Mr. Mask
2015-03-06, 05:45 PM
I was considering that, some day, I'd like to play through a plethora of different systems with a group, so as to try them out. Admittedly, I wouldn't mind if the players in the group changed, so long as I was able to experience one game, then another, then another, etc.. This got me wondering about how you might make a PBP game that can survive and last. I had a few thoughts.
The GM is one of the most critical components. If they break down, generally the game cannot progress, because others weren't aware of where it was heading and he won't have left enough notes more often than not. How can the GM be made more stable, is the question?
1- Use a Module. If you use a module, so long as it isn't altered too significantly, another GM could pick up from where the last one left off. You could also get your GM to make some barebones notes, that they leave in case they need to take a break or stop.
2- Wing it. One of the players, GMing assistants, or just someone who kept up with the game looks over the situation, guesses where it was going or how to continue, then GMs their own interpretation.
3- GMing Assistants and Backups. If possible, you could simply have a backup or assistant who knows the game and can take it over.
4- Make their job easier. If players or GMing assistants can make the GM's job easier, they are less likely to break down. It could be as simple as running a combat encounter while the GM is on vacation, or crunching math for a player while the GM isn't on. Having a couple of GMs working on a combat encounter could be interesting, resulting in slight confusions as is realistic to combat tactics with groups.
5- Don't have one. Some games work without GMs. Many systems would be hard to run without a GM, but you could try to work out some clever improvisation. EX: Whenever you are in a situation, other players have the job of naming complications that occur, the harder the complication you bypass, the more points.
Players can be, sadly, an equally critical asset despite there being more of them. For one thing, one player leaving can have a chain reaction, where the lack of response decreases others' interest, including the GMs. It can be difficult to work out how you replace or handle their character, which can make the situation awkward for GMs and players. And of course, the longer a game has been going, the harder it can be to find willing replacement players.
1- Use a troupe system. Instead of 6 PCs, you have a band of a dozen or more characters in the party. If a player dies, they play another member of the troupe. If a player leaves, their character goes back into the troupe. If a new player joins, they were one of the characters in the troupe. In this system, be prepared to cook up reasons for sudden swaps.
2- Someone takes over the character. Whether the GM, a player, a new player. This system is probably lesser than the troupe system, but it can be necessary till you get to a situation where a switch is possible. This can also help with game balance, if a puzzle would be too hard to complete without that PC's participation.
3- Have a lot of players. This one is total theory. Theoretically, with a lot of players, you'll have more interaction, less quiet spots, and more people to fill the gap when something goes quiet. This can help encourage GMs and players, but it can also be stressful for GMs.
4- Have few players (per GM). Completely the opposite of the last point, almost. With few players, they can get more attention and trip over each other less, and you can be more selective in picking dedicated players. Theoretically, you could have a lot of players, if you have several GMs for them, and they were kept a little separate.
5- Have meetups instead of timeless PBP. Generally, I think people are more hesitant to miss an appointment than they are to stop posting when they're not sure what to say. OF course, this comes with a large set of problems that remove the advantages of a PBP and make it a non-PBP entirely. However, it may be advisable to sometimes have meetups for particular events. It doesn't need to be the whole group either, it could be two players, a player and a GM, or any combination.
6 - Give XP for regular posting. Silly as it sounds, it might be a good idea to reward players just for participation, to make them feel it is worthwhile. It may result in players spamming a lot of activity, but... wait, isn't that what we want? You'd want to adjust the XP reward so good post get more, of course, to prevent drivel posts.
General thoughts and ideas.
1- Blog: It might actually be helpful if your group was blogging the adventure or the like, or had some other obligation tied into the adventure. The game gives them something to blog about, and so it fulfils a need which gives an addition incentive/obligation.
2- PBP Incentivising Site: A more extreme idea is to have a site dedicated to PBP and encouraging it. Potentially, you could have stuff like experience points you build up, daily/weekly streaks for continuously posting in your game, achievements, etc.. GMing and assistant GMing would be worth extra points, with potential for people to give you points for an awesome post whether you're player or GM. Also the option to buzz players to draw especial attention from them, or even to request a player reply to your post because it needs feedback from them (or potentially them out of several possible persons). This site has a few problems, but one in particular--it'd need to get reasonably popular before it was effective, and needs to be effective to get popular, as well as to get popular to get popular. Interesting idea, but probably not feasible, especially as someone would need to invest serious time to make it.
3- ???
4- Bankruptcy.
So what are your thoughts, experiences, and ideas on how to curb PBP games breaking down?
The GM is one of the most critical components. If they break down, generally the game cannot progress, because others weren't aware of where it was heading and he won't have left enough notes more often than not. How can the GM be made more stable, is the question?
1- Use a Module. If you use a module, so long as it isn't altered too significantly, another GM could pick up from where the last one left off. You could also get your GM to make some barebones notes, that they leave in case they need to take a break or stop.
2- Wing it. One of the players, GMing assistants, or just someone who kept up with the game looks over the situation, guesses where it was going or how to continue, then GMs their own interpretation.
3- GMing Assistants and Backups. If possible, you could simply have a backup or assistant who knows the game and can take it over.
4- Make their job easier. If players or GMing assistants can make the GM's job easier, they are less likely to break down. It could be as simple as running a combat encounter while the GM is on vacation, or crunching math for a player while the GM isn't on. Having a couple of GMs working on a combat encounter could be interesting, resulting in slight confusions as is realistic to combat tactics with groups.
5- Don't have one. Some games work without GMs. Many systems would be hard to run without a GM, but you could try to work out some clever improvisation. EX: Whenever you are in a situation, other players have the job of naming complications that occur, the harder the complication you bypass, the more points.
Players can be, sadly, an equally critical asset despite there being more of them. For one thing, one player leaving can have a chain reaction, where the lack of response decreases others' interest, including the GMs. It can be difficult to work out how you replace or handle their character, which can make the situation awkward for GMs and players. And of course, the longer a game has been going, the harder it can be to find willing replacement players.
1- Use a troupe system. Instead of 6 PCs, you have a band of a dozen or more characters in the party. If a player dies, they play another member of the troupe. If a player leaves, their character goes back into the troupe. If a new player joins, they were one of the characters in the troupe. In this system, be prepared to cook up reasons for sudden swaps.
2- Someone takes over the character. Whether the GM, a player, a new player. This system is probably lesser than the troupe system, but it can be necessary till you get to a situation where a switch is possible. This can also help with game balance, if a puzzle would be too hard to complete without that PC's participation.
3- Have a lot of players. This one is total theory. Theoretically, with a lot of players, you'll have more interaction, less quiet spots, and more people to fill the gap when something goes quiet. This can help encourage GMs and players, but it can also be stressful for GMs.
4- Have few players (per GM). Completely the opposite of the last point, almost. With few players, they can get more attention and trip over each other less, and you can be more selective in picking dedicated players. Theoretically, you could have a lot of players, if you have several GMs for them, and they were kept a little separate.
5- Have meetups instead of timeless PBP. Generally, I think people are more hesitant to miss an appointment than they are to stop posting when they're not sure what to say. OF course, this comes with a large set of problems that remove the advantages of a PBP and make it a non-PBP entirely. However, it may be advisable to sometimes have meetups for particular events. It doesn't need to be the whole group either, it could be two players, a player and a GM, or any combination.
6 - Give XP for regular posting. Silly as it sounds, it might be a good idea to reward players just for participation, to make them feel it is worthwhile. It may result in players spamming a lot of activity, but... wait, isn't that what we want? You'd want to adjust the XP reward so good post get more, of course, to prevent drivel posts.
General thoughts and ideas.
1- Blog: It might actually be helpful if your group was blogging the adventure or the like, or had some other obligation tied into the adventure. The game gives them something to blog about, and so it fulfils a need which gives an addition incentive/obligation.
2- PBP Incentivising Site: A more extreme idea is to have a site dedicated to PBP and encouraging it. Potentially, you could have stuff like experience points you build up, daily/weekly streaks for continuously posting in your game, achievements, etc.. GMing and assistant GMing would be worth extra points, with potential for people to give you points for an awesome post whether you're player or GM. Also the option to buzz players to draw especial attention from them, or even to request a player reply to your post because it needs feedback from them (or potentially them out of several possible persons). This site has a few problems, but one in particular--it'd need to get reasonably popular before it was effective, and needs to be effective to get popular, as well as to get popular to get popular. Interesting idea, but probably not feasible, especially as someone would need to invest serious time to make it.
3- ???
4- Bankruptcy.
So what are your thoughts, experiences, and ideas on how to curb PBP games breaking down?