So, I remember playing the RESPITE Schema for nutscipt a good few years back on my first ever PC, and being stunned by how interesting the lore was, how unforgiving the combat was, and the general heir of mystery.
I did a little more digging now in my later years and have figured out it originated here? If any old-heads could give me a bit of insight, i'd greatly appreciate it.
Like Maxenzie said it's Chancers setting and he isn't involved with Nebulous whatsoever, but I did admin on the server for some time if you have any questions. No surviving forums so it's hard to find much about it.
Respite took place in a collective subconsciousness. You'd just arrive in the Respite, sometimes by walking through a door, going to sleep, turning around. You'd have no memories of the real world.
Respite took the form in unstable metaphysical spaces, iirc each 'map' was someone's subconscious mind. These unstable spaces were often prone to shattering or being swarmed, so there was frequent travel. The goal (aside from leaving) was to get to a large Respite that's stable. The inhabitants of Respite included humans, plastics (mute humans made out of plastic, main population of respite, made by melting and sculpting plastic), abominations (flesh monsters), aberrations (objects/entities birthed through high concentration of blue mist, often psychic or paranormal in nature) and shades (the negative part of a humans psyche made manifest, ranging from mindless shadows to powerful, sentient creatures).
Periodically, a haze would happen. There was a red haze, a blue haze or a black haze (along with some meme colours). Blue haze made a lot of blue mist, making people intoxicated, aberrations get made during this. Black haze spawned a ton of minor level, sometimes high level shades. Red haze spawned a lot of abominations, Respite circumvented players killing each other through the red haze. When another human intentionally harms another human, a red haze happens. If a human killed another human, they'd become an abomination. This did great for player conflict, it still existed but it'd be meaningful and not trying to zoot another character out.
It mixed in some RPG elements, with a skill system that would affect different types of /roll[action]s. It also had a fleshed out crafting system, with almost MMO basic loot spawns and crafting. You could craft a container of blue haze, and with enough of them you'd be able to infuse an item, such as a gun, to have enchanted qualities.
Respite went through three cycles, maybe four. A small weekend, invite only server, to the first iteration, to another small weekend only server and finally to the second iteration where it ended.