Here's my own, raw (mostly redacted before people posted here), impressions. I'm probably forgetting quite a few things, but long enough as it is. Also, I'm already starting to forget about the parts of the game I didn't take notes of live (this was an urban fantasy game right?):
The good
Daily full recovery of strife, fatigue, and Void points
Didn't seem to cause any issue in term of balance, and made management of these three scores much smoother.
Advantages (and disadvantages) not requiring a matching element to apply
Advantages and disadvantages are what make a character a character, and they already don't apply that often due to there being so many of them. So adding an elemental restriction on top of that felt like too much.
Restricted opportunities
Limiting opportunities' spending to just two options as a default was most likely the right call, as I was reminded the instant I had to look at the opportunity tables during the Conflict events. I felt it made for rolls that flowed more smoothly, instead of each being a puzzle of its own.
Said two options being "cancel strife on a 1-1 basis" and "add up points for some indirect benefits" was also likely the most straightforward way to go. How to handle said indirect benefits is however very much an open debate.
Balancing the five rings
The game seemed balanced to me in regard of how important each ring was. Composure, i.e. Earth+Water, and Focus, i.e. Air+Fire, appeared to balance each other in events, each limiting the number of actions that could be taken in its own ways, and a higher Void regenation made Void more relevant too.
While I'm not sure the way Focus was used during this game was the best one, I think having it play some sort of active role in events is required for events to be balanced on their own.
Restricting character creation options
I know it can be frustrating to not have access to one's pet minor clan or school available. However, at a point no one, GMs included, is fluent with 5ed rules in a PbP context, trying to deal with all the schools, all the techniques, all the advantages and disadvantages, all the extra gimmicks, all that at once, is just too much. A lot of things are doomed to be forgotten, neglected, misunderstood, making for a disagreeable experience for all the players who have them on their sheets and the GM who has to deal with their discontentment live during the game.
Day 3 event
I like how
this event turned. I think it had a bit of everything in it, allowing everyone to show off, while keeping a strong and consistent fluff encouraging good narrative posts. Likely still a bit too much on the complex side, but only by a small margin this time.
Fluff strife for fluff rolls
All consequences of a fluff roll should be fluffy, in good or bad, and I don't see why strife (or Void points) should be an exception here.
Using techniques during events
I'm very happy to have found ways to include (some) Invocations and Rituals during events proper instead of writing "Magic is not allowed" everywhere.
This is of course required for balance, as magical samurai have been heavily nerfed in 5th ed and cutting them of their magic just puts them at an unfair disadvantage. But also, I think it's pretty pleasant to have your weird fluffy abilities supported by the game, even when what they do is not really better than the mundane way for balance reasons.
Threads being grouped by day rather than by location
Worked well, like it did in the LBS games.
I'll even hazard such a structure would work fine for month-long games, but not a hill I'm willing to die on.
Intrigue events
There are things to improve but I'm relatively happy with how the
Day 4 Intrigue event turned out, and I do think Intrigue has potential as a PbP mechanic. They're a bit complex to set up, but run rather smoothly once in place (as opposed to fights, that require almost constant GM's input), and scratch an itch players are naturally looking for in a PbP (speak, argue, debate).
I would advise to keep them full cooperative or semi-cooperative though. 5th ed rules encourages "preying on the weak" (example: Vigilance reduced to 1 when Compromised in top of the other penalties of Compromised), and thus allowing players to roll against each other directly might turn sour quickly.
Flawed but interesting
Acquiring items
Verbose enough to have been an event of its own (in which case I'll advise adding in an option for non-Commerce Trade skills; likely just the Commerce one with +1TN), but I think
this can give ideas to other GMs on how to deal with such issues. I tried to keep things as per the book as possible while still adding in a balance that wasn't there originally.
Direct references to rules
Having threads to list all the weird rules, i.e.
This and
that, is very unlikely to not be a good idea.
However, what's an even greater idea is linking to these rule points from within events that reference them. The Internet is a web, hyperlinks are what tie it all together.
Horses and attendants
Too many schools have them to simply brush them away but I'm only mildly happy with how they were handled this game.
Horses were dealt with by having them grant skilled assistance to certain Survival rolls in specific events, which I feel is a good compromise, and consistent with the rules on pages 326-327 of Core.
And, in retrospect, attendants should probably have been handled with the same explicit logic instead of me trying to craft a confusing general rule for them. Like, burning down
this and have the following instead:
Some book research
TN3 Theology
Attendants can grant assistance* to that check. This assistance is Skilled if the attendant is a Sage or a Spiritualist, and unskilled otherwise.
*Insert here a link to a blurb about assistance in the Rule clarifications thread as per the point just above.
Explicit design is also a good way to keep attendants balanced, as assistance is a powerful bonus.
Doing some actions more that once
Case-by-case basis for when it was actually a good idea this game, but with both Focus and Composure already limiting the total number of actions a PC can do each event, I think allowing players to focus on some actions in particular is fine.
Tidbits
Oh, that one is complex.
Tidbits were initially designed as a band-aid. I had canned the very first version of the game, the one dating from September of last year, for many reasons, but one is important here: The events were exactly what I often reproach in other games, a litany of dice rolls granting some points for a distant conclusion and no correlation with the rest of the setting except for a bit of flavor. Ludonarrative dissonance to the max to use the big words.
When I returned to the drawing board after a six months hiatus, I found myself facing my past mistakes and quite aware remaking the events from scratch just wasn't an option.
So I introduced the Tidbits as a way to "casually" interact with the setting while doing events without having to revise the events themselves too much. This was relatively easy of an addition as Information points already existed at the time, though they were then just another score to keep track through the game without effect before endgame.
The results were all over the place but not uninteresting.
There are definitely many, many, things to fix, a lot of which are a direct consequence of the out of control randomness (I think #8 was seen a billion times and a few showed at most once). I also suspect the totally private nature of the personalized Tidbits had indirect consequences on the game's health too (what doesn't happen in a public thread just doesn't happen). In hindsight, I should probably have gone for a mixed approach with the Tidbit setup being public and only a few extra information hidden in private forums. Oh, and there were also writing issues about how indirect the information were, but this is something I already discuss elsewhere.
However, it does seem like they managed to fulfill their role? People seemed happy to earn them, and they did help paint the setting, bit by bit.
Interactions with NPCs
Not the part of any game I'm the most comfortable with, either as a player or as a GM.
Encounters between PCs and NPCs of all kind (from the ones who have portraits to created on-the-fly side characters) always seem to randomly drift between "nothing will happen whatsoever as to not spoil a later event or giving an unfair edge to the characters who talked to NPCs as opposed to those who couldn't, and everyone will leave frustrated" and "if you don't talk to NPCs, nothing will happen to your character except for whatever you brought to the game on your own, so I hope you have synchronized minds and timezones with the GMs".
Randomly, as in, with no way to know in advance in which category they will belong even with as much OOC communication as possible, as there are just too many factors involved, from the way the game was designed at the very beginning to how tired people will be on both sides at the first and most decisive exchange of words.
I'm certainly not satisfied with how the NPCs were managed this game, but I'll put this in the mixed side of my report, as some interesting things did arise from these conversations, and it has been a learning experience at least on my side.
Character creation
I believe that, game after game, we're improving on that front to make it less of a pain. There's an agreement over the fact heritage can be rolled first, it was probably a good idea to allow players to register using "Excel" character spreadsheets for this game (the GM can just make a copy at character creation to keep a reference of what was), and I would say by the next game we should be able to write a nice help document for that (things like "pick advantages and disadvantages that fit your fancy, then strip it down to a list of five, with at least one of each type").
The bad
Complexity of events
I wanted to test a lot of things during this game, but I really went overboard, to the point of skewing the experiment. Events, in particular the Day 1 and Day 2 ones, should have been shorter and more focused.
Some ideas to keep roughly the same balance while alleviating events:
Moving secondary mechanisms (divination, etc.) outside of events (see below).
Less total options, more (interesting) repeatable options.
Merge similar suboptions.
Adjusting starting stats to reduce the number of dice rolls altogether without messing balance. For example, events only allowing Focus-2 actions (min: 1), and having characters starting "tired" (3 strife, 3 fatigue, one less Void point than max).
Tournament structure
I used the classic "tally up points for a reward at the end" structure as it was the most common and seemingly simplest in PbP games... But damn is it uninteresting. Points are boring by themselves, you're quickly left in the mud with a single bad day (even with a short, low count players, game), and I don't feel like competition between players bring anything to the table.
If I was to redo the same game with exact same plot, I would probably go instead for a, not fundamentally different but feeling different, system of daily objectives granting (small) short term benefits and/or points that could be redeemed at the end (including training from Wu in that case). Definitely not a "first three win" in all cases.
Lack of a way to handle mechanical rolls outside events
By the end of the game, it was obvious trying to deal with "everything" in events was too much. I'm thinking about things I dubbed shenanigans in the Day 1 and 2 events, as well things like divination, preparing wards, etc.
In retrospect, should have:
1) Move out all these special rules out of events proper and into a thread of their own in the Rules thread, with all their effects and restrictions in the context of the game.
2) Drop links to the relevant bits to each character in their private forums.
3) Allow characters to dedicate one slot a day of their choice for their Downtime shenanigans, with the following rules:
a) Strife at the start of the slot is what it was the end of the daily event, or half their Composure, whichever is less.
b) Void is what it was at the end of the daily event.
c) Opportunities can only be used to cancel strife 1-1 or for the special effects of what they are doing.
d) No repeated action (two divination, two crafting, etc.) on the same day.
Secrecy
It's likely fine to have initial leads be obscure to a degree, but the lack of guidelines on when and how to unveil mysteries hurt the game quite a bit. I'm not exactly sure why I have been so indirect about information, especially as there was nothing that would have caused mechanical issues had it been revealed early (I could have published the whole biography of each character on Day 2 without changing a single line of any event).
Possibly my tendency to treat these games as some sort of book or movie, and thus to endlessly wait for "a dramatically appropriate scene" to reveal critical pieces of information, when the nature of such games means being more compromising with the laws of narration and thus, sometimes, dropping bombs while peeling carrots.
In all cases, definitely an issue here (though some of the theories it birthed are honestly funnier than the truth).
Ghosting and special dice
As if ghosting instructions were not complicated enough when rolls can only be pass or fail, now they must take into account oddities like "I could go for the explosion and hope for a greater total result, or take the two opps, failing but activating a possibly more useful effect".
Fights
Fights are always chaotic and time-consuming, but I fear 5ed fights have the potential to be even more of a mess due to the complexity of the rules and how disorganized the book is. It's almost impossible to not forget something, even in a 1-1 fight between two humans, as you have to take into account all interactions between equipment, techniques, stances...
Hope I'm wrong here, but as of now, combat seems to be more fatigue than fun.
The two sides of the coin
Relevant advantages and disadvantages being listed in extenso in event
On the plus side, far more agreeable for both the player and the GM during the game itself, as the former doesn't have to guess if their advantage should apply, and ask the later to confirm or infirm that impression.
On the flip side, making these lists as a GM is a look into the abyss. There are so many advantages and disadvantages, some super generic, some super specific, for which to decide if they should apply or not, while keeping an eye on global balance.
I sadly can't think of a real solution for this issue. I guess it would be naturally alleviated with simpler events, we could have cheat sheets grouping advantages and disadvantages together by themes to ease out the task of filtering them, and indeed events should allow for more on-the-fly adjustments as characters drop in (pretty sure I updated the Timing option of Day 3 to support the Seppun's tech at the last minute for example). But those are palliatives, not a cure.
Harmless, useless?
Events not associated with a location or timeslot
Didn't seem to bring much to the table from my point of view, so Occam's razor would have for this oddity to be discarded in favor of the classic "one event, one place, one location".
Previewing first day/event
I didn't feel like it impacted anything, if only from the simple fact I didn't get a single question about the event before Day 1 started proper, and thus not sure it's something that should be done again in the future. But I could be very wrong here.