Rules

How to play "Stars without End"

"Stars without End" is a story game that balances conflict-based story scenes with action-based role playing game scenes. Players develop realistic characters living in a distant, interstellar future. Each character is pursuing personal goals that are intricately tied to the other player characters, as well as non-player characters and the overall story and setting as a whole.

While character design is an indepth process, some of the it relies on working with the other players to define specific roles, as well as map out what desires and conflicts exist between each character. When the process is completed, each player character should be tie to at least two others by emotional/dramatic drivers, which we'll get to later.

In order to play, you'll need to submit a character. At this point, the only information you'll need will be a character name an a rough concept of what kind of character you want to play. This is called the elevator pitch, which is a one or two sentence pitch that succinctly conveys your initial concept.

Don't worry about locking yourself into a specific character at this point; any details you come up with at this stage can be changed later. The important thing is for me to be able to get a sample of your writing style and o make sure you understand the kid of story game this will be.

Below I've included the introductory text from my character creation document, which outlines the elevator pitch and provides an example.

If you have any questions, you can message me @ Casualdice, or e-mail me at casualdiceguy@gmail.com.

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Characters are built in two phases: Procedural and Dramatic.

The Procedural phase defines their skills, talents, abilities, appearance, and career.

The Dramatic phase determines their emotions, drives and motivations, desires/aspirations/goals, and feelings towards others.

Both phases rely on a descriptive process; you define aspects about your character through a series of story segments. Numbers and dice are then assigned to a core set of abilities and skills, relationships with other characters are established, and the character is ready to play.

(Note: Throughout this text, you'll find examples of the character creation process. The examples feature a fictional group of players developing characters that are in fact the main cast of Star Trek: Deep Space Nine. This is not intended to infringe on any copyright, nor does the IF engine have anything to do with Star Trek; it is simply a good example of how different characters are made and the interesting connections that formulate as a result of this creation process.)

Character Premise and the Elevator Pitch:

Every character begins as a rough concept: a player envisions a specific role or a type of character they want to portray. Before character development can proceed, a player has to be able to sum up what their character concept is.

Example: Amy wants to be an important figure on the space station...close to the action. She also wants to play someone that is out of their element a bit; a fish out of water type. The GM asks for her elevator pitch, which is like a mission statement to describe the character: a one or two sentence blurb that defines who this person is in a catchy and interesting way; something that gets the point across without being overbearing.

Amy thinks for a minute, then responds, "My character is Benjamin Sisko, a Starfleet officer and the station's newly appointed Commander. He's here to keep the peace, despite his own resentful feelings for being stuck all the way at the edge of the Federation."