Mai Otome: Blue Sky Liberation
A game for five players, run by Ford. Planned for 24 (probably) monthly sessions, session time currently unknown. Expressions of interest to be directed over IRC.
Premise
The players take the roles of fifth or sixth year students at Galleria Academy, located in the Emirate of the Valley of the Wind. As Pearl Otome in their penultimate or final year, they are are considered less as Otome in training and more as potential Meister Otome. Their studies are supplemented with the knowledge that they will soon be entering, or attempting to enter, the world stage.
Expectations
Games run on #lords are charmingly haphazard and run in the typical mode: with no end in sight and things made up on the fly. That's actually an unfair characterisation and not wholly accurate. What I should say is simply that while everyone on #lords runs good, fun interesting games, the style in which they're run is not how I would run a game. And in typical fanfic author fashion I gotta do it my way. I have my own ideas regarding what will and won't work. As a result I will not necessarily be to everyone's taste as a GM. That said I find stories of abusive or difficult GMs to be eyerollingly dumb. I can't promise I'll never be a fascist GM, but I don't intend to be combative. I want to interest and challenge players, but ultimately be facilitative.
There's always scope for discussion and negotiation. If nothing else I will always be willing to listen to any concerns or complaints a player has. Communication is key to good relationships and good gaming. If you are thinking of joining the game it will be worth asking yourself the question 'is there anything I want to know before I commit?' and asking the question.
Player Expectations
- Direction. Blue Sky Liberation is intended and designed from the ground up to only to run for a limited number of sessions. Players can expect that each session will meaningfully advance the story they are a part of, without getting bogged down. The name of my game is pace: I don't like weeks of faffing about and I want players to feel like they have achieved something in each episode.
- Material. Typically players come into a session with only memories to guide them. For this game you can expect a document delivered in advance summarising the previous session, their character's objectives both public and secret, important developments and reminders of the story so far.
- Focus. Blue Sky Liberation is intended to be a game with a definite storyline, and the emphasis is on the players engaging in collaborative storytelling. In a lot of games there's a great deal of emphasis on the gaining and spending of exp, but this system doesn't support this at all. The emphasis here is on the meat of player interaction.
- Fairness. Without meaning to imply that other GMs are unfair, players can expected to be treated equally. I don't engage in favouritism: you will be rewarded equally so long as you participate. Additionally, you will always have the opportunity to participate - if I need to shift the narrative focus from one player to the next, I will.
- Communication. Players can expect to be kept in the loop directly, in addition to the session material.
GM Expectations
- Punctuality. I'm not inflexible and understand that real life comes first. There's always going to be plenty of notice for each session, and if you can't make it or think things might interfere with your ability to game. we can work something out. However, an episode of Blue Sky Liberation requires every player to be present, and if you have made the commitment to play I will expect you to be present and on time.
- Participation. It's not enough to just have a character: if you want to play, I expect you to be involved. This includes at the conceptual stage. Some people more naturally inclined to speak up, and that's fine, but there isn't any place for a player who just loafs around. Rewards and character growth are tied to dramatic moments in the story: there are benefits to being involved in the game beyond not just being dragged around by other players.
- Communication. Please allow me to belabour the point endlessly until it loses all meaning.
System
The game is built on the Romancing Simulated Otome Linear Augmentation Rules (R-SOLAR :v). Though the rules have not been totally completed they are at point where I can elucidate the basics. Note that these notes represent the current build, and will undoubtedly be tweaked as the system is completed.
- Combat doesn't rely on whittling down health. Rather, it relies on building a number of narrative advantages through good stunt use, which is solidified via dice contests.
- Combat is time limited. Each encounter will have a set number of rounds, and the side with the most advantage at the end of this is the winner. Most encounters will be three rounds, with five rounds for more dramatic clashes.
- Character creation is three-fold. The first part is a quiz that asks a number of simple in-character questions to help shape the concept. Pretty much every RPG ever has something like this for the player, but for Blue Sky Liberation it is an essential element of character creation and I simply won't accept characters that don't have one.
- The second part is baseline character attributes. Character have five numerical stats that a player distributes points to. From these five stats you derive other values, like initiative, your fighting ability, your endurance etc. These derive stats take the place of skills - this reflects how Otome all have more or less the same education, but different Otome excel in different areas.
- The third part is GEM creation, where you design the Meister GEM which will provide you with your most spectacular powers. GEM attributes are based on a letter ranking system, with higher ranks providing different bonuses.
- GEM design also include Element design, an 'Element' being a unique, signature weapon possessed by Otome. Elements have a lot of scope for unusual abilities, depending on rank.
- To give a little more flexibility, R-SOLAR has a tag system where players can attach a 'tag' to any statistic or attribute. Tags come in 0, 1, 2 and 3 point forms, and are similar to specialisations in other games. They allow some more customisation and some mechanical bonuses that scale relative to their cost.
There's a pretty big front-end to cover for the lack of ongoing customisation. As has been mentioned, players can develop additional tags, and earn special abilities, through the narrative.
The lack of exp reflects the nature of the GEM design system. GEM's offer incredibly dramatic increases to player abilities, but are close to impossible to balance correctly with traditional RPG style stats, due to proportionality.