As Im trying, between work, classrs, and finding a few minutes to eat or even sleep, Im still working over the event timeline of the game. Im curious what ratio of action/combat to roleplay/problem and puzzle solving people prefer. The decisions will eliminate some events, enable others and generally determine the overall environment of the game. With a small player base, I can write events that focus entirely upon us. Thats the beauty of a smaller player base. Its more like the series with everyone having a major role.
Or, I can instead have a NPC command element, for example, an Earth based HQ that calls the shots, we all are more like the team assigned to perform tasks we may not understand, till later as the story unfolds.
If we decide to play a more combat oriented game I would encourage the use of alternate characters as a means to have meaningful deaths. That would be permanent death. But to tell a good action storyline, characters we come to love must die in order to draw the emotional immersion that keeps us coming back. It also means that anyone is a candidate for death. Up to you.
Finally, if all goes as planned, in a month or so ( end of April’ish) I can participate more after classes let out for the summer. I have given myself two weeks to really begin to harden up the many many ideas gloating around in my head, but I want the final schedule of events to be what everyone is excited about.
What I can guarantee, right now, is that this storyline will take several turns nobody is expecting, and Im not overstating that. If this game goes to its conclusion, I think it may just be the greatest work Ive ever written and I cant wait to share it.