The Gamemakers (
gamemakers) wrote in
thegamesooc2014-09-10 02:50 pm
D13 is nigh
District 13 info.
This is a final draft, but we wanted to put it up for you guys before we called it set and done.
Please drop any feedback on this post (not that one) and things will get movig here soonish.
This is a final draft, but we wanted to put it up for you guys before we called it set and done.
Please drop any feedback on this post (not that one) and things will get movig here soonish.

no subject
They all get combat automatically with the options of additional specialty in it so that works for giving them all combat skills along with whatever players choose and while I don't really think I'd need it for my characters, there are a lot of characters in the game that have more than one facet they're talented in.
For instance, some characters might be good for both electronics AND strategy or medical training AND electronics or strategy AND propaganda and it would open up doors to let them have a little more interaction if they had more than one.
A hard limit makes sense in general and I don't think more than two specialties would make sense since they wouldn't have enough time in a week, but since the point is to foster interaction and provide a backdrop for it, I was thinking to suggest two since that could be more flexible for some people oocly, and ICly, most characters could probably manage two major specialty classes realistically and most usually have one or two major specialties to start with.
So would the mods be willing to consider letting players at least have the option of two? I think most would pick just one anyway, especially since they get survival skills and combat skills by default, but having the option of two might open up some options of interaction for some players.
no subject
The one issue withving more than one, however, is this is (tentatively) leading to them having a job in that area (which they couldn't do two of) when war happens.
For example, Prim in canon was learning medicine to be useful to 13 as a medic, not for enrichment or anything along those lines.
So even if say, mr. Stark was great at eletronics and strategy, they'd choose one or the other for him (while possibly consulting him occasional for the other)
So I will see what i can work out to try to line up both ideas.
no subject
For instance, someone can work on making propaganda while in D13 while also studying for becoming a medic in actual battle. They'd have to commit to one in the actual fight so they're not taking on too many roles of importance (so everyone gets one) but it gives them more CR fodder if they can still do the other while studying. And someone can be consulted for long-term strategy with the eggheads thinking strategy up for the long haul, but also study combat and ultimately decide on being at the front as a combatant instead of running strategy actually during the fighting.
It wouldn't make IC sense to limit them if they had the aptitude and would allow for some ooc flexibility in what people can play, even if they still have to commit to one role during the fight. It'd make sense to have them pick one of the jobs when the fight comes around but while they're in D13 some of the options aren't mutually exclusive, like they could study both, do one while there, and go with the other one while actually fighting during the worst of it.
Not all of them could work together but some like electronics, propaganda, and strategy could be something they could work on while cooped up, while committing to another in the field.
I just worry that sticking with only one, plus a rigid structured day with less freedom for the same kind of crack stuff at the Capitol, where it's one specialty, combat, and survival skills day in day out might get boring. Having just a little bit of flexibility could, say, let a science character not have to do endless threads of technobabble and combat/survival training. They could also do some threads making propaganda and then stick to only the techie stuff during the actual fighting.
You guys have said we're going to have some time in D13 playing with rebellion stuff so that could make sure it doesn't get stale, especially since despite the Capitol's oppressiveness there are a lot of locations, parties, rebellious activities, etc.
So we're going to go from arenas with lots of wild stuff and different themes and Capitol stuff where there are weird parties and crack events and politics and and things in the city like museums to go to, to a place where they have rigid schedules, very little freedom to move around, no culture to take in, and only one choice in a specialty activity. Even though the rebellion part of the game isn't going to be as long as the parts we have so far, I do worry that that could get stale in the day to day, even with plots with the rebels ramping up.
So letting people have a little more freedom within D13 to have two specialized things to dork around with (while still making it clear it adheres to the general very strict order the D13ers want and that they must be Useful) but just making it so people understand they have to commit to one while actually in combat might make sure people don't start having to dig for interesting thread starters on the downtime between the ramp up on rebel plots.
That's my thinking.
Anyway, that's all I had to say! All the rest does look good and like it'll be a lot of fun.