So I had some ideas of where to go next in regards to the Quincy Faction and I've pitched the basic idea to a couple of users so I thought I'd pitch it to the rest of the board.
So here is the basic concept of the arc: It would be about 3 acts long, the first act mostly being exposition, the third act being the conclusion. The second act though is where things are different. The plan is to make it mission based essentially and allow the participants in the arc to choose what mission they want to go on. The catch is that the amount of danger that they experience in it is semi-random (meaning that it will be chosen ahead of time what area contains what) to increase both threat and fun factor.
The genesis of this idea came about when thinking about how arcs are traditionally done. Give too much freedom and people don't know what to do, give too little and your essentially just writing a story and there is little consequence.
So here is how it would be run as an example
Participants: Bob (Lt+), Steve (Lt) and Mandy (Lt)
9 Missions
Missions 1, 3, 5 have no threat
Missions 2, 4, 6 have a 3rd Seat Level Threat
Missions 7 and 8 have a Lt. Level Threat
Mission 9 has a Lt+ level threat
Bob chooses mission 1 and investigates the area and finds a clue or talks to a witness or just something non-combat
Steve chooses mission 9 and has to fight a Lt+ tier opponent that he can't win. Steve has the option to run away but fails the mission completely or he can participate, still lose but the mission is still able to be accomplished later
Mandy takes mission 7 and after a tough battle pulls out ahead.
After round one we move on to round 2 where everyone chooses again until all are completed or a "Fail" condition is earned which would probably be enough missions are labeled failures. If a character runs then the mission is considered a failure but they can participate in the next round. If they stay, they will lose but the mission won't fail but they can't participate again.
After that is tallied the threat level increases 1 tier (but capped at Captain Level) with the exception of no threat levels which don't increase at all.
Since this would be the first time running something like this I propose we play on "easy mode" the first time around. Adam will act as a get out of fuck up free card for one mission and provide rescue to anyone who needs it. Also you can undertake missions in teams to reduce danger (for simplicity's sake we'll just say 2 Lt = Lt+, 2 Lt+ = Captain when calculating victory, equal level opponents always equal victory for the PC except during instance where specified).
The final part will be that succeeding and failing will have some form of tangible consequences for the RP, since this is the first one they should both me small. Like a failure results in a nuke going off in unspecifiedastan while success means an increase in overall captain gains or something equally as arbitrary.
Thoughts? More importantly, Questions?