much a character, nor a game style, nor even a setting for that matter. Natural selection is an idea. That and nothing more. A certain motif of strong themes that I, and many other players enjoy in varying degrees, and in varying different interpretations. As such, it is both malleable, and strict. Yet still more of a tool then a straight jacket. A frame work of guidelines for like minded players who enjoy like minded things to abide by, or twist to suit their niche likes and purposes.
To clarify. This is not a character available for role play. This is a reference profile for players like myself, and those who enjoy similar ideas, to link to as to give other partners some basic idea of what they enjoy and why. I have no interest in role playing, or being approached for role play, if on this account.
blah blah blah the table of contents will go here. |
So, 'what themes does this idea stress?', you might ask. What is the focal point of this profile that is so fixated it required an entire profile to communicate itself? The following lists off the core concepts of what natural selection encompasses. One must remember, that when two or more role players are constructing a setting or them for their Role play, it is always between them what and how they wish to play. However, the further one drifts from these core concepts, the further one drifts from the idea of what natural selection is meant to represent.
• | Sentient life The concept of Natural Selection stresses the idea of sentient creatures being able to think, rationalize and speak. This concept can be extended to point of animals being anthropoid in nature, or no. It stresses the intelligence, not the look, which more falls into the realm of player taste. Humans are sometimes included within the scope of this idea. However, Demi-humans, the kind with animal ears and tail, do not fit well along side the feel this idea represents. |
• | Pecking order The concept of Natural Selection stresses the idea of a natural food chain that mirrors the real world eco system. It is an embodiment of the idea that creatures such as wolves, eat creatures such as rabbits, and that creatures such as rabbits, who are natural herbivores, eat no such creatures at all. Not only, however, does it enforce the idea that herbivores can not be carnivores. But also that carnivores can and will only feed upon creatures they would naturally. Ie, if you are playing a wolf. You would feast upon foxes. Foxes would not feast upon you. |
• | Size matters The concept of Natural Selection stresses a difference in sizes from one species of animal to the other. Weather they be subtle, realistic, or exaggerated. |
• | One life to live The concept of Natural Selection stresses the idea of death being permanent, and fatal. Life eats life to live. Such is the way of the food chain. Please do not confuse the concept of fatality, which means the dead party is dead within the scope of the scene; and perma-vore, which is the concept of characters dying and being locked into death so that they might never be used again for any other separate interactions. Their is no reformation in the idea of natural selection. |
• | Meat is meat The concept of Natural Selection stresses the idea of the act of vore going through the natural process. Those eaten are digested and turned into nutrients to fuel the predator as any other food would. And, like all other food, is disposed from the body like any other food is as well. The actual playing of the last event, of coarse, is between the players themselves. |
The reasons these concepts are malleable, is because they are far less vital to the feel of the idea of natural selection than that of the core concepts. Many players might find these concepts airing on the side of 'nit-picky', and may wish to disregard or enforce which ever concepts suit their own aims.
Natural Appearance: Wolfs do not have blue fur. They do not have green fur, nor pink, nor purple. If this concept is chosen to be enforced, characters will be restricted to fur patterns that mirror the species they are. Foxes will have orange fur with creamy underbellies. Wolves will be either grey, brown, black, or white in fur color. They will be this way, because they were born this way.
This concept does not extend to anthro-animals that have human like hair. By default, this is acceptable if the anthro-animal themed world is being enforced. However, that hair should also remain a natural hair color that is believable. That being blond, brown, black, red, white (If aging) or the fur color of whatever creature they are playing. Players may choose to enforce against this as well if they prefer even more a sense of realism. Though, It is not the default.
Breeding realism: Breeding a cat and a dog, will not make a cat-dog. Nor will breeding a rabbit and a fox make a Rabbit-fox. If this concept is chosen to be enforced, players agree to restrict their characters to breeds of animal that could feasibly mate, be impregnated, and bare young. This, of coarse, does not restrict the act of cross-species mating in general. Simply that the act may lead to pregnancy and produce young from the act. With this concept enforced, hybrid characters become infeasible.
Pseudo-natural internal anatomy: Mouth, throat, stomach, intestine, colon. Certain liberties might be taken. For example, perhaps prey might live longer in the stomach then it actually should. However, the anatomy itself should be correct.
Pseudo-natural external anatomy: the outside of the character as well. natural structured animals, as well as anthropoid version of animals are allowed. However, 'taurs' are not, nor are any other wild leaps of the imagination in terms of body structure to far out of scope of what is seems feasible.
Pseudo-natural vore: To start, the concept of natural selection is focused on soft vore, not that hard vore is frowned upon provided that it aligns with preferences. That being said, soft or no, creatures eat with their mouths. They do not eat with there private parts, nor do they eat with their backsides. Nor could they feasibly 'digest' anything that were inserted into those various alternative orifices.
Natural genders: The world is not filled with over the top bomb shells with giant, throbbing slongs set over quivering, needy lady parts, and breasts that rival their own skulls in mass.
Natural Species: By default, the concept of natural selection revolves around only slightly altered versions of purely natural, factual animals. There are no kitsunes, yoshis, digimon, pokemon, Sergals, or any such things.
Biologically dominant: By default, the idea of natural selection does not support magic in any way, shape, or form. Their are no Japanese fox faeries with multiple tails blasting ion cannons from there hands. Natural selection encourages rather, the concept of biological traits being the prominent focus that gives one character and edge over the other aside from the difference in size.
Snakes taste the air with their forked tongues, so forked, because it tastes the air, and with two prongs rather than one, they can actually discern distance the same way we do with two eyes. Wolves, and other canines have such a keen sense of smell that they can ascertain their prey from miles away. Felines see in the dark, and have retractable, fearsome claws. Rabbits have large, pronounced ears, seeming to almost sense when they are in danger even before the danger itself even knows of their existence.
All such things are so remarkable. All such things, seem so much less so, when put across from a character that can snap it's fingers and teleport across the room; or shoot lightning from their hands, or any number of other nonsensical things. I should also note, this applies to equally over the top, ridiculous notions of chi, ki, super powers, or what have you.
The second thing one must consider is that the best magic is usually very quiet, and very subtle. Magic is not laser beams from ones eyes. That is a super power, not magic. Magic is something that is unexplainable, and baffling. It is, as pointed out before, mystical, a great, seemingly impossible feat that is unexplainable for those that witness or experience it.
Vore commonality: Is vore considered common place? In some settings, such as the wilds of a forest, the concept of a natural order and food chain is likely part of everyday life. However, in a modern, bustling metropolis, perhaps those that live there might have put away their more baser instincts, the concept of eating another creature alive highly frowned upon, perhaps even illegal.
World view on vore: How does the setting's attitude toward vore effect your character? In the wild forest setting mentioned above, a rabbit would likely be a rather paranoid creature, fearful of all those hungry predators that wish to make them a meal. However, a rabbit in the city, well, they might be quite a bit more outgoing and confident.
Vore realism: How 'realistic' will the act of vore be? By default, soft vore, despite it's highly illogical nature for most creatures, is the type of games this idea is targeted toward. However, that isn't to say those that enjoy a more extreme form of realism in regards to the act of vore, are completely left out in the cold. After all, this concept lends itself rather well to their cause.
Human suitability: While natural selection enforces a feel of realism by enforcing the idea of pecking orders and food chains. It is still, undoubtedly, a concept that falls within the realm of pure fantasy. So, baring that in mind, where do humans fit in? And, for that matter, do they fit in at all? Will they be ignored entirely as if they never existed? Will they be appropriate sized, at the alpha creature that all other creatures fear because of there use of tools? Or will the things that make humans so alpha in our world be so common amongst larger, more powerful creatures so that they might be pushed down near the bottom of the pecking order, constantly in fear of the wolves, and bears, and tigers of the world?
Profile written up by Character_Box. Inspired by JacktheRabbit and Tabatha_Cat
Background picture was drawn by one Borochi, and depicts a wolf character of theirs named Gana. It also depicts the extended out arms of Glitchwolf, who's creator commissioned the piece. Lastly, the scarf of Thunper is included. I have been given permission from Glitchwolf, the commissioning party, to use this art as a background provided credit is given.