(My news file rewriter has not yet gotten ahold of this; she will fix and simplify it for me, but! It's a 'basics' news file; if anyone has any major game-setup questions left after this notation, please say so so I can add things/)
People have differing expectations of a variety of things on any given game. We'd like people on the same page. So these are the Things to Know about Dust to Dust.
1: There is a metaplot, and it involves the God Machine.
2: Experience management is handled by caps; there is a monthly earning cap and a total spending cap.
3: The game will operate in year-long arcs, with both the metaplot and the experience cap. Every year, staff will evaluate the experience cap and the status of the metaplot and adjust as needed.
4: The story and game are focused on a local scope. The vast majority of the interesting things happening in the world will be happening in Bay City; the world revolves around this place. Actions and consequences from the PCs here will ripple out; there will be very little of the reverse.
5: We will never use a system to keep track of character knowledge, lore or otherwise.
6: We work on a review process, rather than an approval process. The goal is to reduce barriers to roleplay and character growth as much as possible.
7: We are using Fate Points; the biggest notation this needs is that characters can possibly come back from the dead as well as spend fate points in stories to twist things in their favor.
8: This is a cooperative game, IC and OOC. The PCs are assumed to be on the same team/side in general.
9: We encourage the use of OOC knowledge in some circumstances (detailed in another news file).
10: The game's mood is 'hopeful' with a minor focus on 'victorious'. The theme is 'every effort matters'.
11: Staff run plot will focus on neighborhoods and several factions at once; single-faction and individual plotlines will be handled primarily with PRPs.
12: Staff will not benefit in any virtual-material way from staffing.
13: We do not use the sphere structure for staffing. No sphere is an island; the game is operated as a single sphere would be in this model; all staff are facilitators of the whole game.
14: In addition to experience points and fate points used for the game, we will be using player points as the reward for contributions to the game. These can be used to purchase a variety of rewards, and are attached to the player rather than the characters.
15: As we are using experience caps, we will be offering alternatives for experience spending (aka XP dumps) that are not permanent improvements to a character's stats.
16: Various supernatural races are treated as factions, as are families and influence groups.
17: Because we will be working on review rather than approval, retcons may happen. Staff will do their best to avoid these and mitigate the extent via story explanations as necessary, but sometimes some things may simply have to be rewound. It is an option that will remain on the table.