I want the players to update the characters in a way that I (as GM) can easily interrogate, and which also ensures that I don’t have to double-check their calculations. While Derek’s relatively low-tech solution could (and does) work, I’d like a system that makes this whole thing easier to do. Plus a I want a reason to learn Silverlight 
[quote=“Ryan Paddy”]Items
Systems handle character possessions differently. [/quote]
A complicating factor is that some games use two resources in order to purchase an item (e.g. character points and money). So I’ve opted for a flexible Aspect system (in which an Aspect represents an item or skill or similar) which has a couple of dimensions to it. One is how the Aspect is acquired (perhaps by spending resources, or it could be automatic, or perhaps assigned by a GM) and whether it is visible to the player (or only to the GMs).
Another dimension is what kind of aspect it is e.g. does it simply denote the possession of a skill or item, or does it measure a value (such as Hit Points), and whether it is single instance or stackable.
It is also possible to create Aspect trees using containers (which enable you to build up a set of related Aspects such as spells within a particular college) and lists (which allow you to select one item from a list). The containers and lists can not be selected themselves, instead, you select a child member(s).
In addition, Aspects can have relationships with each other. Perhaps an aspect raises or lowers the resource cost of a different aspect (such as taking Armourer enables the purchase of cheaper Armour in Mordavia). Or perhaps they are mutually exclusive. Or perhaps it requires some prerequisite Aspects, or it replaces an Aspect (useful for stackable Aspects that increase in cost each time you take them).
I’m going cheap on this, and will allow GMs to define types of groups and membership types within a group (e.g Family type groups have Father, Mother, Son, Daughter, Cousin) so you can deduce who is who within a group, but there won’t be a way to detect that X is sister of Y but you can tell they are in the same Family. Groups will be Campaign-specific or global.
Yep, allowing GMs to handle NPCs (and let crew view/update them) is part of the design.
These would be handled by GM-assigned Aspects that could be either visible or invisible to the character.
Also, layout is important and I’m going to try and engineer in a wizard-type walkthrough approach for new players, plus a way for GMs to specify how Aspects etc are organised.
I’ve added in contact info and event management entities as well, but have decided to leave multi-chapter campaigns for now.
I’m currently mulling the design and will soon start creating the data access layer and business entities(takes about 2 mins with CodeSmith and .Net Tiers). Then I’ll start working on the Model-Viewer-Presenter components via a Test-Driven-Development approach. The Silverlight will come at the end, once things have settled down.