There are a dozen reasons why, but the bottom line is that I think this is quite possibly *the* game to use for a regularly-scheduled, everyone-makes-up-a-character-and-whoever-shows-up-plays, campaign.
In quick summation:
- The Century Club is the easy background that ties everyone together and explains why [random list of this evening’s participants] were called in for [current problem].
- The adventure setups can easily be resolved in one session.
- The characters are very very competent (nigh on Amberite-level), so it’s really no problem if only a few people can play that week, or if a bunch can — the opposition can remain the same.
- Character progression is comparatively slow and applied to everyone (not just the folks who show up a lot), so you don’t need to worry about falling behind if you’re busy for awhile.
- The episodic nature of the villain-of-the-week, coupled with the fact that half of any GM’s prep will be making up a list of PC Aspects to compel in interesting ways, plus that fact that less-played PCs don’t fall behind means that (a) Anyone can GM if they want and (b) the various GMs can have their own characters to pull out and play when they’re not in the hot seat. It is EASY to switch GMs around in the same setting with minimal fear of stepping on someone else’s uber storyline.
Picture everyone with a character. A wiki full of the NPCs we’ve introduced… a list of all the pulp novels we’ve “written”… and the sure knowledge that, say, “Saturdays are a Game Day.”
I am excited. 🙂