Esla Tor wrote:I feel that everyone has pretty much asked the questions on my mind. However, I still wish to thank you for GMing and making this game possible with your hard work. Also, thank you for having me!
Also, I think Winter Court: Kyuden Asako was a decade ago. It must have been. O_o
If I may, I kind of want to hop on the points of criticism with different opinions.
I personally don't feel the low XP start was an issue but I typically make the best of it when it comes to starting XP and have absolutely no clue with what to do with future XP. It feels about right, when it comes to starting out as young Jedi to be. Actually, I was expecting even lower XP starts and it seemed most of us had powers right out of the gate. I kind of built Esla with stunted capabilities to emulate that (that and the other 50% is my lack of knowledge of the system, sad as it's my 3rd Star Wars game). Seeing the abundance of fours and probably realization that you couldn't up your stats with XP probably should have made me reconsider that.
The game concept, yeah, it was something I had difficulties getting into but it slowly grew on me as I played further. However, I still feel like I'm riding in the backseat when it comes to these Star Wars games on motivation and that's entirely on me, probably on par with my usual style anyway. I wasn't active and I understand that motivation is often a pull-to-push dynamic. With the low player count, I think only the vergence took advantage and personalized it to the character. It was a good experience and I liked it a lot, which makes me think that I should have probably pulled more for the story.
Yeah, I think it is a decade or so ago now with Kyuden Asako.
And that's a totally valid approach to building the character too, which we did see in some of the PCs. We wanted to stick to the standard XP for each species since you guys have been training for a long time by this point, and this would be the "shaping experience" so to speak to see what sort of path you would take as a Jedi.
And nothing wrong with "backseat riding" in itself. We wanted to have enough options and stories for people to explore, but without pushing people into them as such... at least I don't feel comfortable with forcing players into things most of the time, and wanted to have a balance for those who have a high activity-level, and for those who have a lower activity-level.
The vergence I feel I must give credit to Hatoful since it started as his idea, and after seeing the characters in action for a few IC days we bounced a lot of ideas back and forth on how to personalize them.
I think we could have personalized even more stuff, so maybe that is something for the future too! Though it is a tricky thing to balance too much personalization, as I feel it can also lead to people playing in completely different games even when technically being in the same game, giving little reason for player-interaction and enforcing more GM-dependancy for the PCs. The strength of PbP is the player-interaction, I find.