Wow, firstly thanks for all the much-appreciated input so far! It looks like we're all mostly on the same page (which is reassuring -- I was never sure if I was just being too picky about a Bleach RP) but you've both also identified some details that I either took for granted, didn't know how to articulate, or just plain hadn't really thought about... which is exactly what I was wanting to achieve with this thread.
As far as
Style/Setting goes, Baroque is one part of it, I think? There's also (often contradictory) elements of gothic (in the literary sense), wabi-sabi, eclectic, punk, minimalism, brutalist, pop art, some Buddhist/Shinto art influences, Kamakura sculpture, etc. Like
tenebrae , I think it's as much a "feel" as it is something visual although the latter is probably the most convenient thing to actually try and influence. I know a cool skin isn't going to save a shitty site or even encourage a particular style of storytelling but conveying the design language of Bleach both visually and narratively is (surprisingly) important to me. That means no instances of cheap fluorescent colour or metallic gradient borders. It's the least I can do.
I forgot to mention that I'm also very against
Factions/Races that aren't relevant to the central conflicts of the site, OC or otherwise, especially if it'd mean an unnecessarily fragmented playerbase like
Phantasm says. No moon people or busted science experiments or anything that serves just to stroke someone's ego and desire to be THE ultimate uniquely beautiful test tube snowflake. That also rules out pure Hollow as a meaningful race since they're too one-dimensional and probably function best as NPC mobs. As a whole, I agree with the sentiment that something very pared down will work best. Vaizards, if present at all, should be a privilege awarded through very significant character development. I also agree with Galeforce on factions not being too strictly enforced. There's definitely room for cooperation and depending on the situation, it may actually make sense for 2/3 factions to occasionally team up and prevent the remaining faction from advancing their goals unimpeded. Even on an individual level, there shouldn't be anything stopping the different races working together on a case by case basis.
Anyway, this might also be the right time for me to share some of my notes on the individual races' specific conflicts/issues/central problems. These thoughts will probably end up in some sort of racial/faction guide (after some serious trimming and condensing) and ties into some of my concerns about character creation and writing characters specifically for compelling conflict. There is a huge amount of brainstorming here so I've spoilered them for convenience -- read them at your own risk and only if you happen to be interested in my process!
My initial thoughts on this is that being a Shinigami isn't an inherent obligation. Sure, the process itself of maintaining the balance of souls is imperative to keeping reality stable but on an individual basis, becoming a Shinigami is actually quite a deliberate choice; it's the willing adoption of a pretty gnarly responsibility so reasons for doing so should be well-developed and thought-out. This translates to what I think is the key underlying concern for a Shinigami: their relationship with duty. What I'm not saying is that all Shinigami should be dutiful and responsible -- just that aspects of their character should be considered in relation to this idea of duty.
Any personality trait or overall character concept can be assessed in this way. It doesn't need to be shoehorning or tropey either, although more skillful writers will achieve this with more subtlety. It just involves making consistent logical connections and framing a character's traits in a way that's mindful of duty as an ever-present backdrop. It's realising your character operates within a context of duty because being a Shinigami is literally a job. It doesn't matter if their characteristics are at odds or complementary to this sense of duty, as long as there is interplay that you can identify and expand on. There's also nothing wrong with insincerity or dishonesty here, as long as the feigned or complete lack of this sense of or relationship with duty is a conscious decision; a deliberate deficiency doesn't mean undeveloped or unconsidered but it's probably still worth framing in terms of a character having a disingenuous sense of their duty as a Shinigami.
I think this is much more important to establish than, say, a question like "why did your character become a Shinigami?" or even to entertain personal morality. Sure, it's nice to have the usual suspects like "desire to protect", "repent and atone for past sins", "overcome sense of weakness", etc but even these tropey motivations can be massively improved when evaluated in terms of duty. Your self-righteous, zealous, fanatical, holier-than-thou character now has an internal logic that ties their history, personality traits, and potential conflicts together in a neat bow: yes, she became a Shinigami in the first place because she was once impoverished and downtrodden but now her identity has been elevated by the inherent prestige of becoming a caretaker of the balance of souls - she just needs to keep doing a stellar job and be a stickler for the rules because if her duties aren't being taken seriously, what does she really have? On the other hand, a comparably impoverished Rukongai resident might have signed up just for the three square meals a day. Maybe he begrudgingly does his job and is lazy and cowardly but sticks around because he can't bear the thought of being a wandering vagrant again. His relationship with duty will be just to do the bare minimum and his convictions don't really align that much with the Gotei.
In both cases, once a relationship with duty has been established, meaningful and compelling conflict becomes easy. Intrapersonal conflict? Your colleagues don't agree with how you're doing your job or how you treat them. Interpersonal conflict? Duty might compel a Shinigami to be more or less sympathetic towards Quincy and either mercilessly hunt them down or let them go without any qualms or even cooperate with them. Internal conflict? You have doubts about whether you're really doing the right thing and other issues about self-belief which all lead perfectly into the whole Zanpakutou dynamic. This underlying relationship with duty doesn't even need to be problematic or in some way extraordinary. On the other hand, regular personality flaws can often be uninspired so I think this standard immediately forces your Shinigami to at least have the potential for developing through the aforementioned conflicts. Otherwise, any flaws are included just to satisfy an application process in balancing out whatever glowing positives a character already has. That's boring.
I don't think this is a big ask. If a prospective player can't even do the bare minimum of relating their Shinigami character concept to duty, then like Phantasm said: maybe they're just not a good fit. But, when it is present, I'l also have confidence in the player rounding off the remaining facets of a character because the core is already there. An additional point is I would honestly prefer a player to have a character concept that's a bit unsubtle and on-the-nose than completely vacuous, jumbled and unfocused. It can start as simple as the self-sufficient loner eventually realising he can do his job better with the power of friendship and teamwork, or a flake who grows and learns to be more independent so as to not over-rely on his comrades. Besides, maturity, subtlety and depth will come with IC interactions and through ideals being tested; I definitely don't believe in characters being finished products immediately after the creation stage or else we wouldn't need to RP in the first place.
In my eyes, being a Quincy also isn't really a deep and inherent obligation but it's not really a job either: it operates more as a way of life. Considering this, a Quincy's identity and character concept benefit greatly from the idea of pride; we hear it in passing as the "Pride of the Quincy" but I think there's something to this conceptually beyond being just a motto.
Their downtrodden history (and I do think maintaining this history of culling and extermination is important even in AU) contributes to a very unique sense of identity. It would be insensitive of me to compare a fictional group of superpowered humans with actual persecuted peoples throughout history but the stereotype is a compelling one. Picture a once mighty but now fragmented community and an immediately obvious impression you probably get is usually one of resilience that's framed in relation to a collective pride. But, on a deeper level, this also interacts with feelings of defiance, shame, a desire for vengeance or at least vindication, yearning for what was lost, and even a longing for a sense of community. In the context of Bleach, this is what makes the Quincy such a great faction: they have every reason to think that they're the good guys. In the canon, they were ordered not to exercise their way of life or else the balance of souls would be threatened. But, if we look at this ultimatum through the perspective of a Quincy, this could be just as easily seen as an affront on their identity -- and it's not like Shinigami are unfailingly around to protect them either.
However, living the Quincy lifestyle is still a conscious choice that reflects an individual's relationship with their Quincy identity and pride. The more well-adjusted ones might want to perpetuate their lifestyle and regather themselves for the sake of safety or even recover some semblance of dignity and pride. A more toxic reflection of this pride might be in the form of compensatory egotism and megalomania, self-righteousness, or a superiority complex. This latter kind might similarly band together for the strength in numbers in order to enact punitive justice on their past aggressors, developing a mindset not dissimilar to nationalism for the Quincy race. Some might not even feel strongly about being a Quincy at all and that can be framed as an individual's indifference to their racial pride. A Quincy is still a human after all and hunting monsters doesn't pay the bills but maybe there's a journey to be had for the reluctant Quincy reconnecting with his heritage. On this point of humanity, there is also an interplay between the ordinary and the supernatural. One person might fear it or resent it but another might love the thrill and commit totally to the Quincy lifestyle as an esape from everyday life. These are just a few personality quirks that benefit from a clear understanding of a character's pride and identity as a Quincy. What does it offer to them? Why would they reject or latch onto this aspect of their identity?
Whatever the lens, pride and identity can be expressed in a lot of ways for a Quincy. There's even a tradition vs modernity or "worshipping the ashes" vs "keeping the fire going" argument here. A Quincy's personal convictions might also be at odds with the will of the community. Much like a Shinigami's duty, I think this idea of a Quincy's pride forms a solid core for any Quincy character concept and paves the way for some compelling narrative conflict, whether that's intra-, inter-, or inner conflict and struggle.
Some of this might be a bit headcanon-y but bear with me. For me, Arrancar represent an additional layer or extrapolation of the base Hollow survival of the fittest mindset. Regular Hollow consume simply to survive on a primal level whereas Arrancar seem to have evolved beyond this. They still want to grow stronger perpetually since might is right and only the strong survive but this has come with a more developed fear of the alternative: death and what it means. Fans of Bleach will know that I'm talking about an Arrancar's Aspect of Death which was never really formally developed in canon but I've always found it very interesting.
A wild animal doesn't rationally fear non-existence besides an instinctive will to avoid dying and that's more or less what I perceive regular Hollow to experience, even if they demonstrate much more intelligence and seem capable of cravenness, pettiness and fear. For an Arrancar, death has been given meaning and depending on the individual, it might be complementary or in opposition to his overall worldview.
In the absence of the Hogyoku, the site will probably be limited to "naturally-occuring" Arrancar i.e. a Hollow tearing off its mask. If the initial formation of a Hollow's mask represents a kind of regression or denial of awareness in favour of sating base instincts, then I've always viewed the removal of the mask as a form of twisted re-enlightenment or re-engagement with the very human fear of death. It's a transformative process that forces an Arrancar to give meaning to what losing the game of survival ultimately means for them personally. Powerlessness? Inadequacy? Emptiness? Relief? Whatever it is, it should be as central to an Arrancar as a Shinigami's relationship with duty or a Quincy's relationship with pride and identity.
I guess I'm glad that there's a general interest for fewer hard
Mechanics (stats, etc) even when combat is part of the equation. The way I'd put it is I want mechanics to aid and support storytelling, not act as an inconvenience.
As for
Progression, you both bring up interesting points. I do agree with Phantasm on milestone-only being a pain since constructing an argument for why a character deserves something every time you want achievements or developments to be acknowledged and rewarded just isn't fun -- we're RP'ing after all, not repeatedly defending a thesis. Going for a middle ground might be a cop-out answer on my part but "average" expectations on word count would probably be fine. Depending on a site's culture, relying on solely word count for progression/development might not be realistic anyway but I guess that's where some usage of milestone exp can come in handy to make up the larger chunks in progression. Speaking of BG, I agree that the way they balanced progression was perfectly fine and I wouldn't mind something along those lines. As the saying goes, imitation is the highest form of flattery and while I definitely don't want to rely on copying them, I also recognise that I don't need to reinvent the wheel and implement novel progression mechanics simply for the sake of being different. If there's a clear trajectory for a newcomer to become stronger, then that's a job well done.
If it wasn't already obvious, my priorities for now are definitely
Combat and Mechanics and
Progression. I find the lore and miscellaneous writing pretty easy so it's honestly "just" the game-y part of the equation that I'm scratching my head about. In the meantime, if anyone else has more concrete examples of light combat mechanics working well even in conjunction with stuff like skills then please let me know! I will also be doing more research into potential systems and will share any interesting findings. As before, any other input is appreciated: suggestions, concerns, observations, anything.
For anyone new to the party, do excuse my giant and verbose posts so far. I guess my elevator pitch at present is
"Bleach AU forum RP that's stylish, mature, pared down, light on mechanics with lore-friendly progression, encourages collaborative narrative conflict, features inter- and intra-faction/race interactions, isn't a pp measuring contest, is a healthy balance of both plot-driven and character-driven developments, and isn't cringe".
Cheers!