@guest_account_7
If Summoned, I will Return (and Reply). I am very thankful for those who summon me occasionally, since I’m unable to participate in the community as much as I once did (I totally missed why we’re even here, for one thing) and it frequently feels like it’s something acutely missing from my life.
Of course, I never miss a Badass event. In this case, though, after my character died, I kept up with the threads but far less diligently (though I had dedicated browser tabs open without interruption all those weeks) and I confess that I lost the thread of what was happening around round 7 (edit: actually around round 5), though I kept reading, sporadically. Based on what’s been discussed here in this thread, I clearly need to go back and re-read to catch up.
In any case though, it was unclear to me that I could still cause effect as a Force Ghost after the valiant Immortal who vanquished me was subsequently vanquished, and my keeping up with things became far more erratic as a result. I liked the game mechanic here but like others have said in various ways, I wish it was more engaging in some way for the vanquished - in a game meant to kill off the players far more aggressively than ever before, this mechanic didn’t work to keep me engaged. Despite my misunderstanding of how it worked in this game, I did understood it in concept - though I have only a vague conception of whether or not I actually ever watched the movies or the show, it somehow made a pretty big impact on me as a kid - and I realize that conceptually it doesn’t come from a desire just to keep vanquished players interested. It ultimately felt like a missed opportunity, although realistically, anything really interesting would probably have been a huge headache for the GM.
I’m late to this party and my points have already been covered but there you go anyway. I’ll end with my positive notes! Overall I thought the concept and execution was excellent, and really it solved many of the issues with our previous games. I suspect the new one may be the answer to this, but I think taking this level of abstraction (vs. getting bogged down in the details, e.g. space banking or vehicle repair) to our more traditional cooperation-based Lemonade Stand style game would be ideal, at least for this community (though on that point I wholeheartedly welcome the new players and the unique contributions everyone brings).
I did particularly like the prompts for us to give ourselves history lessons - clearly a lot of research went into setting up each round (or simply a brilliant mind I suppose) and the most fun part for me, really, since I didn’t feel I should attempt to weave my narrative with anyone else’s since I couldn’t fully commit a lot of time, was trying to find clever ways to work with the history. I ended up in a lot of wiki-holes.
I’m glad as always we had our full assortment of characters, from extremely silly to really rather serious, and that everyone somehow is able to mesh all of that together - here I chose an absurd character but wrote it with more-or-less a straight face so that was fun for me (that was my idea of doing something different with my character for once, though how different it actually was is arguable).