My own two cents.
1. NPCs. Wow, fleshed out NPCs who actually come up to you in Open threads when your not expecting anything and interact with you. I was really impressed with them. I know they're an extra drain on GM time, but I loved them to bits. Interacting with PCs is fun, but can sometimes be hard since they've got their own little stories going on, and they don't always mesh well. These NPCs really hit the spot.
These are a 'specialty', if you will, of the games Elonweis and I run, just like playing a Mindshred game means some rather dark and often oni-flavored action. Glad to hear they're still appreciated.
2. The mechanics of sea battle. We didn't even get to use them, but they look really cool.
Believe me, I'm distressed these didn't get used, too, given that I not only had to make 'em but made my poor patient husband playtest them with me. There was originally supposed to be a big sea battle D4 with the group that sank Jayant's ship but, at that time, we were seeing a serious interest lag (more on why later) that, combined with my RL issues with changing shifts, let us to decide that we'd better push through to the plot. There was also supposed to be a big 'escape the city' sea battle, too, but after the long ship-raid we decided that was just too much possibility for never finishing the game at all.
3. The story. Ok, I just want to say that the story was really interesting, and the surprise a really cool twist. All the similarities and differences between the cultures was extremely interesting. Everything was fleshed out and you could learn a ton about it with some interaction. Even my character who didn't really care found himself getting sucked into it, and there's a lot of future winter court discussion brewing in his head about "What really are the differences between us and the gaijin?"
Thanks! There was a lot of research (Volsung in particular did an obscene amount of reading) to try and flesh it out so that's good to hear.
4. The ship. Rixy said that they felt the lack of locations led to problems. Actually, I thought it was really convenient to have small groups of people assigned to certain locales at certain times, and not a ton of places to be alone at. I show up to pbps to interact, not to post long solo posts about how cool I am (I mean, I'm really cool, but y'all know that) Things were able to move along at a good clip, without suffering main court thread quicksand.
I'm pleased that you felt that way because that was the idea of the roster, though in retrospect instead of going for 'let's break up the Clans as much as possible' I should have gone for 'lets group by RL timezones as much as possible'
1. "Pre" Game: I liked the pre-game of Black Scroll as it gave us a chance to slip into the mindset, without being a huge time drain for everyone. This pre-game seemed like "Ok, so we're starting the game without everyone in, so go nuts!" I would have rather just started the game early and worked people into activity rather than calling it a pre-game. And really, starting at least two major combats pre-holiday weekend with a hard lock post holiday weekend? True lots of holidays I'm available, but not this one. Why would you do this?
Ugh.
Never again. I was pretty anti-pregame before this but was willing to give it one last go. This clinched it that, unless it's a court and MS' letters thing would work, ya'll can just be bored while we finish character approvals. I'm fairly certain the 'let down' after the 1:1 ratio is why we saw such a massive drop in posting/interest by D3. I know at least a few folks are distressed the game's ending early but for a while, it looked like it wouldn't even make D6 so applaud yourselves for a good recovery.
2. The big combat thread timing issues: Ok, I was let down by this one. I'd hoped that there'd be more game for y'all to make it up to me, but there's not, so -5 reputation So I think almost everyone wanted to be in the main combat thread except our hardcore pacifists. But the signup window was tiny and a few missed it, and that left them nothing to do for the past couple weeks. So I signed up for it, went to work expecting to be ghosts in because I'd filled out my tactics sheet and such...and found we were already at round 3 with no sign of me. I got into the thread....and then spent days clicking the refresh button wondering why we were clicking in at maybe 1 round per day. We finally finish the topdeck thread, I get myself all lined up for below deck nastiness, go out to board game night....and come back to find I'm locked out of it. I realize at this point y'all wanted the darn thing over, but geez, I wanted to play! Also, the mooks on the topdeck looked a bit stat heavy on both sides. Nameless mooks with agility 4, ref 3, earth 3, and use void is not cool to run into as an IR 1 character. Jayant Uptal being combat capable enough to fight the whole damn ship by himself is also not cool. We needed the help, but it was supposed to be about us.
We believe enemies should be challenging and that in any good combat, some people should die/come very close to death. That means they (gasp) have tech of their own, especially when they are the 'boss battle' of the game. The idea is that way, when you win (as we hope you do), you get a very nice sense of accomplishment, instead of going "*yawn* Oh, is that all?"
Invisible Castle, on the other hand, as well as my teeny tiny dice, apparently believed you PC types needed a spanking.
I feel your pain, trust me (You guys who were at Black Scroll and saw Jirihime miss with a 9k5 and 9k4, respectively, know that). I actually did 'nerf' the below-deck a bit when it was obvious that IC was not going to play nice. Combat is always iffy and the more people are in it, the more chance there is for a sudden upswing for one side or the other to cause things to go very badly. Seriously, I don't think I've ever rolled this well on either side of the 'screen' in any game, ever. It was pretty horrifying.
As for holdidays...I don't know where you live, Nobu, but I didn't realize there WAS a recent holiday >.>. That last window was very small, I realize that, but the topdeck did take waaaaaay too long and it was getting to the point of 'wrap this up or never have a 'real' end to the game.'
3. Getting the fishes out of the water: Considering that Lankh was meant to be the main meat of the game, giving players the choice to stay on the boat was probably not a good one. Yeah, getting ordered by the captain to go out and interact with the locals might seem heavy handed, but it's about the only way to get some of the traditionalists out there and playing. There was a lot of similarities between the cultures that could have led for at least a couple of people to go "Well dang, they're not so different AND they're screwed" instead of "Hahaha, sucks to be you gaijin!"
We tried a 'let the players choose their own way' approach this game. As you say, it didn't work so well. Lesson learned.