A related concern is that this is basically the start of a story, and while we have some traits already established, this is the premiere part to let player base to play with some char development and make some defining choices. I see like, three-four points where I was like, "Yeah okay this looks like there should have been a choice here."
I feel it's necessary to dispute this on the basis that it implies the optimal or indeed only quest-running style is to leave defining the character up to the audience.
I know a few QMs—myself included—who would take umbrage with that assertion. There is nothing wrong with deciding "I would not need votes to write this character, but I will permit the audience to shape their edges". Sometimes you just want to tell someone's story, and you're writing it as a quest because you enjoy the feedback loop more, because you want to see how the players navigate your plot, because you were influenced by being around a bunch of other QMs—who knows? You don't
need to make every character-defining decision as something the audience chooses: honestly, if you'll permit me to make the assertion, a QM should never offer a choice they aren't ambivalent about, and if that means you look at a moment in the story and go "they would do this here, I can't imagine them not" but it's also a big character moment, you don't offer a vote there.
I can understand, certainly, a personal preference
for being offered those choices on behalf of the reader—I get that, I do. I'm not arguing that it's a bad preference so much as I don't want to let it go unchallenged with the implication it's the
only preference.
In my corner, I read this update and didn't see any moments that I felt should have been made choices until the very end; deciding who we go and visit is a vote that helps establish who our friends are or will be, which is a way to indirectly characterise us without explicitly going "we are the sort of person who will do this". It's exactly the sort of thing I like to write
and read.