QUOTE (CollateralDynamo @ Sep 16 2009, 12:18 PM)
I agree here, more points on contacts would be very nice since my face is practically required to take one or two in every port of harbor on that seaboard. If I can't get free points I'll need to hash out some sort of Group Contact (general rules in the RC) with you Penta.
Also, names for the game:
- Marquey Marque and the Funky Bunch
- Pirating, the Non-Software Variety
- Blood on the Seas, Wind in the Sails
So far as contacts and points go - I'm willing to consider it...I honestly need to reread RC.
So far as names: I like "Blood on the Seas", but it feels long.
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I'm going to sit back now and let you guys hash out characters - this also serves a general warning to anybody who wants to get in on the campaign who's lurking:
We currently have...6, 7 people? I remember a few out of the previous 9 saying they didn't want to do a cyberpirates campaign.
I will take up to 10. (There, I might add, lies one
big benefit of a Cyberpirates campaign from a GM point of view: The group can be a lot bigger than your average SR group.)
Just say hi, hash out your roles with the others. I'm going to ask -one- person to keep a running check on who's doing what. Nothing much, just so I have someone besides me keeping count and making sure we don't have toes being stepped on. (Because as fun as role conflicts can be for RP, OOCly they suck.)
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When you think you have a character done, here is what you do:
PM me. I will give you an email address.
Mail everything to that address.
What I'll require:
A background. It's a text medium, so I really look at these. Use the 20 questions as a starting point, but feel free to expand on them.
A character sheet. Use any of the automated character generators you wish. Keep in mind the required skill(s) I posted upthread, most importantly the requirements for swimming (preferably unchipped, for...reasons that should be obvious...) and Nautical Mechanics. NM you may have learned any -number- of ways, especially if you're just getting it at 1.
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Chances are, we'll go back and forth on the background, the character sheet, and everything for a bit. You might try to slip stuff past me, I might catch it, I might notice an incongruity in the background or the char sheet...whatever. I try not to be a hardass, but I do look for holes. Eventually, however, I imagine I'll approve it. Once it's approved, it's locked-in and unchangeable except in-play.
At that point, two things happen:
I save a copy of background and character sheet on my laptop for reference.
You,
optionally, may post the approved background and character sheet on the forum, for the
OOC knowledge of your fellow players.
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Once everybody has locked-in their characters, I'll kick off play.
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Group stuff:
Milk ducks made the great point that in any story like this, the ship is oftenasmuch a character as the, er, characters.
Hence, once I sit down with Knight Saber and hash out ship stuff, I'm going to set out a competition for karma. Actually, I'm going to set out the competition now, but it'll start once Knight or I post that we've figured out and agreed on some stuff, like what kind of ship you'll be using (which will determine a few of the things below, I imagine). Try to make this a consensus thing.
Reward: 2 karma (per active non-GM contributor)
Tasks: Come up with a "ship packet" for GM and player use.
What the packet should include:
Name of the ship (I'll determine the applicable prefix when me and knight determine what kind of ship it is)
Flag of Registry
Ship dimensions and basic data (floorplan recommended)
Ship background (is it new? old? Well-maintained? Used and rusty?)
In a very real sense, take the ship and, as it were, bring it alive. Introduce her as a character.
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Also: You guys will have the ability to get stuff through your Johnson to be held in common by the group - the J will also arrange for the requisition of the ship (possibly at a discount) and any necessary/desired modifications. All of this will be noted by me and...either Knight or CollateralDynamo in a log - the cost of the ship (plus mods) and any other equipment you request (no Avail limit on common-held equipment; standard rules apply for personsl stuff) for common use will all, in total, make up the no-interest loan that you'll be working off.
Milk, I'm not sure any character should "come with the ship". Just a personal opinion.
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I'm going to introduce some House Rules here in regards to watchstanding and training time.
On-the-job training will -decrease the time- needed to learn said skill. Every hour on watch will subtract a half-hour from the time needed to learn skills (taking a week as 7 8-hour days, as I think the SR4 rules do for extended tests generally). This may not seem like much, but recall that a watch is up to 8 hours: That's half a day off your time before you make a single roll for a full 8-hour watch.