Reposting on a fresh page.
Hey! I've been brainstorming. I want to continue this game, starting sometime in the next few weeks or month.
This is an interest check. New players will want to check out the OP on page 1.
The story would time skip (slightly) the current party has decided to fight for Man-Hunter, in return for client info that could lead them to who ever is trying to kill them! You'll be embarking on the first mission as a Man-Hunter operative.
I'm hoping for most/some of the original cast, but I'd be willing to/I want to sub in some new characters.
I'm currently figuring out new mechanics. A major theme in this game is grit, I want to put players through rough fights that force them to fight creatively and willfully despite having their stuff blown up, losing limbs (that they can regenerate later through Restoration Mode) and the many other terrible, gruesome things that can happen.
And in my opinion the story is going to be kick ass.
The main two elements I'm trying to weave in are economy (not a monetary one) and dependable (perhaps dependable is too strong of a word...) strengths. These 'dependable strengths' will hopefully eliminate the completely random nature of the previous rounds which kind of crush strategy and creative combat.
I'm not trying to 'fix' the game, because honestly the game ran really well before. I just simply noticed that the mechanics did not augment the gameplay a whole bunch. But thanks to players and spunky GM writing the game has had a lot of energy and interesting turns. And funny ones too.
An economy system will hopefully make the combat and out of combat choices more intentional. Ammo and food will be the major two components of this economy, this way combat will be (even though IMO for the past rounds it was) more complex than "Shoot them." and out of combat a little bit more involved (and subsequently interesting) than "get all my stuff back." It's going to be harder to maintain a inventory of the stuff you like. (Hopefully you don't all find the word economy too vexing in this context.)
Right now potential joiners can post chars, previous players can post comments about the earlier game/my new ideas (I am interested in reading them) and you can ask me questions. Character creation is detailed in the original post (edit: new players can pick loadouts without restriction). Just one reasonably sized item. You'll be geared up by Man-Hunter the infamous mercenary-assassin corporation.
Cheers!
Well I'm still in. could you elaborate what you mean by the strengths?
I'm not sure what form I want it to take mechanically but I want players to have some reliability in a few actions. Something they can depend on. You guys really haven't gotten to fight something as strong as you, but when you do, I don't want your strategy to fall apart when you realize that the dice could go either way.
That being said I'm not going to remove the possibility of you getting entirely boned when doing something you are familiar with.
I don't now if players will pick it or train it. I'll need to test things on my own first.