Hello, dear player! You have chosen, or have been chosen to partake in this campaign. This document was designed for your sake so that you know what you're getting into, what's expected of you, and what you can expect. Let's get started.
What's this campaign about?
'High Orbit' is a science-fiction campaign based on the 'Dying Earth' universe, which is built from two previous campaigns - 'Dying Earth' and 'Children of the Void.' Set in the year 2505 during the immediate aftermath of the events of 'Children of the Void,' High Orbit combines themes of Space Westerns such as Firefly with elements of hard science fiction such as James S.A. Corey's The Expanse and Q Switched Productions' Children of a Dead Earth.
Quick plot synopsis
In High Orbit, you take on the role of a crew member aboard the mining barge 'Prevailing Wind,' operating on the fringes of the solar system in the grey area of the Kuiper Belt, where unlicensed mining is legal and oversight from inner-system authorities is scant. Your otherwise mundane and routine life on the ship is disturbed when the scanners inexplicably detect an asteroid of considerable value, tempting the captain to risk it all for the extraction. Unbeknownst to you, however, this miraculous rock harbors a secret - one that will change your life forever...
What's included in the box
This is a free-form "open-air" roleplay with a heavy emphasis on story. There will be opportunity for character-level play in Arma 3, but also domain-level play both in and out of each session. Out-of-session play will mostly have to do with space travel and managing domain-level assets, like spacecraft. While combat is a primary means of play, there is more emphasis on roleplay in this one.
OOC Considerations
Here are some things to consider when coming to the table for this RP.
Game systems
Game mechanics will primarily be tied around skills, knowledge, and resources, which are all tracked by me. Skills determine your effectiveness in doing certain things. Knowledge determines what certain extraordinary things you know how to do / talk about, and resources are what you are going to use to do the thing.
Compared to Soxx's campaign, I favor a more rules-lite, mechanics-lite approach. Instead, the physical limits and context of the universe in the setting are 'mechanics,' so-to-speak. Want to build a FOB? No base sheet or complicated tech trees. Grab a shovel and start digging. It's roleplay, sasa ke?
At the same time, resources and physical geography play a much more important role in gameplay - there's no abilities that magically give you an artillery strike. Go buy that mortar tube, rounds, and tell your friend to man it, soldier! NPCs will play by the exact same rules, as well.
While you're off looting RGB lit crates and shooting baddies the NPCs are digging trenches, manufacturing stuff, and moving their guys around. I will rarely just spawn something to give you something to shoot at. If you kill it, it's dead. If you kill all
the NPCs, they don't respawn - they're dead for good. (More on that later!)
Further questions
If there's anything I didn't cover here, or you want to know more about the setting, let me know! I'll do everything I can to help.
Character Creation
Character creation is really simple. Send me a message or DM with the following information to get started: