A great idea that never got past the planning phase.

The Venerable Jai

Rumored to be alive...
I remember the days before Ayenee had fully come into it's own, back when a lot of RP was done in the Teen section. One the biggest problems was determining how to settle character conflict, because let's face it, most people don't liked to lose.

The idea of staged fights was proposed, with predetermined winners and losers. It was a good system, but it just felt a little lopsided in certain situations. I noticed that about that time, "clique" role-play was starting to become more common. Players would group together and exclude others.

The longer I played, the more I understood the necessity of exclusion. You get a large number of mutli-para role-players together, and...well, you've probably seen what happened in chat. It was really boring for that half-an-hour before your turn came.

I resolved to make a fair system, and I came up with this idea of determining things based on a three trait system, which I amusingly named C.H.I.

In the system, in a given storyline, you were alloted seven points to divide between the three traits; Charge, Hype, and Integrity. At the end of the storyline, the players would all vote on an MVP. The winner and the runner-up would be alloted an additional point for their traits in the next storyline for the characters that participated in the first storyline (sort of a leveling up system). Also, any character that survives two storylines (not necessarily consecutive) would be given an extra point for their traits. Before 'each new storyline, the players involved would be given a chance to reallocate their points.

Your Charge was your character's ability to overcome challenges. For instance, when two characters met in combat, the character with the higher Charge rating would win, unless the the player agreed to allow the character with the lesser rating to win.

Hype was your character's significance to the story. A character with a higher Hype rating would be more important to the direction of the story. Character's with lesser Hype ratings, while not excluded from participating, would not be allowed to enact events that would alter the course of the story from the direction of the higher Hype characters (unless, of course, they agreed to it).

Your Integrity was your character's survivability. Unlike the other two traits, Integrity was multi-trait reliant. In order to be killed, the character attempting to kill you had to have a higher Charge rating than your Integrity rating (unless otherwise agreed upon between both players). This also necessitated the character having a higher Charge rating than the Charge rating over the character they wanted to kill.

It wasn't a perfect system, by any means. But it did have potential, as it applied numerical statistics that allowed judgements to be made regarding character conflict without favoritism factoring in. I had other ideas for the system, but I won't bore you with the details.
 
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