RichardBuxton wrote:Hi Shadow, this sounds intriguing enough for me to have created an account, so you have my attention.
Hi Richard! Welcome to the board, and thanks for your interest!
RichardBuxton wrote:Initially my thoughts go to a few things. First off with the monthly events phase do you see that as your chance to insert adventures, while other time throughout the month being devoted to PC's describing an overall direction or goal they are playing to then having a couple of rolls to suit?
The monthly events thing is just bookkeeping for the empire. Ideally, I'd be inserting adventures whenever appropriate. It's not intended to be a "turn-based" game, but a narrative one. Just on a very large scale. PC skill checks (in contrast to empire-level "attribute" checks, such as Economy) would be made whenever they're needed, not just at monthly increments.
Having said that, the calling of some Edicts may involve/trigger adventures, as can obviously happen with some Events. But even an event-triggered adventure, such as raiders, won't necessarily happen right at month's end/start. I'd prefer things not be that predictable.
RichardBuxton wrote:How would you like to balance the time when individuals are spread apart, PBP obviously suits that rather well, but one player's small event may take a couple of RL weeks to resolve while another's is over in a day or 2.
Some activities might even take months to resolve. To answer your question it really all depends on what the thing is that's being handled. Some things do not require a character's full-time attention. Some might, but perhaps not for an extended period of time. Anything that impacts another characters actions (or potential actions) will have to be synchronized. Not doing so leads to retcons, and in my experience retcons should be avoided. Players aren't any more fond of them than GMs are, and IMO it's a sign of bad GMing.
RichardBuxton wrote:Looking through your list of building improvements i'm seeing vast differences in scale (an Inn, the Entertainment District and the Orbital Shipyard). Perhaps deciding on a scale and sticking closer to it for everything would simplify the BP economy. Choosing between "we control systems" (where a single shop is insignificant) and "we control a town/city". Having less of the "shop" scale businesses and treating everything as bigger scales will keep everything closer in scale so the ratios are simplified. Otherwise go the other way and keep everything small scale, but then the story is limited to a single planet and potentially a single region of that planet.
The shipyard isn't an entire yard, it would be better called an "orbital ship construction slip". Your point on the Inn is valid. By "Inn" I was actually thinking of a hotel tower, with a capacity of thousands of patrons, but renaming the item may not address your concern. Control is at a system scale, but the economy is at a city-district scale of granularity. If the smallest scale was an entire system, or even an entire city, then the cost of starships (even 150 MCr ISDs) would be trivial. And the cost of building/replacing starships should not be trivial. I'm open to suggestions and opinions. None of this is set in stone. The game's rules are still under construction (pardon the pun).
RichardBuxton wrote:For a "major" pc i'm drawn to the Quartermaster specialisation, Minister of Industry would fit very well. Focusing on Negotiation with a side helping of Leadership. Knowledge would also be important to this character, their understanding of the Outer Rim and its inhabitants would lead to better understanding of the resources available and whats required to make the most of those resources.
You seem to have a good grasp of how to build a character to be effective at this scale.