Its genre is a mixed bag, and I can't identify it easily. It started as an adventure/mystery game in which we have to explore a weird house and piece together a coherent story of our Uncle's life and the world around us. Since then the objectives and the tone have shifted rather drastically, with us fending off a Cthulhu SWAT team and jumping worlds, so I am not even sure what genre it is now.
Something more along the lines of a traditional PnP RPG. Or, more specifically, like
Fallout, with an emphasis on interacting with the world: multiple towns, factions, side quests, etc.
Off the top of my head, I can't remember many quests that do this - throw a limited cast in a closed system completely unfamiliar to them, and have them figure out what kind of stuation they are in through the evidence scatttered around, only directly interacting with objects, books and notes, and trying to build a picture from that. I can name Questionably Soteriological and Wake Up (that went on a hiatus without properly starting)... and then I am drawing a blank. Don't know why adventure/puzzle games don't get more love. Maybe I'm just bad at finding them? That said, it does appear that the quest is entering a different, more open-ended phase.
The voting structure and lore-heaviness was, perhaps, the very thing that appealed to me, as I didn't see action bloat before, so I was fairly impressed by a complexity the quest had from the get go. But then, I am a fan of complexity I can understand, because the second thing that appealed to me was the Notes&References section. On the other hand it was a turn-off for a few other voters, so perhaps it is for the best that it got steamlined.
I'm glad I succeeded at this. I wanted to convey that the Springwell Siblings have stumbled into the epilogue of a much larger story. I wanted for there to be a feel of accumulated history.
The mechanics... if you didn't mention you were using GURPS, no one would have guessed it's there.
I was leery of even bringing it up because I feared the readers would demand to see 'the numbers.' As it stands now, the visible character sheets are there to offer a ballpark idea of relative skills.
I support veekie's notion that players are mostly indifferent to mechanics as long as it does not get in the way of storytelling, and it was definitely irrelevant to the story you were making. It's not a combat-heavy dungeon crawler, after all.
The quest certainly can be combat heavy, if it comes to that. But I hope it doesn't. GURPS can brutal when it comes to violence.
I am not certain about the future of the story, though. The previous quest and vote format worked because the setting was finite and confined to the Mansion and its immediate surroundings. There was a limited number of rooms to explore, a limited number of books to read and phenomena to research. It worked fine when we explored the tiny reality of our house we could affect, and the vast lore of the two or more alternate worlds we couldn't interact with. Now that we got to one of these worlds, I have no idea where to start and how to proceed, and what kind of quest it will shape up to be. Some changes will probably have to be implemented in order to support a genre shift towards an open world exploration. We probably won't be able to afford to pay as much attention to small details if we want the quest to get anywhere in a reasonable timeframe.
I imagine future chapters will include phrases such as '
For the next few days, you . . .' and '
A week passes, and . . .' There'll still be small details in the story, but they'll be focused where they're needed.
I am not sure there are general norms to compare your quest to. Most of them are fairly different. But perhaps now that we have a set and easily understandable goal of 'get back to our world', and the clearly defined means 'learn runeology' and 'repair the Witchboard' it will drift towards a more standard quest formula.
One of the possible scenarios
was 'Disperse the Fog, leave the mansion, everything is fine.' This wouldn't necessarily mean the quest was 'won,' though it certainly could be seen as a stopping point. I suppose the Siblings could driven to Vegas and use Maribel to cheat at Roulette . . . .
On the other hand, there would have been loose plot threads to explore, though it depends on whether the readers would care to pursue them.