Well, I'm certainly glad that this thread has come to the conclusion that the many tabletop games in the marketplace that rely on a cooperative PC-GM relationship aren't really campaign games and just won't ever work consistently. I'll have to notify my group that we've just been playing at imaginary Cons, and not really campaigns; for good measure I should go back and edit the roll20 logs of some of the games we've played to add more zaniness from player to player. :D Y'all are getting kind of strangely funny about this.
You're wargamers at heart, and you're interpreting roleplaying through that lens. Making extremely broad statements about how it's only natural for players and game masters to be at each other's throats is all a bit silly, isn't it? Generalizing your own experience to an entire, ultra-broad hobby isn't a really... useful way to go about things, I wouldn't think. Now, you can certainly make the argument, as some in this thread has, that placing a game like this into a fanbase that has been brought up on tabletop games that encourage that sort of black and white adversarial relationship is a strange decision, but in my eyes it's pretty clearly to give people who are interested in the setting a foothold into it without having to go through a 90s-heritage spreadsheet RPG or having to learn an 80s-heritage somewhat kludgy (as much as I love it) tabletop ruleset in all its occasionally bizarre permutations. And I'm more than a little baffled at some of the hostility to the idea of giving another group of people a gentler way into something we here theoretically love.
This seems to be your go to defensive stand on this.
But structure has nothing to do with it being a wargame or not.
An established structure is a literary term as old as the spoken word.
Universal structure is the difference between a well developed story and "The Last Jedi"
Player 1 turn: Sets up the path to becoming a Jedi, how space travel works. (Requires training)
Player 2 turn: Introduces the Main NPC characters and there personalities.
Player 3 turn: Sets up the ending narrative and the begin of a new story.
Player 4 turn: Changes how you become a Jedi (now you just have to know you are and can use the force)
Player 5 turn: Changes the personalities of the Main NPC characters.
Player 6 turn: Now you can use your ship as a weapon and it requires gas.
The point is Hollywood is in the mess it is right now because of loose stroytelling like this game allows.
Have you ever hear the old sangs "Too many cooks in the kitchen" or "Too may chiefs not enough Indians"
Having played for so long I have seen systems fads like this come and go all the time "diceless games anyone"
When I worked in my friends gaming story and I got to go to the Alliance retail conventions, I got to see all the new ideas coming down the pipes.
And the one constant was these indie type (modern) games would get a good quick following then 1-2 year(s) down the road the trend wold pass and we maybe sold one expansion book per year if it didn't just vanish from the Alliance catalog.
The only systems that seem to weather it all are the traditional system.
Again play was you like, if you can make it work as a campaign then more power to you.
The majority of tables I have been to (and that's a lot over multiple states and countries) can't make this work as anything other then a one-shot.