Before we get started...<br/><br/>There is one detail I'd like to add.  For stuff that just HAPPENS, i.e. occurances of sheer luck, or characters attempting to perform certain feats that will require skill or may have consequences of failure, I will ask for tests.  When I say give me 1, 2, or even 3 tests, each player asked to do so should write in their next post a rock-paper-scissors throw something along these lines;<br/><br/>Player A asked for two tests.<br/>Test 1: Rock<br/>Test 2: Paper<br/><br/>Player B asked for three tests.<br/>Test 1: Paper<br/>Test 2: Rock<br/>Test 3: Scissors<br/><br/>Before I check out these posts (actually, right after I demand the tests in my own post) I will generate some random results for tests - such as; for every post where I recieve your test answers, I will match the results to the test order.  So, for example,<br/><br/>Result 1: (Applies to players A and B.) Scissors<br/>Result 2: (Applies to players A and B.) Scissors<br/>Result 3: (Applies to player B only.) Rock<br/><br/>So, player A wins one and loses one, and player B gets wins one and loses two.  The default for a test is my call, simply based around the difficulty of the task (requiring fewer or more successes,) the proficiency of the PC, (allowing fewer or more tests) etc.  Yes, this is all on honor system, trusting me is up to you but wheres the fun if there's no risk?  Don't worry, I can't stand TPK to begin with. ><<br/><br/>Futhermore, a loss is counted as merely zero successes.  A tie is counted as one, a win as two.  In the above example, both players one once each, so they each earned two successes.  If say, player A were a soldier who had little working knowledge of the ships machinery and player B were a mechanic, and each had to repair a similar piece on a damaged engine engine at say, difficulty one, both would have succeeded.  Had player A thrown paper twice, he would have failed, and maybe caused the engine to blast him with scalding steam, given unfavorable circumstances.<br/><br/>Sometimes there may also be one or two tests out of nowhere to determine if players happened to get lucky when, say they were ambushed, or some shit just hit the fan in general.  If nothing else, I feel this would on the whole be a useful system (trust notwithstanding) for keeping a smoothly run, if not slightly slower, forum game.<br/><br/>(( I would like to note that there is a much more complicated system that involves botching if there are no successes should the player choose to take any more tests beyond the first, but I won't be using that here; I don't personally think that failing at something means a player has screwed up on a catastrophic level, so the simpler system will be implemented instead. ))