My only real regret/disappointment is that, in creating BRPG, I thought I'd finally
be able to game again with my real-life friends, who are now scattered across the US. That hasn't happened. Partly because I'm too busy to stop development and play games, but primarily because my real life friends are "too busy" with life, work, etc. In the year and a half or so that I've been at this, only one or two of my real-life friends have even bothered to check out this site or download the software for a quick peek. They seem to have time for playing NWN regularly, however.
Well... please allow me to stand upon my soap-box and rant, unfettered for a few minutes...
Frankly, it sounds like you have some knucklehead friends like I do.
Guys that nearly worship the campaigns we've played in the past and are willing say on a consistent basis that they "want to play again" and "owe a lot to the game", but are just horrible at scheduling time to make playing possible again. I generally don't like ragging on "players" (ok, maybe that's not entirely true
), but the reality is that, in most campaigns, "GMs" drive the games in such a way that players have no conception of the time, money, and effort that has been put into making the game a possibility. They sit back, like parasitic amoeba's, soaking up all that energy, and only feeding into it while the game is going... but, when it's not, and even when their thirst to play seems insatiable, they can't seem to manage their lives in such a way to make finding time to play a little easier.
As BRPG is being developed, particularly in these last two months, I've been sending out regular updates to my players about the potential status of our game. We have certain goals in mind that we'd like to have in working order (having a video conferencing solution, audio solution, and VTT are our priorities.) But just getting these guys to help me move the ball forward every week, even if it's only in 15-30 minute bite-size chunks, is such a chore.
So, while a VTT like BRPG will make the game possible with people being spread from Hawai'i, Maryland, Tennesee, and Florida... It still takes a monumental effort to manage it. It's almost like the players are underpaid Employees! That is, until the game starts. And then, even they are willing to admit that the underpaid, overworked Employee is none other than the GM.
It's almost like they are rich, well-intentioned individuals, who have gotten something they enjoy in life for free so often, that they really have no idea how to "pay for it" when it's not right in front of them.
So, Heruca, without launching a huge investigation, I'd put money on the fact that you were probably more often a GM and more often the organizer of games in days past as well. And regardless of the usability and brilliance of BRPG, the onus of "making it all happen" still lies largely on you.
It is, when it all comes right down to it, the relationship of creator to consumers... and the price we all spend in our respective roles. Consumers, in general, come to expect certain things to be free, and when asked to pay for those things, will usually kick and scream for a little while. The price players have to pay in adulthood is the effort of scheduling the games into their busy lives, and it's usually a significant price compared to the "free time" they used to dedicate to the game. And when it comes right down to it, my experience is that they are fairly inept at doing so, with some part of their minds resenting the new "cost" for what they used to get for nothing (or nearly so.)
I know that this is a very sweeping analysis of the situation and does not apply to every player (or GM for that matter.) And it's not exactly a fair reflection of what kind of friends they may be (I, for example, consider my particular players to be my "best" friends, some of whom I've known nearly 30 years!) However, I've seen this phenomena enough times, through campaigns that I've run in my childhood, college years, and in adulthood to recognize a certain pattern of behavior.
And yet, despite it all, we creators do seem to keep coming back for more. Keep moving the ball forward. Keep creating.
So, in conclusion (and I believe a rant this long deserves an "in conclusion"), you probably needn't worry too much about the level of appreciation most of the users coming to this site right now feel for you and the potential of this project. I believe, that most of us are, in many ways, kindred spirits.
And that, I believe, is exactly why you don't know whether to merely offer thanks or graciously accept thanks for the open praise and recognition you do get.