Post by Storyteller on Oct 17, 2017 3:02:15 GMT
This is a big galaxy. There are a lot of weird things out there: droids smarter than any meatbag, force-users who can raise starships with their powers, weird aliens with bizarre biologies and exceptional capabilities.
Player Characters are meant to be the outliers in any setting. They are the extraordinary individuals, the exceptions that prove the rule. What this means is that all these unusual and powerful archetypes aren't blocked. They're all fair game.
The more unusual and extreme a character's powers, however, the more that player will be expected to play that character responsibly. Players of very unique characters are expected to act with the best interest of the ongoing plots and RP in mind, rather than simply trying to achieve their character's IC goals by the most direct and blunt means possible. This takes a great deal of maturity.
Furthermore, all characters are assumed to be extraordinary, unless a player specifically chooses not to be. What this means is that different characters can and must shine in their own arenas. Maybe your powerful jedi is a killer in hand-to-hand combat, but they should have a hard time if heavy blaster-fire pins them down away from the enemies. Maybe your alien has extreme regenerative capabilities, but that should be balanced with not being as offensively capable as a player character shock trooper.
Always keep in mind the Rule of Schtick: if a given activity is a character's schtick, they should always excel at that, and generally beat characters who don't share the same schtick. If someone plays a Starfighter Ace, they should beat a jedi in space combat, even if the force gives the jedi an edge over most other pilots. The Ace is just that good.
Conflict between player characters is accepted and even encouraged, but those engaging in it are expected to do so with a mind towards quality narrative and fun for all involved. Your goal shouldn't be to create situations where your character will win, it should be to create the best possible story. Sometimes that means losing. A lot of times that means inconclusive encounters, or conflicts that turn into chases or maneuvering instead of straight-up combat.
Think of every good book and movie out there, including those set in Star Wars. Picture how boring it would be if any one character always did the single most brilliant thing possible to always win. Powerful and unusual characters should make stories awesome, not boring.
Player Characters are meant to be the outliers in any setting. They are the extraordinary individuals, the exceptions that prove the rule. What this means is that all these unusual and powerful archetypes aren't blocked. They're all fair game.
The more unusual and extreme a character's powers, however, the more that player will be expected to play that character responsibly. Players of very unique characters are expected to act with the best interest of the ongoing plots and RP in mind, rather than simply trying to achieve their character's IC goals by the most direct and blunt means possible. This takes a great deal of maturity.
Furthermore, all characters are assumed to be extraordinary, unless a player specifically chooses not to be. What this means is that different characters can and must shine in their own arenas. Maybe your powerful jedi is a killer in hand-to-hand combat, but they should have a hard time if heavy blaster-fire pins them down away from the enemies. Maybe your alien has extreme regenerative capabilities, but that should be balanced with not being as offensively capable as a player character shock trooper.
Always keep in mind the Rule of Schtick: if a given activity is a character's schtick, they should always excel at that, and generally beat characters who don't share the same schtick. If someone plays a Starfighter Ace, they should beat a jedi in space combat, even if the force gives the jedi an edge over most other pilots. The Ace is just that good.
Conflict between player characters is accepted and even encouraged, but those engaging in it are expected to do so with a mind towards quality narrative and fun for all involved. Your goal shouldn't be to create situations where your character will win, it should be to create the best possible story. Sometimes that means losing. A lot of times that means inconclusive encounters, or conflicts that turn into chases or maneuvering instead of straight-up combat.
Think of every good book and movie out there, including those set in Star Wars. Picture how boring it would be if any one character always did the single most brilliant thing possible to always win. Powerful and unusual characters should make stories awesome, not boring.