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Five Year Mission - Qualified Perceptions
Five Year Mission
Hippocratic Oath, AS 2778 - 2784

Every so often, in a game, I touch greatness. Not perfection - nothing is ever perfect - but doing something that's at the current absolute limits of what I can accomplish. When we wrote Epilogue, I felt like that. I've done the very best I can, I've stretched to the tallest that I can reach, and I've touched the sky. After Epilogue, there was Calypso, and that was great in the same way (and a better game than Epilogue, because the GMs had more practice by then). And then, Oath.

Nothing is ever perfect. We disappointed some players by not being the run they expected or wanted. Some mechanics didn't balance the way we expected, some plots sort of fizzled out, and some players mystified us. But there were still moments, so many shining moments, that were worth any amount of exasperation.

Moments of inspired brilliance (the idea for the fake wedding). Moments of grand tragedy (the Katya/Martan arc and the epilogue). Moments of hilarity (nearly anything with Mirris). Moments of sacrifice (Sook, or Ace). Dedicated trudgery (Good Fences Make Good Neighbors). The amazing calendar, the Pierogi orchestral theme. But then, trying to point to specific individual bits somehow also misses the point.

The whole was far grander and greater than the sum of its parts, both what the players built between them, and the things mjperson and I created. I don't think I've ever had anyone I can work with half as well. We're enough alike that we already agree on (nearly) all the important stuff, and we're enough different that the things he's best at are not the things I'm best at. For all that I often felt like Salieri listening with awe to Mozart embellish his melodies, I know how much of it was mine too, and I can be proud.

I've touched the sky for a third time - again, while standing on the shoulders of very tall people. But I hate endings, necessary as they are, and I'll miss it very much now that it's done.

Current Mood: sad sad

6 comments or Leave a comment
merastra From: merastra Date: September 25th, 2006 06:28 am (UTC) (Link)
Peering in from the edges, I am impressed and awed... by the creativity of the GM's, the playing/acting of players and NPC's, the great moments, the clever mechanics, and last not the least the immense time commitment. I agree that endings are necessary but it is no wonder you will miss it.
mijven From: mijven Date: September 25th, 2006 11:57 am (UTC) (Link)

What she said. While never standing within the light of y'alls creation myself, seeing how it bounced off of walls and the shadows it created was pretty shiny. Felicitations.

Oh, and thanks for mentioning Epilogue. Living with Sweetie, who is always able to cut things to the core and isolating problems, some days I find it hard to remember how proud I was of launching that game.
From: desireearmfeldt Date: September 25th, 2006 12:05 pm (UTC) (Link)
Calypso was my standard for a game that was both Great and Not-Bad. I'm not sure I ever saw another 10-day that met that description.

Oath was phenomenal. You should be proud both of the creative acheivement (which from the outside, seems to come almost effortlessly to the two of you, though I'm sure there was some work involved :) :) ), and for the acheivement of not just pulling it through the times of frustration and imperfection, but continuing to shine creatively and love your creation as you did so. Each is a feat many of us could not rise to.

Thank you.
chenoameg From: chenoameg Date: September 25th, 2006 01:10 pm (UTC) (Link)
There were lots of bits of Oath that were obviously impressive, like your ability to work as a team, the creation of mechanics that the players would enjoy while progressing the plot, and the sheer complexity of the worlds and the plots you've created.

But the bit that I am impressed with is your ability to satisfy such different gaming desires across so many different people. You created a playing field where those people who wanted to squeeze every last drop of power out of their characters could work on plots with people who wanted spotlight time and with people who wanted the ability to play their characters down to the last foible. You made plots for people who wanted combats, and plots for people who wanted politics. You built an ebb and flow into the game with the seasons and summer reruns. And you designed a way to deal with the postgame so that everyone would feel that the story didn't just stop but it ended.

arcanology From: arcanology Date: September 25th, 2006 02:11 pm (UTC) (Link)
Does that mean that you're no longer going to be taking up vast amounts of the time and energy of your players? Leaving them free to bend their perverse intellects to other things?

I think I need to go to Mexico until the national guard sorts things out.
sorceror From: sorceror Date: September 26th, 2006 01:06 am (UTC) (Link)

I miss Guild games. ;_;

But at least I did get to play in Epilogue. And what a character, too! ^_^
6 comments or Leave a comment