Could you possibly do a session analysis for me? Rogue of Light, Thief of Heart, Page of Life, Maid of Void, Witch of Mind, Heir of Time, Knight of Space, Sylph of Rage, Seer of Hope, Mage of Doom? I know it's a big session but I would love soneone else's input. ā„
Hello there! Unfortunately, you sent this in before we set the limit to 8 players⦠However, we will try our best to answer it anyway.
Youāre Space and Time players seem adequate to the session. However, I am not entirely confident in the ability of two passive players when it comes to the important task of breeding the new universe. While it can be argued that the players individual personalities will effect this more, and that passive players can still take the helm, this is generally a rare occurrence, and most passive players will take on passive roles. Put simply; if no-one takes control in this situation, nothing gets done, and your session becomes void. While it is possible that your Knight will end up in that position, it is very unlikely.
Your Rogue of Light will aid in obtaining a fortunate session, with the ability to āstealā luck, either from other alternate versions of themselves, or from the opposition. Rogues tend to be Robin-Hood type players, stealing only when it is of benefit to the team. As a result of this, it may take time for them to learn to trust you⦠perhaps due to being handed information deemed wrong in the past. Light players also tend to be much more chaotic people once they realise how powerful they actually are, so while it is unlikely for your Rogue to turn on you once they have gained your trust, being their enemy is not something you want.
I wonāt lie to you, your Thief of Heart may be one of the main trouble-makers in your group. Thieves are know for their rebellious attitudes and disregard for other peoples concerns, and Heart players generally deal in matters either of self and soul, or of romantic worry, so (as their name seemingly states) this is the kind of player who may steal the Hearts of others for their own benefit (which may be revenge or proof that they can keep up with the pace of the game). While I would not trust them completely, I would say that booting them out of the team for good might not be your best option.
The Maid of Void can act as a sort of healer in your session, although not in the way that you would expect. Maids are active healers, meaning they use their aspect to heal directly, or directly heal their aspect. Void players are often good players because many of their abilities rely on paradoxical logic and literally breaking the game in order to get what they want; meaning that while this Maid may heal the nonexistent, they can also heal using nonexistent techniques, or can bring someone who was deemed nonexistent into existence. This means you are dealing with a player who has the ability to literally perform necromancy no matter whether a playerās death is deemed heroic or just. A very handy player to have, especially in a chaotic session. Just be careful in trusting them with confidential information while they are early in their development, as a Maidās quest revolves around regaining what they once lost; in this case, that is the ability to keep secrets.
Your Witch of Mind has the ability to actively manipulate mind, meaning their main power is literal mind control. Use this player to your advantage, especially in the final battle against the Black King, or whoever you may be fighting. Be warned, though, as many Witches have deep connections with the Horrorterrors, and this may lead them to going Grimdark. And believe me when I say that you do NOT want to fight an active player with the ability to manipulate Mind. Their quick cunning and ability to āseeā ever situation, doubled with mind control or mind reading, means they will always have the upper hand in battle. Please keep an eye on this player.
This is where your Sylph of Rage comes in to the picture. Sylphs are passive healers, meaning they tend to be an instrument through which their aspect can heal other players. I can see a very specific situation playing out in my head, where the Sylph takes on the demands of each player, ever patient and always understanding, until one day, much like a certain Bard, they snap. This will actually help the team, especially the other passive players, as the players realise what they have done to anger the Sylph, and decide to amend their mistakes. However, it may be noted that Rage players spend a lot of time in a certain emotion before jumping to the next, and donāt calm down easily. Your Maid might have to help in that respect.
The Seer of Hope will always see the silver lining of a situation, and will be a great team motivator if you are ever short of Hope. Given your players respective personalities, which I am basing off of their classpects, this player will be essential to you in your session, as your team consists of a fair few people who are vulnerable to losing hope. However, they tend to do this passively, allowing their words of encouragement to be said without worrying about whether or not they will have an effect on anyone. They will also act as your guide through the session, as most Seers do.
Finally, the Mage of Doom. This player might not involve themselves in their aspect a lot, and this will probably work to your teamās advantage (as a player who is uninvolved in Doom cannot doom a session). However, there is a common theory that many Doom players are susceptible to mental health disorders and generally bad mental states, due to the nature of the voice in their head. In the end, this player will be able to help other escape a bad ending, but may not even make it to the end game. Be prepared for this outcome. Your Hope player may not be able to help them, despite their best efforts to keep them from giving up.
Overall, your team is strong enough to win the game, but not in the right places. The key to success here is teamwork, and the player will have to learn to work together if they want to āwinā, and work even harder if you want everyone to get out alive.