In reply to serrasin (msg # 2):
I think it was a bit of my eccentricity showing. I probably should have said "I". The collective "we", is an inclusion of prospective players. It's just how I approach a group activity. While I know the interface control a GM alone has in a game on RPoL, I fundamentally argue against the notion of a game belonging to a GM. I won't be the sole arbiter, but more the final arbiter after discussion has commenced. It's a subtle distinction, but for me, it's worth being explicit about. I am in a position to appreciate a Co-GM, or an editor. If such positions are filled, they will emerge naturally during the process of recruitment.
serrasin:
It's difficult to commit to a game that wont begin a year from now
I appreciate the fact people want to have the organic freedom to play what they want, when they want. I'm one of those people as a player. I'm not asking for promises here. I'm not asking anyone to commit, like a pledge. I don't hold players
in my games, as obligated to play. I know taste change, and things come up. Right now, I just want to know if the concept is appealing, or missing key information.
So I just want to see if the concept is interesting. It will deteremine merit to working on this. I also wanted to be honest about the time frame, but I'm not counting characters before their RTJs, such as chickens before their hatched. If there's a critical point left in the dark, that I can shed light on here, I may need a prompt by someone to even know it's not apparent.
serrasin:
looking for players to submit in the near future...(?)
Yes...in a word. I'm looking to start the game in 2025, but recruit players gradually from a point after I have a home, until 2025. I want to not only patch my game with player prescribed entities and goals, but weave that into the underlying fabric of the series.
I have a clear, albeit simply put, theme to the game. Having player set goals to pursue, and projects to plan, will help give part of that ownership back to the players.
serrasin:
work on developing characters...to ease game planning?
Not so much to ease on planning, but curate and include the frequent player driven antagonists, lost loves, or abducted family; that I often have to curb because it's harder to work into an already tight paced plot. Ease in that the I won't be trying to plug these parts in after the cake is fully baked and ready to taste.
The first step is me having a home. I won't know I have a home until I have one. It looks promising this month, but I'm not certain. That's the very first step. Right now, however, at this very moment, I have an interim of time.
Rather than start a game, only to go on multiple hiatuses, I'm gauging appeal. I'm looking to develop the parts players will point out, that I haven't thought to consider.
serrasin:
every exalted game that I have seen here or elsewhere has met with significant demand
I hope so. My experience has been wildly varied, from six RTJs in one game's lifespan, to thirty before game start in another game. In a third game, I had a single RTJ within hours of resurrecting a game, and two more within a few weeks upon simply activating the red asterisk.
If in a few months, I haven't garnered interest, I can decide to recruit players for this by advertising. Alternatively, I may decide to post another pitch. If I have a show of interest here, that heavily influences my decision to stick with this project.