The end of Amber
I started an Amber game. One of the players was okay with playing but not too enthusiastic, one was very enthusiastic, and three others something in between. One of them was going too leave at some point.
One of the players, the enthusiastic one, wanted a political game with secret actions, players against each other and also against environment. Why not, for does not the rulebook also suggest that? He suggested playing between games by email, and so I implemented that. To make things even more interesting, I decided to recruit some background players who would play non-player characters of their choosing or design. This would also happen between sessions.
It turned out that not one of the players actually contributed substantially between games, in any way, not even the one who had suggested this. The organisation of the game was geared towards making this kind of game happen, and it became quite cumbersome and unmotivating when the players were not engaging with the game between sessions.
The background players did their jobs better than I could have hoped, and they did contribute. For a game of political scheming and plotting I will in the future consider similar implementations. I could have tied them more closely to the player characters and each other.
Also, in retrospect it is easy to see that the players, though enthusiastic at the table, were not generally very comfortable with using email for long messages, or responding promptly. Maybe some other players in some distant future will show more interest towards this kind of play.