First off are the silly things of character generation:
-To simulate NetHack's random character generator, I will roll 4d6 for each stat (the lowest die roll is dropped), and assign them in a way similar to the character generator. (i.e. Wizards have emphasis on Intelligence, Barbarians have focus on strength, Rogues have focus on dexterity, etc.)
-All players start off with the standard equipment for their class, which is akin to that of NetHack. Same deal for a little itty bitty companion.
-Magic is using the Spell Points variant, because the original NetHack used that. EXCEPT for the fact that magic recharges on a
minute-ly basis rather than hourly. Sorcerers are not applicable character classes. Spellcasting rules will also be ported similarly from NetHack, for kicks and likely decreasing magicky overpoweredness.
-The character classes available, including the NetHack class they represent/replace (unless the names are shared) are: Barbarian, Druid (Healer), Fighter (Knight), Monk, Cleric (Priest), Ranger, Rogue, Expert (Tourist), Samurai [Either], Paladin (Valkyrie), Wizard.
-The races available are, as in NetHack, Human, Elf, Dwarf, Gnome, and Orc. Unlike NetHack, you may have a character of any race be any class. Paladins do not have to be female like NetHack Valkyries.
Rules for character playing are as so:
A post expressing interest from any player will be considered an in post, and they will be added to the roster. The roster moves in a cycle; when one character dies (or ascends), the player goes to the bottom of the list and the person who had been in second place until then goes next. The process repeats as such.
Characters must be played until death or ascension; if one person wishes to quit, their character's (technically not existent until this point) Sanity score drops to 0 and they commit suicide. If the player does not post within a week of the GM's previous update, they will be autokilled to keep the game unclogged.
And yes, the dungeon will be randomly generated. Also yes, the high rate of character death will be kept by either having the generator keep the monsters as for a whole party, by setting the dungeon level as higher than the player character, or by randomly stocking it with level-appropriate adapted NetHack monsters, whichever works best. The first few plays will likely either be test runs or ridiculously hard/overly easy (in which case I will intentionally bullshit death you to make sure the first person to ascend actually earns their immortality.) You may run into previous characters' graves, in homage to Bones levels. Characters who died an entire previous roster cycle ago have their graves crumble away and their Bones level disappears forever.
Now, the players in my regular campaigns are likely groaning in some manner at another thing for me to update, but I have a few things in my favor:
-This is one person at a time, so I don't have to worry about updating for a large party.
-The only NPCs are shopkeepers.
-There is no overworld, only dungeon crawl.
-If our lone player and I are on at the same time, we can have an exchange of updates.