I've been itching to get back into the Trek saddle for some time, so giving USS Carter season two my highest vote was a no-brainer. The only thing that could have challenged that ranking (and probably would have resulted in a tie) would have been an opportunity to return to the 1001 New York NightsFeng Shui game.
ARCHIVE and Emperor of Cats were both interesting, and while Emperor sounded like it could be plenty weird, I've come to trust your sense of the flavors of weird that this group goes for, and your ability to lure players into genres they're a little unsure of (e.g. the Russia D&D game).
Which leaves us with the Castle Falkenstien game. As I said a while back in an answer to one of your questions, and repeated here for general consumption, the thing that sunk the C-Falk concept for me was narrative structure implied by the prospectus write-up. In the single-game model, that's pretty much it: everything needs to happen within the confines of that one session. In the multi-game arc there's still a per-session narrative structure that brings some kind of resolution. It may be problem >> resolution >> escalation, but there is that resolution inherent in the session. The 'plan one session, execute the next' model just left me kinda cold. Not cold enough to spike it with a zero, but cold enough that it fell to the bottom when presented with three other more attractive choices.
I might limit everyone to a single 4 and a single 3
Voting
Date: 2007-01-25 02:56 am (UTC)ARCHIVE and Emperor of Cats were both interesting, and while Emperor sounded like it could be plenty weird, I've come to trust your sense of the flavors of weird that this group goes for, and your ability to lure players into genres they're a little unsure of (e.g. the Russia D&D game).
Which leaves us with the Castle Falkenstien game. As I said a while back in an answer to one of your questions, and repeated here for general consumption, the thing that sunk the C-Falk concept for me was narrative structure implied by the prospectus write-up. In the single-game model, that's pretty much it: everything needs to happen within the confines of that one session. In the multi-game arc there's still a per-session narrative structure that brings some kind of resolution. It may be problem >> resolution >> escalation, but there is that resolution inherent in the session. The 'plan one session, execute the next' model just left me kinda cold. Not cold enough to spike it with a zero, but cold enough that it fell to the bottom when presented with three other more attractive choices.
I might limit everyone to a single 4 and a single 3
I like that idea.