>>17678382what doomed the TTRPG (as a long running "season" thing) right from the start was the issue of it being a full-gen collab always, when the people involved are all spread out on multiple continents and timezones. So that naturally leads to organizing nightmares, what with everyone having their own schedule and things they'd rather do, so it was always just going to be a "once every few weeks" thing.
That naturally lead to our second problem, with it being spread out so far apart, the girls all forgot everything between sessions, and a lot of time needed to be wasted every start on "wait, what were we doing again?" plot recaps and "uuh,how does this work again?" rule reminders.
And even with all the sparse scheduling, you still couldn't make things right for every girl, as there was always at least one or more girl in each session for whom it was clearly too late / too early in the day and they were nonresponsive passive passengers with "ugh, I'd rather not be here..." deafmute energy.
IF (big if, as that experience probably deflated their motivation for any future long running "series" collab events) they ever do a "season 2" or new TTRPG, I hope they learn from what went wrong in the initial run, and adapt their setup. Don't try to force it into being a long-running arc, just do shorter more focused scenarios that can be completed in one or two sessions and see what develops from there (so if it doesn't work out, you can just quietly retire the project without much drama). And for gods sake, don't involve too many people as that increases scheduling problems exponentially and the chance that some of them are going to be deadweights anyway. Just do it with 2-3 at most people who are actually committed and really want to be there.