I am going to be putting two character sheet templates up at some point.
Please do be aware that because this will be a system game, that characters will have stats. I just haven't decided what stats yet.
If anyone has more experience than me in running this sort of game, advice will be welcomed.
As for the PVP combat, I was thinking about this last night.
One unbreakable rule of mine in N/C role-play is that regardless of anything else, player
consent is always required. Non-Consent applies to the character. In other words, if my character is screaming "No, no, stop it", you can carry on with what you are doing, but if I
ask you to stop, I expect you to stop! This is wnat PMs and an OOC thread are for.
Now, given the consequences of loosing a fight, I think we need to put a couple of rules in place concerning combat.
My idea is that there be three levels of combat available to players:Level 1: Freeform.
Players decide between themselves the outcome of the fight. This can be discussed in the OOC thread or via PM. The outcome can be totally contrary to common sense - a single succubus with no armour and a dagger can defeat a heavily armed and armoured warrior angel, for example, as long as it is by mutual agreement between players.Level 2: GM Adjudicated.
Players wanting a little bit less control of their fights can ask me to adjudicate them. I will look at the characters' respective stats and give both players various options that I consider likely outcomes. It's then up to the players to agree an outcome (if they can't I will impose one), and post accordingly.Level 3: Random.
Players wanting a more realistic fight, or unable to agree an outcome, will have the option of using the dice roller. This will be a simple "To-Hit/To-Damage" two-roll system, that I will give details of as soon as I have worked them out. Basically, you roll against your weapon skill to try and hit your opponent, and if the dice roll is less than or equal, you succeed. You then roll against your armour class to determine what damage has been done if your opponent hit you, if the roll is higher than your armour class, you take damage to whatever the roll exceeds it by.
That system should be familiar to most game players? There will be various modifiers to the dice rolls, that I will work out, but I want to keep it simple. I think it would work best if players took a large number of dice rolls at once and then matched them up, in order to avoid delaying the game while rolling back and forth.
Obviously, once a fight has been worked out, both players need to post to let the rest of us know what happened. Players should try and plan the fight in advance before posting, so we don't end up with ten one-line posts describing it blow-by-blow, and both players need to post opposite sides of the same fight...
Is that too complex? I think it's about as simple as it gets.
Jos, I love the character and I would love to have Zar do a sexy one-on-one side story with her...