Things you can only do with an Open SRD Type System:
Splitting up Booklets so that its modular and can be printed as needed for Convention or Escallating Player skill. Stressing Tutorial 101 - easing the level of complexity and informing in Common Practice assumptions.
I will split them up into the Following:
1) RPG and Setting Intro.
This can be completely ignored for existing users OR customized as a "Spiel". It really should be a .doc or .odt to be customized for conventions and letting people be informed about their options and the kind of game. It should have Informing Assumptions on what kind of Sci-Fi (IMO) for better expectations creation. This is where a community sharing art material and layouting techniques can be most effective. I currently doing research in "brochure" printing options in LibreOffice aka Booklet Printing with my Samsung SCX-3405fw. Note I can only really know how I can do it with my Printer and getting other gamers to tell others how to print Booklets with their Printer is a great thing to Share in a Gaming Community.
2) Character Creation and starting packages.
Includes skill, equipment, and starting packages so there is no need to go into detail about other options; its its own mini-game of 1 player. There are some basic setting assumptions, like for mine, Pantropic Humans. Instead of rolling Homeword its Rolling "People" or what people and culture the character is from and allowing liberated customization that builds detail to the world.
One key aspect is Packages - as a Gamer with a Munchkin background I like being very well prepared as well as fitting in with the worlds Assumptions. Stuff I should have I have, and common sense stuff for my character is there even if I wont know what that is until the need arises.
3) Player Options
Basically for "power users" and really not needed for Conventions. It will contain about x7-10 more options than Character Creation for detail. Talks about "Doctrine - or Setting Assumptions on Main Practice" - also goes into "standards".
Ex. Other than skills, equipment etc... talking about things like Cost of Living, Advancement: Education, Career, Augmentation etc...
4) Wold Mechanics:
This is where it talks about Adventurer Trends in Career options and line of business, along with the rules. Here we talk about speculative trade, economics, "Leads" (as in business leads tables) and Contacts, Rivals, Enemies, and Ally creation Tables. Things for the GM and the GM can ask the Player to roll: "What is the lead you were able to drum up" etc...
Its looks like its for the GM but IMO it Informs the Player on what overall Play Strategies (Business Models), and it helps the GM with creating various nuanced details by letting the player roll on these tables themselves.
5) Character Mechanics
Combat, Hazards, and abilities and limitations of characters. So the player knows what a "Trait" does to keep character sheets bare and simple, how much time it takes to perform a skill, and lighten the rules and mechanics load for the Player.
Nothing really for the GM so far. What I can create is expand on the Front by making a .doc/.odf "fill in the blanks. Sheet with Helpful Random Tables built in. VIOLA GM prep in about an hour per session per week. (Of course I'm going to try to figure out Time and Motion for NPC generation and note taking down the line).
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