There is no "just" or "little" about this. People went to it because a spirit's wish is a person's deepest desire, the thing which, by definition, they would give up anything else to have. Also remember that the wishes need not always be selfish, and that the destination dimensions would probably also contain a wisher's loved ones. They would be the same people that they care about, just with a few different experiences. Finally on the selfishness point - is it not worse to ask your friends to stay along with you, and deny them a shot at their deepest desires?
They may be the same people, but you're still dimension hopping, and you're still leaving people behind. The people on the other side are not the same people as on the side, because the dimension you came from, and all of its people, still exist.
Yes, but they're not the one asking. You are. And you're leaving people behind, unless every single person would leave - and they wouldn't.
(But first, a quick stop-off on the war/control point - there is no point in any group controlling the archway. The characters who might get control of the archway would, by definition, want whatever was on the other side of it more than they would want to stay and control the wish, so they walk though. Then they are gone, and no longer controlling who has access to the archway.)
Not every group would want to use it. Some might wish to study it. Others destroy. So on, so forth. Unless the Wish can just telekinetically drag people through, there would be
You're quite right, I haven't put much effort into making things mysterious here. This was on purpose. It was not meant to be mysterious. I am now coming to the end of RPing four months of mystery in CitD, so I've had my fill of that, and there will always be other places I can get mystery when I want it and can handle it better. This game is not about exploring mysteries, it is about travelling through the BIONICLE multiverse, constantly running from reality-destroying calamities while trying to find a way to combat them along the journey. And dealing with whatever gets thrown at them in the dimensions that they travel through. Adventure and action and the key words here.
There's a huge difference between wanting to relieve mystery and handing out meta-game knowledge. I'm not exactly good about that myself, and self-awareness tends to give a new perspective on these things. The point is, the player shouldn't know more than the character does. Especially since some players, especially new ones, will attempt to incorporate that knowledge into their characters in some way (again, something I can attest to having been guilty of in the past).
This is exactly the reason why I had to put those three sentences in. The end was messy, and saying it never was the quickest, cleanest way to deal with that and move on. Stating very briefly and generically that all that stuff in the serials never happened frees us from having to wonder how all those unresolved things might affect our characters and opens up the characters involved in those for PC-ification and involvement in the game plot.
Show, don't tell.
As stated above, this stuff is not the point of the RPG. It is just background to the backstory, so I don't feel the need to go into huge depth on exactly how it all happened. Who cares what repercussions it had on Spherus Magna when those are now all irrelevant. Everyone left that world and the only repurcussions that matter now, for the game, are that everyone ended up in Vezonland and the multiverse is deeply broken. Those, I explained in some depth.
And what? The characters have all been massively screwed over! They got a short amount of time getting exactly what they wanted (or thought they wanted), only to have it all torn away from them by something they had no idea was coming and couldn't control. I'm not sure what you mean by them being "too late".
Too late through the Gate, that is. The way I interpreted it, the Gate had transported too many people, and instead started chucking people into Vezonland. Or is that incorrect?
And regardless of how much information you want to give, it's not necessary. Only information which is known or needed by the characters should be provided.
The multiverse bit is outside of what any character knows about for the moment, but I think it needs to be there all the same. It is, after all, where most of the game will take place, so players need to know about what they would be getting into, and judges need it to be able to evaluate the game. Not having that section included would be like writing up a game set on Mata Nui and then having the action move to Voya Nui a week into the game with no prior hints at that.
I'd recommend, then, that you simply utilize a simple "multiverse" heading rather than the "Settings" one, with some sort of explanation of the multiverse at large, followed by Vezonland, the only alternate universe explored thus far.
As I said to Silvan above, I think a game can handle 2-3 groups if they are managed properly. One group of Lost that leaves, one group of Shadows to chase them, and another group of whoever is left in Vezonland, to try and kill Vezon or whatever. Who ends up in what group can be determined by, as you say, differences in the characters' priorities and ideals, clashing personalities and all that good stuff. That doesn't preclude conflict within the groups either. In fact, I expect it. Since it will be almost impossible for PCs to reunite in Vezonland with the people they knew and associated with on Spherus Magna, they may be forced into teaming up with people they don't totally like or agree with. And that will be fun.
You sound fairly sure about how the group dynamics will form. From experience? It never works out as cleanly as you expect. In any case, unless you're going to start allowing players to kill each other off, having the Shadows be PCs just kills off dramatic tension - better to have pursuers fall under the "GM controlled, murderous NPC" category.
Sorry for the brevity of discussion, but I'm in a bit of a hurry. Good luck working.
-Toa Levacius Zehvor