We met Wednesday for our face-to-face planning session for the
Future Imperfect game. I've been swiftly reminded of why I gave up using generic point-buy systems several years ago, in spite of having cut my teeth on GURPS for 10+ years as a kid. The game as a whole, though is shaping up very nicely.
I tried to come up with a short list of questions to ask about the characters, and I ended up just boiling it down to one: "Frame a scene or type of scene that you would like to see occur within the first 3 sessions of the game."
hansandersen added a second good question to this: "If the game were a television series, and your character had the B-plot for that episode, what would the B-plot be?" I got a lot of great character information from both of those questions. Question 1 got me concrete information on some situations I can throw into the game, and question 2 gave me a startling amount of insight into some of the characters that I don't think I would have had otherwise.
The other thing I'm very happy with is how the thematic batteries have turned out. I stole the idea of thematic batteries whole cloth from Joshua BishopRoby's fantastic victorian space opera game
Full Light, Full Steam. A thematic battery (the PCs each have two of them in my game) is an important theme or trait of the character that can be both good or bad for the character in different ways (very similar to Aspects in
Spirit of the Century. When in a situation where the thematic battery could apply, players can choose to "charge" the battery by taking a penalty on an applicable action; those charges can later be spent to gain bonuses on related roles.
I like this for several reasons. I'm a big fan of mechanics that give the players a little bit of leeway around the outcomes of their rolls, so that one bad roll doesn't kill the game. Also, because thematic batteries are completely under the control of the players, they're only going to take penalties and bonuses when they want to take them, so it gives them a lot of control over the flow of the story for their characters. On my side of things, though, the biggest benefit is that those thematic batteries become huge, flashing neon signs above the characters' heads that say "This is what this character is all about!" My players came up with some great ones too. Here are a few samples: "A History of Violence", "Information Junkie", "Wrong Place, Right Time", "Expendable".
I'm looking forward to our first session, and I may try to keep some Actual Play logs just for the fun of it. We'll see.