Post by Darth Xaos on Apr 13, 2017 2:12:26 GMT
To all things there comes an ending; to all things there comes a beginning.
As many of you have noticed though the shoutbox chatter, the LD and a group of contributors have been working on a set up for a possible new Star Wars RP site. Now that it seems we have a lot of momentum going and a decent amount of advance work done it is being announced officially. The new site will be a reboot of storyline, organization and play mechanics. I will address each of these in order.
Our new story will be set in the NuCanon, however, elements of Legends can be freely integrated into the fanon provided this does not create a continuity contradiction. The metaplot will begin in 19 BBY as the Clone Wars comes to an end. Darth Xaos, secret Sith Apprentice to Count Dooku, seeks to unite fractured remnants of the Confederacy of Independent systems and flee the rolling advance of the new Galactic Empire to the Unknown Regions. From there he plans to build a network of subversion within Imperial space in the hopes of someday overthrowing Palpatine's reign. The opening story lines will include the recruitment of the starting player characters and NPCs that will play important recurring roles to this cause along with the re-formation of the CIS holdouts as the underground Separatist Union. The metaplot will feature bigger leaps of time than did NSB's and will eventually lead into a version of the Galactic Civil War as a three part conflict between the Galactic Empire, the Separatist Union and the Rebel Alliance.
In terms of organization, the LD has done a post-mortem on NSB and believe we have identified the causes of its death. A new system in which training is not central, a new fanon not so old and dense that it turn off new members and more player independence being available will hopefully mitigate the heavy burden that running NSB was. A number of the people who can see the threads where this is all being developed will also be picking up a good deal of the work the LD used to do, which should alleviate the burnout that ultimately sealed NSB's fate. We're also working on new ways to run Site-Wide Missions to prevent the many problems that would pop up with them.
Where I have the most to announce is the new RP system we're working on. When I first developed NSB's system it was based on what I saw as the best available tabletop RP systems but that was ten years ago and there's been a lot of innovations in tabletop RPGs since then, many of which have focused on streamlining to increase accessibility without sacrificing depth. And while NSB's RP system was reformed several times it never really abandoned its original conception's basic structure. This new version seeks to capture the simplified yet still deep character systems evident in the current generation tabletop RPGS. First big difference, there will be no levels or Ranks. Everything will be purchased with character points that are rewarded for Missions, Galaxy events, etc. Different Combat Proficiencies, Skills, Perks, Assets and Force Powers will be purchased at varying rates of character points dependent on their power. Numbered Core Stats are gone, replaced with a number of adjective-based Attributes chosen at character creation, each of which enhances different abilities.
Perhaps the biggest change is that non-Force sensitive player characters will be available and on par rules-wise with Force sensitive PCs. Each player can have two characters, one of which may be Force Sensitive if so desired. Instead of just being a Path, character types now consist of five Classes, each with three Paths. Force sensitive characters may be any Class and are not limited to the two Force-focused Classes. There will be Sith Classes and Paths also but, apart from four player characters (who have already been decided) at the metaplot's start, no character will begin play as a Sith. Indeed, the Sith characters will be hiding their true allegiance from all other characters; being chosen for training as a Sith will constitute one or several storylines to itself. The poll above is meant to gauge people's interest in the various Classes and Paths. Because players will be able to have two characters I've set the poll to give two votes to each voter. By selecting two of the above options you'll help us map out ideas for the early Missions on the new site. Feel free to use this thread for discussion and questions as well. Here are short descriptions of the Classes and their Paths:
Force Adepts are members of Force organizations outside the umbrella of Jedi and Sith. Force Witches are most iconic on Dathomir but can be found on multiple worlds in the Galaxy; their powers will be more based on their entry in Book of Sith than on the Elemental Magic we previously used here. Knights of Zakuul are the elite warrior-judges of the Eternal Empire, most are content amid the age-long prosperity of their deeply isolated society but PC Zakuul Knights are part of a faction that want to expand the EE's influence into wider space. The Zeison Sha are a ruggedly independent Force Order of survivalists known for their special armor, telekinetic powers and discblades.
Jedi are those who have been formally trained in the Jedi Arts. As in NSB these might be ex-Jedi or individuals who were given Jedi training outside the Order's authority. However, it is also possible to play an Order 66 survivor who has allied with the Separatists in order to survive but still considers themselves a true Jedi, unaware that they have allied with the Sith. They're divided as usual into Consulars, Guardians and Sentinels.
Scoundrels are members of the Galaxy's vast criminal underworld. They are divided into Bounty Hunters, Gangsters and Pirates, which are more or less what their respective names suggests.
Soldiers are dedicated fighters in the many conflicts that wrack the Galaxy. Aces are masters of starfighter combat, Troopers are warriors who prefer to fight toe-to-toe in ground assaults and Scouts are masters of guerrilla warfare.
Specialists are a diverse group, each with singular and indispensable capabilities. Agents are masters of intrigue and espionage. Nobles are the elites of their respective societies who use their socio-political power to achieve their ends. And Tech Experts are masters of technology, able to create masterworks that can provide an edge in many different fields.
I'll also list the Sith Classes and Paths here for those curious or looking to plan for a character's eventual ascension to the Sith:
Sith Lord: Torchbearers for the Sith traditions of conquest, rule and domination, the Lords draw followers into serving the Sith. Sith Architects specialize in corrupting, subverting, neutralizing or controlling from within, their servants are everywhere and they embody Count Dooku's bold claim that, "The Sith control everything; you just don't know it." Sith Inquisitors harken back to the ancient Sith Empire's ruling class, casting themselves in the audacious image of those Force tyrants. Sith Warlords are commanders, generals, admirals and marshals of the Sith armies; recruiting, overseeing and leading those who would kill for their secret Sith rulers.
Sith Sorcerer: Dedicating themselves solely to the forbidden and arcane arts of the Dark Side, Sorcerers employ potent techniques in the Force that many would consider unnatural. Sith Alchemists forge mysterious items of immense power and twist living creatures into monsters to do their bidding. Krath Death Magicians are the last scions of an ancient Sith cult that once ruled a system in the Deep Core; their magic is diverse and devious, ranging from control over machinery to summoning firestorms to manipulating the emotions of others and beyond. Sith Necromancers practice the darkest magics of all, raising the dead to do their bidding and manipulating the vital energies of living beings.
Sith Warriors: Killers of terrifying capability, the Sith Warriors embody the martial fury of the Dark Side. Sith Assassins kill silently, clouding minds and striking with lethal efficiency. Sith Marauders are among the Galaxy's greatest warriors, possessing combat ability that can surpass almost any foe. Sith Templars are a strange fusion of might and magic, enhancing their assaults with sorcery and defending the Lords and Sorcerers in battle.
As many of you have noticed though the shoutbox chatter, the LD and a group of contributors have been working on a set up for a possible new Star Wars RP site. Now that it seems we have a lot of momentum going and a decent amount of advance work done it is being announced officially. The new site will be a reboot of storyline, organization and play mechanics. I will address each of these in order.
Our new story will be set in the NuCanon, however, elements of Legends can be freely integrated into the fanon provided this does not create a continuity contradiction. The metaplot will begin in 19 BBY as the Clone Wars comes to an end. Darth Xaos, secret Sith Apprentice to Count Dooku, seeks to unite fractured remnants of the Confederacy of Independent systems and flee the rolling advance of the new Galactic Empire to the Unknown Regions. From there he plans to build a network of subversion within Imperial space in the hopes of someday overthrowing Palpatine's reign. The opening story lines will include the recruitment of the starting player characters and NPCs that will play important recurring roles to this cause along with the re-formation of the CIS holdouts as the underground Separatist Union. The metaplot will feature bigger leaps of time than did NSB's and will eventually lead into a version of the Galactic Civil War as a three part conflict between the Galactic Empire, the Separatist Union and the Rebel Alliance.
In terms of organization, the LD has done a post-mortem on NSB and believe we have identified the causes of its death. A new system in which training is not central, a new fanon not so old and dense that it turn off new members and more player independence being available will hopefully mitigate the heavy burden that running NSB was. A number of the people who can see the threads where this is all being developed will also be picking up a good deal of the work the LD used to do, which should alleviate the burnout that ultimately sealed NSB's fate. We're also working on new ways to run Site-Wide Missions to prevent the many problems that would pop up with them.
Where I have the most to announce is the new RP system we're working on. When I first developed NSB's system it was based on what I saw as the best available tabletop RP systems but that was ten years ago and there's been a lot of innovations in tabletop RPGs since then, many of which have focused on streamlining to increase accessibility without sacrificing depth. And while NSB's RP system was reformed several times it never really abandoned its original conception's basic structure. This new version seeks to capture the simplified yet still deep character systems evident in the current generation tabletop RPGS. First big difference, there will be no levels or Ranks. Everything will be purchased with character points that are rewarded for Missions, Galaxy events, etc. Different Combat Proficiencies, Skills, Perks, Assets and Force Powers will be purchased at varying rates of character points dependent on their power. Numbered Core Stats are gone, replaced with a number of adjective-based Attributes chosen at character creation, each of which enhances different abilities.
Perhaps the biggest change is that non-Force sensitive player characters will be available and on par rules-wise with Force sensitive PCs. Each player can have two characters, one of which may be Force Sensitive if so desired. Instead of just being a Path, character types now consist of five Classes, each with three Paths. Force sensitive characters may be any Class and are not limited to the two Force-focused Classes. There will be Sith Classes and Paths also but, apart from four player characters (who have already been decided) at the metaplot's start, no character will begin play as a Sith. Indeed, the Sith characters will be hiding their true allegiance from all other characters; being chosen for training as a Sith will constitute one or several storylines to itself. The poll above is meant to gauge people's interest in the various Classes and Paths. Because players will be able to have two characters I've set the poll to give two votes to each voter. By selecting two of the above options you'll help us map out ideas for the early Missions on the new site. Feel free to use this thread for discussion and questions as well. Here are short descriptions of the Classes and their Paths:
Force Adepts are members of Force organizations outside the umbrella of Jedi and Sith. Force Witches are most iconic on Dathomir but can be found on multiple worlds in the Galaxy; their powers will be more based on their entry in Book of Sith than on the Elemental Magic we previously used here. Knights of Zakuul are the elite warrior-judges of the Eternal Empire, most are content amid the age-long prosperity of their deeply isolated society but PC Zakuul Knights are part of a faction that want to expand the EE's influence into wider space. The Zeison Sha are a ruggedly independent Force Order of survivalists known for their special armor, telekinetic powers and discblades.
Jedi are those who have been formally trained in the Jedi Arts. As in NSB these might be ex-Jedi or individuals who were given Jedi training outside the Order's authority. However, it is also possible to play an Order 66 survivor who has allied with the Separatists in order to survive but still considers themselves a true Jedi, unaware that they have allied with the Sith. They're divided as usual into Consulars, Guardians and Sentinels.
Scoundrels are members of the Galaxy's vast criminal underworld. They are divided into Bounty Hunters, Gangsters and Pirates, which are more or less what their respective names suggests.
Soldiers are dedicated fighters in the many conflicts that wrack the Galaxy. Aces are masters of starfighter combat, Troopers are warriors who prefer to fight toe-to-toe in ground assaults and Scouts are masters of guerrilla warfare.
Specialists are a diverse group, each with singular and indispensable capabilities. Agents are masters of intrigue and espionage. Nobles are the elites of their respective societies who use their socio-political power to achieve their ends. And Tech Experts are masters of technology, able to create masterworks that can provide an edge in many different fields.
I'll also list the Sith Classes and Paths here for those curious or looking to plan for a character's eventual ascension to the Sith:
Sith Lord: Torchbearers for the Sith traditions of conquest, rule and domination, the Lords draw followers into serving the Sith. Sith Architects specialize in corrupting, subverting, neutralizing or controlling from within, their servants are everywhere and they embody Count Dooku's bold claim that, "The Sith control everything; you just don't know it." Sith Inquisitors harken back to the ancient Sith Empire's ruling class, casting themselves in the audacious image of those Force tyrants. Sith Warlords are commanders, generals, admirals and marshals of the Sith armies; recruiting, overseeing and leading those who would kill for their secret Sith rulers.
Sith Sorcerer: Dedicating themselves solely to the forbidden and arcane arts of the Dark Side, Sorcerers employ potent techniques in the Force that many would consider unnatural. Sith Alchemists forge mysterious items of immense power and twist living creatures into monsters to do their bidding. Krath Death Magicians are the last scions of an ancient Sith cult that once ruled a system in the Deep Core; their magic is diverse and devious, ranging from control over machinery to summoning firestorms to manipulating the emotions of others and beyond. Sith Necromancers practice the darkest magics of all, raising the dead to do their bidding and manipulating the vital energies of living beings.
Sith Warriors: Killers of terrifying capability, the Sith Warriors embody the martial fury of the Dark Side. Sith Assassins kill silently, clouding minds and striking with lethal efficiency. Sith Marauders are among the Galaxy's greatest warriors, possessing combat ability that can surpass almost any foe. Sith Templars are a strange fusion of might and magic, enhancing their assaults with sorcery and defending the Lords and Sorcerers in battle.