1) How do you feel about the frequency of my updates?
We're rolling along at a good clip! (Experience tells me that the current pace will slow as the game matures, but that's fine . . . I'm all for taking the time to enjoy the journey rather than rushing to get through.)
2) Am I giving you enough time to RP amongst yourselves and with NPCs?
Yep.
3) Do you feel like your character has had an oppotunity to shine?
As much as has been possible given the short time we've been 'in country.'
4) Do you feel like your characters actions are making meaningful impacts on the world?
Early days, yet. We're heroes, but still fledglings . . . we'll get there.
5) Am I giving you enough time to react to situations in the game world? Should I allow you a chance to react at every "time slice" rather then extrapolating to save back and forth time?
I think you're pacing the game well so far.
6) Do you feel like I'm taking too many liberties with what your character does in my updates?
Not at all.
7) Would you prefer less "narrative" style updates and more "just the facts"?
I like the story telling, and a narrative style should help me keep details better in mind.
8) Am I giving you enough opportunities to roll dice?
Yep.
9) Are you disappointed by the lack of combat (thus far)?
Not at all.
10) How do you like to run combat? My current plan was to have everyone post a prioritized things they'd like to do in priority order...and then resolve the round in initiative order. Using your prioritized list and my judgement to determine what happens to avoid having to wait for everyone to post in initiative order. OR would you rather I wait for each person to post in initiative order, resolve it and move to the next pc.
[sblock=Long Answer]I've never been a fan of group initiative, regardless of the time it takes for a combat. PbP is slow, regardless, and I like the intricacy of running an encounter in initiative order. I also typically play lightly armored, fast characters and take initiative boosting traits and feats, and group initiative sucks almost all of the usefulness from this type of player. Once Val takes a level of Rogue I'll be very interested in him acting first to catch someone flat-footed so he can take advantage of his sneak attack.
That said, I also understand others' readiness to move it along - combat is fast as it actually happens, and slowing it down takes some of the urgency out of it.
Probably the best solution to this problem I've seen is the system Perrin Miller uses:
Roll initiative for each character, and take the average. (If I were using this system I'd make the rolls and post them so as not to use two or three days just to determine initiative order). If the heroes win, they act first and you're done. If the baddies win, any heroes who's individual rolls beat the bad guys initiative get to act first, then all the bad guys, then all the good guys (even the ones who acted previously). It's basically like adding a round in which only the really fast characters act.
If there is a surprise round, use individual initiative results combined with perception results to determine who acts and in what order, then go to right into group initiative as described above (but without that "extra round" - it got used for surprise).
This system makes it so that those characters who take initiative boosting traits and play high-dex characters 1) help the group initiative and 2) get to take advantage of those feats, traits and ability points.[/sblock]
11) In general 1-10 with 1 being the lowest, how engaged are you in the story?
9+. At this stage, we don't know a lot about the story so engagement for me comes from good narrative description (so far that's been excellent) and good, three dimensional characters (and we've got some excellent character writers in this one). I'm loving it!
12) 1-10 How do you feel I'm doing as a DM?
9+. Good narrative, and your writing style suits me well. Good pacing. Good effort to emphasize each characters abilities and actions. Good effort to incorporate each character and their backstory into the world.
13) Any other suggestions for changes in game flow you'd like to see or ways I could make the game better?
Not so far, but I'll let you know if I come up with any!