Hi all.
So, I am doing something that I hate when other people do: I'm making a first post without being a long-time lurker. Sure, I've had an account for a month or so, and knew about and even browsed 1km1kt before getting the account, but I've not actually poked around enough or stuck around enough at all, so am unaware of the cultural customs and mores of 1km1kt. I apologize. My only excuse is that I mostly use /r/RPG on reddit for my online RPG fix, and just now came up with the sort of question that I think would work better here than there. I'm hoping that posting it will get me coming back to this site often enough to become a regular, because you guys seem pretty awesome and I need that first push.
So, enough about my shortcomings; on to the real question.
I'm starting an RPG soon. It'll be my first time GMing, and I've only been RPing for about a year now. I've played a year-long campaign in a homebrew DnD 4e setting, a short-lived homebrew alt history Unisystem campaign, and Spirit of the Century. The game I'm running will be a homebrew space opera game (mostly because I couldn't find any space opera RPGs to my liking: Sufficiently Advanced came closest), with pared-down Unisystem rules being the framework. I like Unisystem a lot because of the way that it simulates a game world and characters, while leaving the storytelling bits less mechanical. However, there are two issues with this choice: 1) I really love SotC's character generation scheme, and since chargen in Unisystem usually takes a whole session's worth of time anyway, it makes me miss it even more. 2) Unisystem, especially when the characters start as Inspired or Survivors, offers little room for character development by stats. After only a few sessions, soon the character is always succeeding on his/her most common rolls.
Over the past week I've developed a decent SotC-style chargen session for my Unisystem game. In doing so, I realized that with a little more work, I could also patch on something that might fix the second problem, a sort of mixture of FATE's aspects and Unisystem's Drama Points. I'll shortly describe the chargen, then this new addition, because while my questions are all about the second bit, it all makes more sense with the first.
I'll assume everyone knows how chargen in SotC works, even if not from experience, because this seems like the kind of place where I can assume that. I've broken it into five stages for my needs. The first stage is to pick a profession -- similar to picking a character archetype in SotC. I'm going to give my players a list of some, and help them come up with their own if they want to, then tell each of them to pick one adjective that describes their character. The adjective + profession (Lonely Pilot, Pacifist Security Officer, Risk-seeking Anthropologist, etc.) will be something the players should refer back to throughout the session to help them make a consistent character.
Next, the early life history. They'll come up with a short character history before they went into space. What planet did the grow up on, what was their early life like, what kind of family did they come from, what sort of technologies were important, etc.? They will also buy attributes at this stage.
Thirdly, the space round. The players come up with the circumstances for their being in space, the reasons they wanted to become explorers (they are in the official human exploration corps at the beginning of the game), and describe their adult life some. After this, they buy their qualities and drawbacks.
Then there is the most fun round, the story. I'm going to ask the players to come up with the story that their character tells whenever (s)he's drunk, in a storytelling mood, asked about him/herself, etc.. The story that defines them, in their own eyes. And, in the player's eyes, defines the character and how they want to play it. I might even end up role-playing the story with the player as they come up with it, to help them with the world and because there are several new RPers. After this, they will buy at least some of their skills based on what they do in the story.
When this is done, it's time for the final round. Players pass along their stories in a circle, so that they each get someone else's, and then write themselves into the story as a supporting character, with the main questions being how they helped the main character succeed in his/her goal and what their relationship is. After this, they will have to buy some more skills based on what they did in this story. They will also have two pre-defined relationships with existing characters, one where they are impressive, and one where they are impressed by someone else, and will be able to vouch for both those characters (which is important in the setting). Otherwise, it won't have any specific mechanical component to this round.
Or, wouldn't have been if I hadn't decided I wanted to add something unstable on top of what I think is currently a pretty good hack. Pretty much, what I'm thinking of doing is to also have the characters pick "aspects" at each round but the first. They would look just as FATE's aspects look: a descriptive word or phrase of some sort that is associated with the character. My plan for solving issue (2) with Unisystem is to give out new aspects rather than offering typical Unisystem development points (and I will let a qualities, drawbacks, and skills change based on roll-play, not any mechanical system, which is what I was planning on anyway). But what do they do?
When the player gets an aspect, they must choose one of the following four things to use it for:
1) Once a session, get +2 to a roll for that aspect. They must be doing something that falls in line with the aspect, and the aspect must have both positive and negative connotations (so that as GM I can throw a monkey wrench their way).
2) Get an extra quality point, with the caveat that they must spend that point on something that relates to the aspect.
3) Get an extra +1 (rather than +2) skill specialization.
4) Acquire an important item of some sort, or have an important item upgraded in some way (to be decided by me and player based on aspect, what the player wants, and what I think it appropriate).
So, that's it. I think it's sound. I don't think it will destabilize Unisystem too much. In fact, I think it will allow my players to grow their character both mechanically and literarily in the ways that they want to: whether that is through gaining more and better skills, by getting more cool toys, by adding more complexity to the character, or by allowing the character to get lucky more often.
I'm curious, though, if there are any huge things that I'm missing, since I will have to do this quite soon. Comments on either the aspect or chargen system are welcome, for I'm pretty new at this and I assume that I'm not doing things optimally. Opinions would be appreciated on how frequently I should doll out aspects, how I should, how many the characters should start with (my idea is probably four), what else aspects might be used for, whether they are currently unstable because one option is so much better than the others, or whatever, really. If anyone actually slogs through this whole thing, understands it, and has advice to offer, I'll be pleasantly surprised and totally stoked. If not, no worries, and I look forward to interacting with people more frequently and lurking moar.
Thanks!