A suggestion for a thing to implement for events, not just combat events:
A "Fill out this form and include nothing else but the information needed in your first post" form. During the events. several players did not post what ring they were using during the event and it had to be sussed out by what they posted in the RP portion or the roll tags (for example: Skill X/willpower).
A simple form to make sure all necessary info for tracking anything can be copied and pasted, then filled out, will make tracking things easier and keep them formatted the same. Just like you have to use the exact format for Submitted Character Sheets, first posts should have the exact same format for everyone to follow in that event.
It can also be used to simplify the Orokos Roll descriptions, so we know what's being factored in before void/honor/glory, and don't have to state that along with the rest to help reduce the amount written in descriptions - which can be difficult for those of us with issues reading or doing math to follow. It also means anyone else doing the math along with us will be able to correct us if we roll wrong and need to redo or add something.
For the Topaz events, that might look something like this:
Ring Choice: X ring
Bonuses Applied (before void point spending/honor/glory/etc): Y Free Raises from mastery, Yk0 from Advantage Z, etc
And again, have that be the only thing included in the very first post.
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What was your favorite part of this game
No one single favorite part. But I did really like that what we did outside of events had some benefits or consequences (like getting Erina as a servant for 1XP + RP scene). It felt like a much more dynamic setting where what we did actually had effects and that's always satisfying.
What was your least favorite part
Shugenja Duels and Courtier Duels
Shugenja Duels being included they way they were. Shugenja are too valuable to have them tossing spells against each other at a Gempukku ceremony where damage from those who aren't as experienced in life as their elders, might not be able to control themselves. Changes should have been made so they were not casting at each other, but ONLY for effect. They could have been instructed to cast an X level spell of whatever element they wanted (so, TN15 for 1st level, or TN20 for second) and then the Assessment & Focus phases could have been used to give them bonuses to their rolls, with the 'Strike' being the actual casting. If the spell needed a target, a target dummy could have been subbed in.
This is a very dangerous thing to be putting shugenja through and is done very, very rarely already for good reason. Making it more of an exhibition than a potentially fatal challenge would have been more in keeping with the setting's views on magic and the Crane's views on nonlethality.
Courtier Duel mechanics are boring. I know you were attempting to do something with it, but it just ended up being a dice pool dump instead of something that felt more dynamic. You could have kept the Assessment/Focus/Strike set up with their 'weapons' being words instead and going after each other instead of trying to convince a judge - this would have allowed techniques, advantages, and disads to trigger the same as Iai and Shuggie duels, which let the participants use their applicable techs/advantages/disads. The assessment could have been described flavor-wise as psyching each other out, focus on narrowing in on part of the topic to really pick apart, and strike the definitive statement they make before everything (potentially) dissolves into petty bickering (i.e. 'combat').
If you played part 2 over again, what would you change
The points system for the events. Just go with a simple pass/fail rule for them and up the TNs according to dice pool rolled - 3k2 is TN15; 5k4 is TN20, 7k5 TN25, etc, so that everyone has a challenge that is roughly equal to their skill. Your one on one match ups were fine, since you were basing them on who had the same or nearly the same level of Skill in the Skill.
What do you think of the lore, timeline, and story thus far
All good.
Do the custom rules for this campaign need any changes
After some discussion and examination, Family Bond is underwhelming and underpowered compared to the other 3 Bonds. At the max rank you're getting a +5 to rolls made with X trait. That's really low when compared to +5k0 to a skill your bond has for Comrade, 5 rerolls for Rival, and -10 wound penalties for Lover. Maybe make it "a number of free raises equal to your bond rank that may be spent only on rolls made with the ring you chose when this was activated." This lets them raise dump on one roll, or spread them out across several during a scene.
Is there any current rule, skill, spell, technique, etc (Book or custom) that you feel needs an errata or ban
Are timeslots a rule? I think having timeslots occupy 3 IRL hours instead of 2 made it hard to get more RP in with the number of events going on. If there's less plot-specific events per game in future games, keeping them as is probably isn't a problem.
Did you feel the game was ran well
Yep. You did good. I've enjoyed it. Have had a lot of fun.
Did you feel like the game was fair
Generally, yes.
The issue with shuggies and there not being a penalty for casting so much, despite having a warning of such, as you've addressed in the initial post is a concern. Not just mechanically, but flavor and lore-wise.
For those just learning the system or very new to the setting and still getting a handle on it, it gives them the idea that shuggies are similar to DnD Sorcerers or Wizards. When - lore wise - they are rare and often awe-inspiring, and casting is more of a spiritual thing, sometimes to the point of being religious depending on what school they're trained in. Spellcasting isn't usually allowed openly in courts or allowed for Testimony. It's the kind of awe inspiring that creates fear of the user in those less familiar with it - which, unless you're a shugenja or work closely with one - is most of PCs at game start. The setting should reflect that. Shuggies aren't spell dispensers you can call on at any time for any reason, they're very special people with a very special talent and connection to the elements and powerful forces of the world.
The penalty didn't need to be one of points necessarily, but a social stigma perhaps, or a glory or honor hit for not being viewed as showing proper deference to the spirits being called on. Something that would reinforce the
setting's views on the use of magic without hurting the players mechanically for not necessarily knowing better on an OOC level
Did you think there were balance problems
Yep. Most of it's addressed in my above answers. But all that said, this is a high-powered campaign. It's going to have balance problems. Some won't be as obvious until after it's a little too late to do anything about it and we just have to roll with it and learn for next time.
Now that that's over with: If I come across as harsh, I apologize. It is not meant that way, but I have a lot of trouble getting 'tone' to come across properly in text, so I know it might. I've been having a lot of fun and enjoyed this game. Any problems pointed out/suggestions are just things I think should be kept in mind and given some thought. If they are not changed or implemented, I'm not going to be upset about it.