@Arkandel said:
- Without needing to commit to specific numbers but just to clarify, where do you see the experience curve of a casual compared to the annual cap? Say, assuming a pretty active player is meant to hit the annual cap, would you say a casual one would make closer to 25%, 50% or 75% of it at the end of the year?
Whatever we decide that the cap will be, the hope will be for the real heavy XP characters to have earned (at the absolute most) 2x the cap. The goal is to create enough ways to earn XP that casual players would realistically be closer to 90% of the cap. Our control is not on earning, but (ultimately) on the spending side, so we want to make sure that earning is easy.
- Are you considering an approval system for spends? I'm referring to stats like Gnosis, Renown, etc.
Yes and no. There are some stats that will go into the approval queue (so to speak) instead of being set and added for review. This is not, however, going to be on what most people consider to be problem stats, but will primarily relate to faction status stats.
- Are you using automatic experience gains? Catch-up experience for newer players? Transfers to new alts in case of IC death/permanent retirement?
All characters will earn XP every week from the point of 'game on' -- even those not made. When everyone is awarded the weekly XP, it will add to the total characters are awarded in chargen. That's their 'catch up' experience. Permanent death/retirement will only in some cases allow all unspent experience to be transferred at 1:1. Already spent experience will not be transferred. However, there is also a roundabout mechanic to transfer XP from one active PC to another, as well. That's at a loss. As far as what cases folks get 1:1 transfers, it requires either an on-screen death or a death that other characters can investigate and verify in some fashion -- either it needs to have happened on screen, or it needs to provide other PCs with closure, essentially. (EDITED TO ADD: OMG I forgot to note, suicide does not count.)
- How are Fate points earned? How do they translate into the IC world if they include things often impossible in the IC world like coming back from the dead?
Purchased with either XP or Player Points, refresh to a certain level weekly, and in some cases they can be taken instead of beats (such as choosing to move from a failure to a dramatic failure).
- If I remember correctly you plan to open spheres for which the books aren't out yet. How are you planning to handle things when they are published?
We're not opening spheres for non-published books except in the case of those which we do not believe are going to get a 2.0 update (Geist, Changing Breeds). In those cases, if the book does end up coming out after the fact, we will be remaining with our house rules / story. The new books will be reviewed, and we will implement as much as we can without breaking IC reality. No changes will be made until the full review is finished, though.
As far as those we know are happening, we're creating vague stories/history for those races alongside the rest of the game as things progress. We'll be updating and changing this as more information becomes available. Once the books are published, we'll be going through the histories and adjusting them as necessary for what the book actually says, get it formally written up, plug their stats into chargen (that's just going to be data entry), and then open 'em. Alt limits will not change. But all the critters are around and will be doing their thing even before they're represented by PCs. This is going to be most obvious with the Lost, because we'll have Keepers written into the local history (as an example). There's an NPC freehold, and it does things in reaction to things that happen.
The reasoning behind this is that we don't want any of the spheres to feel tacked on after the fact. They might not be open, but they're still being designed as best we can manage.