I also at this point made the rule that players would only gain advancement points if they used their traits as a negative modifier. For example a player with Boring as a trait could attempt to impress an NPC which would normally require one success - however if they used their 'Boring' trait against themselves this would bump the difficulty an additional two successes but if they rolled three successes they would get a n advancement point. On the other hand if a the player were to be trying to impress a very picky NPC which would normally require three successes they used the trait 'Charming' it would lower the difficulty to one success but they wouldn't receive the advancement point. I don't believe this is the literal interpretation of the rules in Mecha but I tried this to make it more interesting because players had to choose to use their traits for advantage in different ways and gave reasons for them to complicate the story.
I had developed a 5 Episode arc for the first session which I thought we would be able to get through in a single 4 hour session. It was pretty close and I think that this was the right amount of content even though we only managed 4 Episodes. Chalk it up to inexperience. The Episodes were titles as follows:
Again this is my attempt to run a introduction type adventure for Mecha which was somewhat inspired by a the L5R Topaz Championship game I played in over the winter. I thought that using this initial 5 Episode arc would cement the sandbox in place and provide a unified starting point for further games.