You may call me whatever you wish. Also, question: how combat-focused is this RP? I'm seeing a whole lot of combat skills and combat stuff compared to other kinds of things. Is that representative of what it will be like? I'm down with that if it's the case, but it seems like something I should know for when I create my character.
This RP is almost fully text based. We write out fights using the skills we've selected. There are tiers of skill that determine which specific abilities or skills are available for use and those abilities each will have parameters to outline their usage.
For example, using a made up ability "Cross Slash" requires "X" amount of Vigor during a PvP fight, which we refer to as "collabs". So, you and whoever you're writing with will generally use that as your metric for using special abilities. All other aspects of the fight, whether PvP (player versus player) or written in a stand alone chapter are essentially left up to the writer(s) to coordinate a quality battle.
We encourage your fights to be realistic, in that your character won't be taking on five guys at a "Novice" skill level. Even in stand alone chapters, your character can get hurt, be surprised, overpowered, etc. But otherwise, the skill tiers are a good general indicator of what can be accomplished.
Most of the Rules and Regulations sections give a lot of good information, and I think Swaswj even put together an RP-ing tip card document.
In our previous RP, everything was combat-oriented. Post Terminus, though, was designed to create opportunities for other skill-sets to be viable and desirable.
Combat will probably still be a big part of PT, but I wouldn't expect to be forced into fights every week.
Ah, I see what you meant. Yes, as our wonderful GM has pointed out, our previous RP was pretty much exclusively combat and conflict between factions, etc. Post Terminus has the potential to just have you write about your character working on a farm for a few weeks. Or completing some kind of mission, or carrying out some sort of technical commission (like crafting and the like) for an NPC or another player.
"Living through your character's eyes" is much more viable now and you are pretty much able to focus entirely on growing a realistic character as you desire. The more evenly or intentionally paced, the better. I, for one, like my characters to have a realistic personal growth path and, hopefully, taking into consideration more nuanced events between my non-playables and playables.
I will still probably lean toward things culminating in fights and such though. But you're free to do whatever - your character might not even be a fighter, it's totally up to you.