Quickleaf
Legend
I updated the OP with my more coherent take on Obligation / Duty / Morality, and with a starting Character Roster (along with ways players might establish a connection to each character).
Ah, hmm, well that will be interesting to interpret in play. I guess that's pretty true to the source material where language is only an obstacles when it serves to reinforce a character's theme/background.
Good things to look out for. Thanks!
2. I like the idea of a "session" being interpreted as an actionable goal that requires more than one scene to resolve. That mirrors how most of my face-to-face sessions play out: a handful of scenes organized around a particular goal the part has. And to remove ambiguity I can label posts when a new "session" begins.
3. Eventually I'll probably include notes on what happens if a character dies, a new player joins, a player needs to be absent for an extended period, etc. I agree that giving a character a lot of starting XP is undesirable, both from a learning the game standpoint & from a power level standpoint; I'll probably implement some kind of policy like start no higher than 150, and while playing catchup to rest of party gain 2x normal XP rewards.
It's assumed that everyone in the party is able to communicate with each other, so there are no languages to take, per se.
With that said, there is a talent "Speaks Binary" that gives you some advantages on working with computers/droids. And I will probably be playing up Arsinoe's not understanding Binary or Shyreeruk for RP purposes.
Ah, hmm, well that will be interesting to interpret in play. I guess that's pretty true to the source material where language is only an obstacles when it serves to reinforce a character's theme/background.
A few things that crossed my mind:
1. For players: If you're new to the system, make sure to spend as much of your starting XP on your Attributes as you can (Brawn, Agiltiy, etc). It is difficult to raise these later in the game.
2. For the GM: XP and some Talents work on the time mechanism of "session", for example, "once per session, you can reroll X roll". As PBP doesn't work in "sessions" like a live game, you need to determine how long a "session" is. XP is also given out at this time. In other games with such non-standard time tracking, we've used 1 month=1 session, but it's up to you.
3. XP issues: The generally suggested XP amount per session is 5 XP per hour (from forums/developers, I believe), plus story rewards. In my live groups, we play for about 3 hours, so we would get 20-25 XP. We found it led to some significant power creep. One of my DMs eventually went down to 10 XP per session, plus about 2 for roleplay (averaging 12/session), and we only hit 20 XP when we finished a major story reveal. It leads to slower character progression, which may not be good in PBP, but for a two-weekly game it worked.
3. Also, be careful about major XP dumps, such as when a new player enters a game, or a player makes a new character. It's just something I've noticed (but I haven't talked about it with any of my GMs), but it's tempting to say "build a character with the XP of the rest of the party". So you give them a massive dump of a couple hundred XP. While in theory this makes them "just as powerful", the reality is that it can overbalance that character in relation to the rest of the party. While the rest of the party developed their characters with dribbles of XP, this new one can do a massive dump to max out the most important skills for their characters while others in the party might only have 2-3 ranks in their most important skills. Not sure of a solution to this, but just something I've noticed.
Um...if I think of anything else, I'll let you know LOL
Good things to look out for. Thanks!
2. I like the idea of a "session" being interpreted as an actionable goal that requires more than one scene to resolve. That mirrors how most of my face-to-face sessions play out: a handful of scenes organized around a particular goal the part has. And to remove ambiguity I can label posts when a new "session" begins.
3. Eventually I'll probably include notes on what happens if a character dies, a new player joins, a player needs to be absent for an extended period, etc. I agree that giving a character a lot of starting XP is undesirable, both from a learning the game standpoint & from a power level standpoint; I'll probably implement some kind of policy like start no higher than 150, and while playing catchup to rest of party gain 2x normal XP rewards.