Hi,
I'm @ThatOneDude's friend in question and we've been having this discussion for a couple of weeks. You guys have given some really cool feedback so far and we're basically trying to figure out how we would set this up and balance it.
So, first, what we like about WoD, or rather, what we envision it to be:
We like playing in this universe because we enjoy the danger that comes from being pushed into corners, badassery, politicking, backstabbing and genuinely dark elements that come with the genre. We want death and destruction, conspiracies (not Conspiracies, though those too), and struggle, but we also want to see character growth, heroism, and redeeming qualities. We love complexity, dark moments alongside humorous moments, and the question of 'What is it to be human?' that great stories can put out there.
The easiest way to do this would just be to run a tabletop with a few friends. I'm pro-this, but @ThatOneDude has rightly pointed out that MU*s offer the benefit of being able to really expand who you play with, which makes for great dynamics. But of course, putting everything into the hands of the players turns things into a sandbox, which typically isn't that interesting.
So, we've basically broken this down into several issues, but the main one is:
We need a metaplot.
The reason we all RP is because we enjoy a good interactive story, right? If the main goal was to run around and get to level 99, or to give you an alternate identity and social life, there are plenty of games out there that can accomplish it without us putting in all the effort of setting a game like this up.
However, running a metaplot is incredibly staff-intensive, which is likely to lead to burnout, particularly if the game gets bigger than we can plan for. Since no one's getting paid to run a game, we can't be around 24/7 to make stuff happen.
To take some of the pressure off, we'd like to:
- Build as much lore infrastructure as possible that can be taken advantage of by PRP-runners.
More established lore, more pre-written NPCs and/or NPC templates at specific levels, and possibly a few 'stock plots' that can be retold and spun differently to have different effects on the landscape. My personal feeling is the more that's clearly written about the universe, the less likely it is people may run PRPs that are too unbelievable for the world, as well as make them easier to spot.
However, we understand PRPs have different quality levels and that providing XP bonuses for running them tends to lead to 4/5 of them being super railroad plots, monster-of-the-weeks which have no lasting impact, or becoming scenes indistinguishable from a social scene with a news bulletin at the end.
What's the solution to this? Well, we could force staff to read all the logs... but see above where this can't be our 24/7 job. So here's our working solution to that. Instead of giving a flat amount of beats and a checklist, we think we'd like to require basically 1-3 line answers to the following questions:
- Give a short summary (1-3 lines) of the plot.
- Who took the biggest risk in your plot? What was it? Did it pay off?
- Did any of your players take any surprising actions with their characters? What were they?
- Did any of your players manage to alter the direction you were going with this scene through IC action? How?
- Did this scene give your players any subsequent hooks for investigation into a bigger plot?
A flat amount of beats can be awarded to players as per the book rules, but I'm thinking giving small beat bonuses for risks taken by characters, particularly ones with negative consequences, is a decent model. I also think that putting STs into the mindset of moving stories along instead of checking beats off is a better recipe. We really would like to reward quality rather than quantity.
We want player STs to be able to influence the world, albeit possibly in limited ways. There's inherent possible unfairness that can come into running plots that specifically benefit your friends, for example. We haven't worked out exactly how to handle that yet, and it ties quite a bit into part B of this issue.
- Encourage PVP in order to allow players to drive the plot themselves.
This one is hazier. Both @ThatOneDude and I love the dynamics that come from PVP. We've had some great times fighting each other ourselves, in fact! To us, player conflict is a valuable experience, but we know it often leads to OOC drama, and where there's OOC drama, well, there's the Hog Pit. So re: preventative measures, here's what we have so far:
- No PK until your PC has been active for a certain amount of time. I'm thinking from somewhere between 2-4 weeks of activity. I'm also leaning toward a no alts policy, only backup characters, but that's still under discussion.
- Any premeditated murder needs to be declared to staff via a job at least 24 in advance.
- Non-premeditated first time altercations between any two characters can only result in beat downs.
- You can kill in self-defense. Yes, that would mean you could be provoked into a fight that could end in your death! That's the risk you take by swinging first.
Of course, we will also declare that we want to be pro-player-conflict and discourage whining so as to prevent staff burnout. Them's the breaks, if you can't handle the heat, get out of the kitchen, etc. etc.
Edit: (I forgot to write this part)
We also want to reward PVP, of course. And risk-taking in general! Therefore I'm for giving some sort of XP bonus for dying in a scene, but this too is mechanically very hazy. @ThatOneDude pointed out to me that large XP disparities between characters means stronger characters tend to snowball while weak characters can easily be picked off. This is why he's for reducing XP to 50% upon death, where I'm more pro-XP cap. More stuff that needs to be worked out that we haven't found a good solution to yet. Suggestions are welcome.