I have a session analysis request, but it's super big (10 players) so I understand if you choose not to do it. The players enter the session as two groups that worked against each other for a long time. Group one: Heir of Doom (the leader), Thief of Mind (Heir's right hand), Mage of Void (Heir's ex-partner), Maid of Space, Witch of Light (Maid's sister). Group two: Knight of Hope (the leader), Sylph of Time, Seer of Doom, Maid of Mind, Rogue of Breath (Maid's brother). Thank you!
Oh boy, this is a big one. This one’s been sitting in the inbox while I answered other asks at my slightly-faster-than-a-snail pace, and I’ve been thinking of how this session would turn out. I’m assuming that your players enter the session still working against each other, Let’s take a look at this clusterfuck of a session, shall we?
Heir of Doom, one who passively manipulates or is manipulated by Doom. Oftentimes becomes their aspect. This is a tough title to have, especially for the leader of one group. They’re a powerful player, despite the flaws. The rules always seem to bend around them, and they can bend the rules for their teammates too. But, eventually, they’re going to become Doom. This could mean a variety of things. They could become a reaper-like figure who spreads death wherever they go. They could become intrinsically connected to the fates of those around them. Or, most ominously, following Mituna Captor’s example and becoming sacrifice/death. Sacrificing their life, sanity, or some other critically important thing in order to save their teammates. Either way, tragedy is just waiting for the Heir of Doom. If they die, I would personally look to the Mage of Void or Maid of Space for leadership. The Witch of Light is an arrogant person, frankly kind of a know-it-all sometimes, and the Thief is… well, a Thief.
Thief of Mind, one who steals Mind for their own use. In a session fraught with difficulty, a huge clusterfuck of a Sburb game, this is one of the biggest problem players. Thieves are arrogant, selfish, and egotistical no matter the aspect. They are often widely disliked by teammates, but always advance the session in critical ways nobody else can. The Thief of Mind steals Mind, the aspect of logic, intellect, justice, and karma, for their own use. They’ll be one of the smartest players in the session, but at the cost of Mind for everyone else. This risks being critically problematic, especially if they should steal Mind from either the Heir or the Maid, who are the critical players on the Thief’s team.
Mage of Void, one who understands Void by experiencing it. So, this is either going to be a really useful player or someone who makes almost no impact at all, depending on the greater factors of the session. If it’s a session full of greater-scope shenanigans, such as the Furthest Ring and the Horrorterrors, the Mage of Void is one of your greatest assets. They know everything about the Void. They’re the eminent expert on anything Void-related. They know what secrets people have, and they can hide their secrets flawlessly. Personally, I’d hope for some greater-scope shenanigans in this session. Worth noting however is their prior relationship with the Heir. If they broke up on poor terms, and the relationship is still contemptuous, then the Heir may not want to listen to the Mage. The Mage’s advice falls on deaf ears, with few allies.
Maid of Space, one who creates/creates with Space. This is a great Space player to have. As your session’s Space player, they’re tasked with breeding the Genesis Frog and creating the new universe. They’re the creation class of the creation aspect, so frog breeding comes naturally to them. They’ll have an easy time with the most important job in the game. Or, they would, if your session’s Time player wasn’t on the opposing team…
Witch of Light, one who manipulates Light. And here’s your Witch. Witches are frankly overpowered players who almost always impact the session in huge ways. Combined with this being a Light player, the aspect whose players are always important to the session, the Witch will definitely be very important. I’m not entirely sure how they could impact the session. But Light is the aspect of knowledge, fortune, luck, and importance. The Witch will probably be a major boon due to the luck part in particular. They’ll be able to manipulate the amount of luck that teammates have. This is especially useful with the Heir of Doom, who will almost certainly die if particularly unlucky. With the Witch around to manipulate knowledge and luck, not only will the Heir’s chance of survival increase, they can also offset the harmful effects the Thief has on the session.
And here’s the second group.
Knight of Hope, one who exploits/weaponizes Hope. Knights’ sessions always have a lack of their aspect. There’s simply not enough. Thus, the session won’t have enough Hope. This is… problematic, to say the least, especially with the nature of your session. A lack of Hope means the players aren’t very motivated. They don’t see the point. It must be a doomed session anyway, right? The Knight needs to help their teammates overcome this. Keep fighting, use what Hope you have and at least try to win the session. That’s what everyone needs to do.
Sylph of Time, one who creates/heals Time or with Time. As the Time player, the Sylph needs to help the Space player breed the Genesis Frog and stop the timeline from becoming doomed. The Sylph is especially good at the latter part. They can heal Time. Potentially even healing the timeline! Doomed timeline? No, it’s okay, the Sylph is here. Everything’s gonna be okay. However, they’re on the opposite team as the Space player. This is an issue, since the two cardinal aspects need to work together to win the session.
Seer of Doom, one who sees Doom and uses it to guide others. Here’s a critical player. Your session has a variety of factors working against it. The Heir of Doom has a potentially ominous fate ahead of them, there’s a Thief present in the session, there’s not enough Hope, and the most important players are on opposite teams. Who can fix these? Well, the Witch of Light probably could, but also the Seer of Doom! They can see that if your session keeps going the way it is, it’s doomed. No chance of victory whatsoever. Everyone dies and fades into nothing unless you Scratch, and even that’s a difficult endeavor. The Seer needs to tell everyone about this, on both teams, and get them to put aside their differences.
Maid of Mind, one who creates/creates with Mind. A very useful player for this situation. Everyone is probably going to be a little averse to the idea of teaming up with the opposite team. The Maid of Mind will create logic, showing everyone that it’s the best thing to do. Your session stands zero chance of victory if you can’t get everyone to team up. The Maid of Mind will need to work with the Seer to convince everyone to put aside their differences and be friends. Sburb, at its core, is a team game. You cannot win Sburb as a competitive game. That is the simple truth of it.
Rogue of Breath, one who steals Breath for the use of others. The Thief of Mind is a very problematic player, and if given too much freedom risks dooming even a unified session. The Rogue can steal the Thief’s freedom, restricting what they can do, and giving that freedom to other players. A simple supportive player, but very useful for mitigating problems stemming from other players.
Overall? This session’s success rate is heavily dependent on if and when the two teams can get together. The earlier the better. The lack of Hope in the session is going to be a problem, as will the fact that there are two teams to begin with. But your chances are actually pretty good. If your session can achieve complete unity, then you’ll definitely win the session barring any massive, unprecedented issues. The MVP of the session is the Seer of Doom, for being the one most likely to unify the two teams to begin with. I will say that unity will still be difficult, considering the two leaders. Hope and Doom are like oil and water. They don’t get along at all. Players of their aspects do not get along. It won’t be too big of an issue, but still something to watch out for. I’m going to give this session a 0/10 if they can’t get their act together (again, you cannot win Sburb if you play it as a competition), and 7/10 when unified. The biggest problem for a unified team is the general lack of offensive presence. Only the Heir and Knight are especially noteworthy in terms of attack power. Everyone else is mainly supportive, so large-scale team battles might be a little difficult.
And there you go! That was a fun session ask. Really crazy though, so try not to let everything completely fall apart.