Solar ones work too, but non-Solar ones are equally informative.
What can you tell me about the format of those games. How were your scenes constructed? Was it at a table, or via IRC? How did your group approach the problems- how did the storyteller present the game and elements within it? Were you allways 'On camera', talking in real time with each other or NPCs, or did you have downtime?
Awright.
The game is set at a kitchen table, nominally running weekly for about 4 hours at a time, but in practice we only had like 30 sessions throughout a year or so.
During the sessions, we're mostly on-camera. Dialogues are mostly realtime first-person, which tends to make measuring durations of Social charms a nuisance. This also means that the GM is disinclined to treat first-person speech as a Stunt, since he expect this as a
minimum from the players most of the time.
During the
sessions stuff is mostly on-camera, but that doesn't mean there are no downtimes. It's just that downtime is usually handled between sessions. So far we had a few downtimes lasting weeks to months each. Last two downtimes were very short, barely enough to spend most of the accumulated XP, but the others were, inversely, much longer.
Scenes are constructed as a GM's description of the location and any new NPCs (i.e. ones we haven't seen before), followed by descriptions of events, actions, and by performance of dialogues.
Problems are largely presented as events in the setting which can have certain consequences if interacted with and some other consequences if not interacted with. Examples include:
- A plot by Abyssals to blow up the biggest dam in Nexus, which we thwarted completely, thus preventing the destruction of Nexus.
- A Lookshy thaumaturge-engineer being kidnapped by slaver pirates along the way from Lookshy to Nexus, the former of whom we rescued, and the leader of the latter of which we killed.
- The dying Emissary (back during the first chapter) asking us to find a replacement (because an Emissary is needed to keep one of Adorjan's summoned-yet-unbound
First Third Circles imprisoned under Nexus), which we agreed to and clumsily succeeded in doing.
- A major activity spike of Walker (from Walker's Realm) and Mask of Winters indicates an upcoming invasion, probably in a matter of weeks to months, so we started warning and trying to prepare the city-states for the defence.
- A Circle of Solar Elders with a legion of well-equipped Tiger-Warriors took over Denandsor. We came in and negotiated a sorta-truce with them, getting what the data we could to figure out just how soon they might become turn on us. (Which seems to be 'not soon, but probably eventually, given the goals they have'.)
- One of the more influential local leaders of the Guild (which de facto rules Nexus because the council was all killed by the Emissary in retaliation for their collective attempt to assassinate him) said cleaning out Firewonder of Wyld would go a long way to increasing our influence and enabling some political stuff we requested (has to do with the upcoming war). So we went in there and did. Turning a local Dragon worth of Fair Folk soldiers and their commander into mortals in the process.
The game seems to have a certain bias towards giving more stuff to do for our Twilights (especially in the last adventure, but not as much in the other ones). However, the GM still does provide challenges to the others too. Such as a complicated door with a dual-lock mechanism and several traps that took a whole scene to get past (requiring careful descriptions of approaches, Larceny + Intelligence and + Dexterity rolls, and the aid of another person because the lock wasn't meant to be operated by just one; no, I don't have Lock-Opening Touch yet). As far as problem-
solving goes, I think the most prominent member of the cast is our Magitech Samurai-McGuyver Twilight, who is always ready to improvise something, jury-rig an encountered magical device and the like.
There's a serious combat every half-dozen sessions or so, on average. Which I think is enough or more than enough, but the other Night (who originally wanted to be a Dawn) thinks is too little; our sorceress thinks "combat? Oww, I need to add and subtract
numbers and
count dice, nooo". Combats against worthy opponents are serious business. Combats against Extras so far have not been played out, but rather described in very narrative terms (IIRC there has been only one such combat so far).
Oh, also, between sessions, we write down 1-3 paragraphs of our characters' thoughts about the recent events. Informally we call these 'diaries', but that doesn't imply that the characters
actually write down all that stuff (not necessarily, anyway). Players don't show the 'diaries' to each other. They're merely a tool to facilitate the GM's understanding of our characters.