Xenon wrote...
I don't think any sort of prerequisite would be necessary aside from a well-built and accepted character sheet (which should be the troll defense anyhow because fake characters are obvious). I would like such a section to attract new people, not deter them away. Even if most of my posts are TL;DR, if new people want to play and learn, I would love them to. I'll be making an RP forum poll post in Random soon, just had a lot on my plate with holidays/winter classes beginning/and the writing contest with reading all the entries.
By the by, that is a great guide that Noel edited and brought up. It would make a good use to be stickied if any kind of RP section is to come about.
Last time I suggested trying a more free-form, rules light system for this, which goes against making very detailed character sheet. However, I think I've found the perfect system:
FATE 3.0
It's an open system, with a tool-box approach, so you tweak it to your needs. It that was adapted to several settings, like "Sprit of the Century" which is a pulp-fiction action game, "Star Blazers" which is epic space opera and "Diaspora" which is hard sci-fi.
In FATE you roll 4 six sided dice, with 2 side marked +, 2 sides - and 2 sides bland. You add up the results which range from -4 to +4 but are heavily weighted to +1/-1. This means that a bonus of +1 can have major effects, while +2 will assure a certain outcome most of the time.
However FATE breaks from every other role-playing game by doing away with mandatory traits such as Strength and Intelligence. It instead assumes that every character is "average" in all regards, unless stated otherwise. Exceptional abilities (the "otherwise") are defined through the Aspect system.
1) Anything in the game (character, location, scene, object, whatever)can have an Aspect that describes some key characteristic of the thing.
2) A character (whether it's a PC or an NPC) can pay a fate point to use something's Aspect to the character's benefit ("invoking"). This basically allows you to re-roll the dice or take a +2 bonus.
3) If the character took some action to either discover the existence of the Aspect ("assessing") or to bring the Aspect into existence ("declaring"), then that character can invoke that Aspect (once?) without paying for it ("tagging").
4) The GM (with the characters' participation) can introduce a complication (or a skill failure) related to an Aspect by giving the affected character a fate point ("compelling"). The affected character can instead spend a fate point to ignore the compel.
On its own, this is already gives FATE adventures a structure, since instead a bunch of crunchy numbers characters are a bundle of concepts, archetypes, tropes that serve as both plot hooks, story complications and their eventual right to overcome obstacles.
This closely mimics what we expect in a good story: interesting characters, a twisting plot and the eventual triumph (or fall) of the heroes because their character traits or how they overcome them.