======Style and Tone====== > //"Even when the night is dark, / Even when the road is hard, / I'll be walking home to you, my friend, / Keep a light on just for me"// - the chorus of a folk song, attributed to the early days of Anchor Rock Transference is at its heart a 'cozy game' with low stakes and a plot mostly focused on getting to know characters and their secrets. The tone will be primarily positive and lighthearted and as a result [[conduct_and_themes_policy|the CAT policy]] for this game is a little tighter than for some previous ones, so please read it carefully. However, there is still plenty of room in this setting for more intense emotions or the exploration of mystery, to each player's individual tastes. Themes of community and ‘home’ will be prevalent, with perhaps a dash of existentialism in light of the strange and incomprehensible cosmic event which is the Transference-- which you can choose to lean into or avoid throughout the game. In the wake of an event where people have been suddenly uprooted from their homes, how do newcomers find their place in the tightly knit community of Anchor Rock? How might the Transference event present new challenges and opportunities to the small town? How does Anchor Rock change because of your character, and how does Anchor Rock change you? Transference is also about movement. After an event where you have, with no volition of your own, been moved, or have had people moved away and new folk arrive in their place, how will you now //**choose**// to move? The Transference event interrupts society-- both inside and outside of Anchor Rock. An event this disruptive asks people to consider what paths they want to take going forward, who they want to be, whom they want to be with, and where they want to call home.