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Thread: Notes toward a PbP mechanic
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2008-04-15, 01:35 PM (ISO 8601)
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Notes toward a PbP mechanic
Hello everyone. Not a lot of you know me since I mainly visit only the PbP section of GiantITP. I used to post a lot at the wizards/gleemax D&D forums but the place is kind of emptying out in the lull before 4e. So I thought I would bring my thoughts and ideas out here, in the hopes of getting some feedback from fellow gamers.
I currently DM two PbP compaigns (as well as 1 real-world one) and I play in four separate PbP campaigns (and another real-world one). I can manage so many different games at once because people don't always post often and if needed I can be 24 hours late to any of my PbP games without anyone caring much. The flexibility is cool.
However, some of those same things are what drive me crazy about PbP - I don't want to wait around for days at a time to see what will happen next when the story heats up, and I don't like a single combat dragging on for 3 weeks of real world time. Plus, at certain crucial times (character creation, key plot points, BBEG battles, etc.) a PbP game will suddenly pick up, with lots of posts, PM's and char sheet updates all at once. Frankly, I don't like the up-and-down. I would much rather have a single PbP game that runs at a smooth, quick pace than a bunch of PbPs with varying levels of posting.
So is this a gripe against my players or DMs? No, not at all. Actually it's the game itself I'm wondering about. D&D, like most tabletops, is designed to be played for hours-long in-person sessions. The rules and roleplaying can translate to minute-long internet posts, but they don't always translate well. It's like those old King's Quest computer games: you can put the game on a series of floppy disks but you'll have to change discs and wait for 10 minutes every time you walk from one screen to the next.
So I'm starting to brainstorm about game mechanics. Ultimately I'd love to design or help design an entire gaming system that is meant for PbP games (and Pb email and Pb chat). I don't mean a world, setting, or adventure; I mean an entire set of mechanics.
If there is interest in this - if others have the same gripes and if no one has already made a PbP system - then I'd eventually like to start a more design-oriented thread where the community can give input and help shape a real system. For now, I mostly just have a string of questions that I would love feedback on. So, if you have an opinion (and who doesn't?) then jump on in!
Starting questions:
1) What are the hardest parts, for you, of running a RPing game (D20 or otherwise) over a message forum, email, or chatroom?
2) Has anyone ever designed an entire Rping system (rules, abilities, etc.) specifically with PbP play in mind? Or, similarly, are there any PNP systems that you think adapt to PBP really easily?
3) (For the DMs out there): do you find the player selection process as ridiculous as I do? Because, although it's always gone very professionally for me and I've never caused any hurt feelings as far as I know, it does seem a little degrading, or at least a time waste. "Hey, how about 30 people take the time and effort to make fully statted out characters and get excited about them, so I can choose the five I like best." Plus it takes weeks (usually) from when you first hear about a cool campaign till when you can actually start playing. How would you shorten the process? Do you think it can be shortened? Is there a way to make it less of a lottery?
4) How do you like PbP combats run, and what sorts of rules (which gaming system, and with what house rules) make combat faster and more enjoyable for you in a PbP game?
5) Why do you think PbP games are more likely to "peter out" our end early before the campaign is concluded? How do you try to avoid this in your games?
Okay, whew, I think that's enough to get discussion started. Feel free to branch out and bring up other issues - I really want to get a feel for what problems (and solutions) other people encounter when doing a game over the internet. Any input is welcome, just keep it friendly!
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2008-04-15, 01:50 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
Whatever system you settle on should have no battlemaps (too hard to do online) and encourage posting several turns worth of information at once during combat. When you can't make a move without knowing every person's action before yours, it really slows down posting.
Also, I've always wondered why DMs don't just do it on a first-come, first-served basis for picking players. I have a group IRL that works like that. It's an open world with about 10 DMs and ~40 players. Each week between 20 and 30 people show up, and 3 or 4 DMs write a quest hook on the board. People sign up for the games, and the DM runs the game with that. It works surprisingly well, and your character feels more like a mercenary called in to do a job without any real clue what's happening in the world beyond his perspective. Of course, the system has far fewer balance issues than D&D, and I have adventured with a character who is roughly equivalent to a second leveler in a group with an epic fighter, and we were both effective, and both failed the same save to render us ineffective at one point, so pick-up games are easier on the DM.[/sarcasm]
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I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2008-04-15, 01:56 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
Speaking of which, I found the ultimate speedup for D&D.
It's simple, really. Just screw the 3.5 initiative system. Instead, use the second edition system (First come, first served, enemy akes turn, you take turn, repeat ad infinitum or until a side dies). Works like a charm.
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2008-04-15, 01:57 PM (ISO 8601)
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2008-04-15, 01:58 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
1) What are the hardest parts, for you, of running a RPing game (D20 or otherwise) over a message forum, email, or chatroom?
DMs have to resort to creating little maps in paint or the like, and while that CAN work, it's a lot more clunky, time consuming, and vague in use than being right around a table together.
The solution would be to have a DM with a lot of pre-generated graphics designed for use on a grid map. With the use of a program like Inkscape, this type of map would take a while to initially create, but after you've made all the pieces you can use them game after game.
The other problem is that DMs never set a time to meet, so things drag out mercilessly. Even across these other methods, you should have dedicated time to meet and reliably play the game- it just makes things progress so much faster.
2) Has anyone ever designed an entire Rping system (rules, abilities, etc.) specifically with PbP play in mind? Or, similarly, are there any PNP systems that you think adapt to PBP really easily?
It should be noted that Freeform games, interestingly, bypass the problem that I noted above, not needing maps at all due to lack of roll-play mechanics.
3) (For the DMs out there): do you find the player selection process as ridiculous as I do? Because, although it's always gone very professionally for me and I've never caused any hurt feelings as far as I know, it does seem a little degrading, or at least a time waste. "Hey, how about 30 people take the time and effort to make fully statted out characters and get excited about them, so I can choose the five I like best." Plus it takes weeks (usually) from when you first hear about a cool campaign till when you can actually start playing. How would you shorten the process? Do you think it can be shortened? Is there a way to make it less of a lottery?
4) How do you like PbP combats run, and what sorts of rules (which gaming system, and with what house rules) make combat faster and more enjoyable for you in a PbP game?
The DM and players will have to coordinate together to make it work, but it is easier to manage than you might think.
Otherwise... *shrug*
5) Why do you think PbP games are more likely to "peter out" our end early before the campaign is concluded? How do you try to avoid this in your games?
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2008-04-15, 02:32 PM (ISO 8601)
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2008-04-15, 02:35 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
How many use squares and can acknowlege frickin' HEIGHT? Seriously. If you know of one, tell me, because I've been looking for one forever. Would be the perfect way to start my first 4th Ed. campaign.
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2008-04-15, 02:43 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
I'm in two minds about this. In my own PbPs, it's been pretty much a wash. About half the time posting out of initiative order has indeed sped things up. In the other half, it's caused horrible mix-ups: previously posted actions low in initiative order have become irrelevant or impossible to perform by the time they come around, requiring a replacement action posted in order anyway; and there's a tendency/temptation for the slower posters to tailor their actions to avoid invalidating previously posted ones, particularly when they can see they wioll haven be (thanks, Dr Dan Streetmentioner) successful.
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2008-04-15, 02:46 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
@ Azerian: I don't know, how easy is it to represent height when you're playing on a real board with normal miniatures?
Not very easy. If a wizard casts fly, I'm certainly not holding my miniature precisely 6 inches in the air over the battle mat I typically use while everyone else gets to the sodas.
Stacking figures on top of dice is similarly a bad idea.
The height of monsters and obstacles and the like really don't come into play across a map anyways- it's all through description and mechanics which can easily be written up for online play.
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2008-04-15, 02:53 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
Actually, I had a great general idea for a PbP mechanic game, but never fleshed it out... the general idea was that the more poetically they posted, the better the outcome.
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2008-04-15, 03:06 PM (ISO 8601)
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2008-04-15, 03:19 PM (ISO 8601)
Re: Notes toward a PbP mechanic
The problem with first-come, first-served is that it rewards those who are on the forums ALL DAY LONG, and those who only check in from time to time get shafted.
I'd suggest telling people to NOT do full sheets, but to simply post character concepts (general build, personality, bullet-point backgrounds) -- this reduces the amount of work to get noticed, and gets rid a lot of the "well I wasted my time" problem, since basic concepts can be re-used in other games more easily than fully-statted characters can.
4) How do you like PbP combats run, and what sorts of rules (which gaming system, and with what house rules) make combat faster and more enjoyable for you in a PbP game?
E.g., a rogue finding out that the enemy is immune to sneak attacks might try a different approach, so they would have to come up with a new set of instructions.
If the players post frequently enough, then a simple battle-map driven system works just fine.
5) Why do you think PbP games are more likely to "peter out" our end early before the campaign is concluded? How do you try to avoid this in your games?
If I ever participate in a game that doesn't suffer a death from apathy, I'll let you know how it managed it.
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2008-04-15, 06:02 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
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2008-04-15, 07:48 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
3) (For the DMs out there): do you find the player selection process as ridiculous as I do? Because, although it's always gone very professionally for me and I've never caused any hurt feelings as far as I know, it does seem a little degrading, or at least a time waste. "Hey, how about 30 people take the time and effort to make fully statted out characters and get excited about them, so I can choose the five I like best." Plus it takes weeks (usually) from when you first hear about a cool campaign till when you can actually start playing. How would you shorten the process? Do you think it can be shortened? Is there a way to make it less of a lottery?
First-come first-serve has lead to some interesting and fun games, but it has many drawbacks and personally I avoid it like the plague. Its only advantage is speed. If you want to get started ASAP, go ahead.
The other method is selection based on merit, as the DM seems fit - it may be a solid background, or quality writing (to be judged by the background), or a strong build, or a combination of the above. This is by definition NOT a lottery, and I honestly don't understand why you find it "degrading". In your kitchen, you can invite the people you trust, but this is the internet. You don't know the people who apply, so you need some sort of information to determine if they are decent players and if they fit your game. I see no reason for anyone to be insulted if he doesn't get selected in the end, and I don't think I've ever heard anyone complain about such a thing.
If you're worried about the time-consuming process, you can give a reasonable deadline. Your troubles will be over quickly, and no one will get carried away and work on a sheet forever only to get rejected. Requesting only a character concept instead of a full character sheet can also speed up things, and you can leave mechanics and/or detailed background for later.
4) How do you like PbP combats run, and what sorts of rules (which gaming system, and with what house rules) make combat faster and more enjoyable for you in a PbP game?
We're using group initiative in a game right now: Two rolls - us and the bad guys. Bad guys act at the same time (or when dramatically appropriate), and the player who posts first acts first. It has gone fine so far. [Then again, if later on we lose initiative against a big dragon with a deadly breath weapon, I may revise my previous statement.]
What I can certainly advise against, is declaring actions for more than one round. Even if it occasionally speeds things up, and even if you make the most reasonable {if->then->else} assumptions, it will inevitably lead to mayhem. Not worth it.
To avoid killing the game, I think it's a good idea to declare from the beginning that if a player misses his turn, you'll NPC him - at the best of your ability and keeping him in character as much as possible. This rule can be tweaked according to circumstances. There's no reason to wait for the tank to say "I hit it again", so in this case it's a good thing. But if the caster is about to make a win-or-lose decision, mmmmaybe you should wait a bit.
Unfortunately, combat is the main disadvantage in PbP, and there's not much you can do mechanically. Tweak it a bit, make it last a week instead of two. Therefore, it's important to make every single combat interesting. Killing nameless goblins for half a session in tabletop can be fun. Killing nameless goblins for a month in PbP, not so much.
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2008-04-15, 08:37 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
As far as the system goes, I've come up with a freeform system I'd like to try based mostly off of Risus and the TV-Tropes RPG on the homebrew forums. The basic idea is that every one has a set number of roles or tropes which imply abilities, but not really a set list, and contain various advantages and disadvantages. For example, a barbarian role would be very good at fighting, strength, and endurance and would include tracking and survival abilities as well as rage. Whereas a swordsman or "fighter" role would have just as good generic fighting but better tactics than the barbarian thus in a battle they would be evenly matched but in a duel the swordsman probably would win.
In short it uses the role/trope system of Risus except that all conflicts are resolved via description and abstract power (up to the DM) but uses the TV-Tropes RPG plot point system for power boosts and HP. I might run a game around here at some point once I get a good setting for it to test it out.
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2008-04-15, 08:50 PM (ISO 8601)
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2008-04-15, 09:09 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
Starting questions:
1) What are the hardest parts, for you, of running a RPing game (D20 or otherwise) over a message forum, email, or chatroom?
Speed: A play by post game runs a lot slower than a regular game. This reduces motivation & can cause a lot of frustration. I've been in games where it took a week for a round of combat to complete.
Dedication: When you're not meeting face to face, it's very easy for someone to quit without warning, or to just lose interest & reduce their posting rate to a snail's crawl.
2) Has anyone ever designed an entire Rping system (rules, abilities, etc.) specifically with PbP play in mind? Or, similarly, are there any PNP systems that you think adapt to PBP really easily?
3) (For the DMs out there): do you find the player selection process as ridiculous as I do? Because, although it's always gone very professionally for me and I've never caused any hurt feelings as far as I know, it does seem a little degrading, or at least a time waste. "Hey, how about 30 people take the time and effort to make fully statted out characters and get excited about them, so I can choose the five I like best." Plus it takes weeks (usually) from when you first hear about a cool campaign till when you can actually start playing. How would you shorten the process? Do you think it can be shortened? Is there a way to make it less of a lottery?
One of my games got a lot of hype - over 24 applicants in a week & a half. The other got 16. To give them each a fair shot, I gave regular reviews of their applications so they could work on fixing flaws and have it be less "No, you're not in. Better luck next time."
When applications closed, I went through the list, sorted them & graded them according to the quality of their background, character concept, the player themselves & so on. A few were automatic ins because they were just so excellent, after that, I picked to fill party roles or weighed various applicants against one another.
This means that if someone's really dedicated & interested, they can basically put in the work required to get into the game.
I find a strict schedule & letting people know what to expect means things don't take a week to get off the ground. My recent game ads were: "10 days before I pick applications. Then you have one day to finish your sheet while your characters meet one another. After that, the adventure starts. You can use the first adventure to get a feel for your character & make any changes to make it flow better overall."
4) How do you like PbP combats run, and what sorts of rules (which gaming system, and with what house rules) make combat faster and more enjoyable for you in a PbP game?
Another option is one a DM of mine is running which is:
"Player's team: add all their initiative bonuses together & roll. Enemy team: do the same. Players post all their actions - order of posts is the order in which actions happen."A bit messy in some ways, but it's pretty good for play by post games.
5) Why do you think PbP games are more likely to "peter out" our end early before the campaign is concluded? How do you try to avoid this in your games?
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2008-04-15, 10:38 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
The problem seems to be choosing between two undesirable strategies. The first, post whenever you feel like it and take forever because you all post at different times. The second, plan to all post at a certain time, but come to a standstill when someone doesn't come.
Simple RP, no turns, no dice, works remarkably well on forums, and would be my recommended method of collaborative story telling. I don't do PbP D&D, because I think it is an inferior alternative.
Coming up with a PbP mechanic would have to be something that is mostly independent of time. I can only see three ways of doing that completely:
-completely modular campaign where there is a continual plot and list of characters, but the party can change drastically in between quests without harming the plot whatsoever.
-Many single-player parties in the same world. This would be a hell of a task for the DM, but if he managed to pull it off, than they can all progress through the world simultaneously and intermittently interact with each other, with no real requirement of getting online at the same time for the most part.
-Have a battle system where players detail their actions way ahead of time or using elaborate contingencies. The most appropriate fluff I could imagine would be sentient robots or robot/spaceship programmers/controllers in some sort of sci-fi setting. Obviously, the strategy would be to plan so that you are able to actually make your moves, and make them effectively. It might be an interesting game, but it wouldn't be D&D.
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2008-04-15, 11:19 PM (ISO 8601)
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Re: Notes toward a PbP mechanic
"Player's team: add all their initiative bonuses together & roll. Enemy team: do the same. Players post all their actions - order of posts is the order in which actions happen."Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-04-16, 02:01 AM (ISO 8601)
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Re: Notes toward a PbP mechanic
I pbp a good bit now, it is awesome.
If you can get people playing on the agreement of daily checks to see if anything is needed, then if nothing happens for 2-3 days it is up to the DM to see what is wrong and PM or post for someone, so there are no massive lulls. Keeps things moving.
As to character selection, I generally just have people give me concepts, and roll stats. No need to write up the full character sheet if they don't want until I've picked people.
@^: Divide by # of people could balance that.Last edited by Icewalker; 2008-04-16 at 02:02 AM.
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2008-04-16, 05:11 AM (ISO 8601)
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Re: Notes toward a PbP mechanic
As a long-time veteran of PbP-games (mostly Shadowrun, but also Earthdawn and others, so I can't give D&D specific advice) and also chatgames, I'd like to give my own 5 cents worth of answers. I've managed to finish several games, too , some after three years of play. Many more ended in limbo, of course. And there are no guarantees at all - one adventure might be concluded in less than half a year, another with the same players might die comparatively soon.
For chatgames, that's easily finding a time, when all players can be available. It might drag out for months, not because of complicated developments IP, but because own person is having exams, then another is on holiday and so on. PbP has two crucial risks: people getting afraid the moment an actual danger is showing up - and not posting as a result, because they don't want to doom themselves and the others - and characters not getting on with each other. This can take any form, from secretly sabotaging the others' efforts, to not talking to each other anymore, to outright violence, though this is rather rare. The first problem can be remedied through cajoling by the DM (comforting OOC, giving advice, judging plans unofficially before they are put in action). The second is almost always fatal for the game, because there is only so much the DM can do to keep the game moving. If the players don't want to do anything about it, then they won't. The fact that players might disappear due to real life affairs - moving to another town, getting a new job etc - isn't specific to PbP, although because of the long time such games take the risk might be a bit higher.
2) Has anyone ever designed an entire Rping system (rules, abilities, etc.) specifically with PbP play in mind? Or, similarly, are there any PNP systems that you think adapt to PBP really easily?
3) (For the DMs out there): do you find the player selection process as ridiculous as I do? Because, although it's always gone very professionally for me and I've never caused any hurt feelings as far as I know, it does seem a little degrading, or at least a time waste. "Hey, how about 30 people take the time and effort to make fully statted out characters and get excited about them, so I can choose the five I like best." Plus it takes weeks (usually) from when you first hear about a cool campaign till when you can actually start playing. How would you shorten the process? Do you think it can be shortened? Is there a way to make it less of a lottery?
4) How do you like PbP combats run, and what sorts of rules (which gaming system, and with what house rules) make combat faster and more enjoyable for you in a PbP game?
5) Why do you think PbP games are more likely to "peter out" our end early before the campaign is concluded? How do you try to avoid this in your games?
My advice to prevent this: Stick with people you know. People, who proved themselves to be reliable. Make adventures where people have to hit the ground running, so they won't have time to be bored or get annoyed with each other. When you are shipwrecked on Dinosaur Island it doesn't matter if you would sit down and have a chat with the Barbarian in a tavern or not. Set deadlines for planning/discussion. Don't allow them to worry themselves to death - they are heroes, they are supposed to do things normal people wouldn't consider. And, most important: Don't take it personal when the game dies. Even with most careful planning, well chosen players and characters, it sometimes just happens. Just start a new game.
My 5 cents. Or more likely, my 17 platinum piecesWinter is coming.
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2008-04-16, 05:38 AM (ISO 8601)
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- May 2005
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- Appalachian Mountains
Re: Notes toward a PbP mechanic
Something I've found is important is to reduce the number of posts it takes to accomplish tasks to as small a number as possible. I've heard this referred to as a 'ping' rate before.
Ex. of atrociously bad rate:
DM: Everybody make a spot check
Players: roll spot checks
DM: Ok, you see X, roll initiative
Players: roll initiative
DM: OK, player 1, it is your turn
Player 1: I attack the X
DM: Roll to hit
Player 1:
In think you get the idea.
I think most PbP games operate closer to this:
DM: Narrative/Descriptive Text, DM rolls initiative for PCs and monsters, and posts the order of actions, incuding the monsters actions in spoilers.
Players: Post actions, not necessarily in order, including all dice rolls that are necessary, possibly including an AoO in a spoiler, just in case.
DM: Descriptive text of the previous round, and reposts order of actions, with monster actions in spoilers.
etc.Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-04-16, 06:29 AM (ISO 8601)
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Re: Notes toward a PbP mechanic
For the character selection bit- I like selecting my players and characters. I know that Bob is a rules lawyer that is going to cause a problem, his guy may be awesome but I do not want him in my game. Or Joe is a good solid player but his sheet is wrong in 27 places can't use that, maybe try to corret it before selection. First come first served can kick you in the pants, especially if you have personality conflicts with those players.
As for the combat thing, the thing I find most appealing as a DM and useful as a player is to Post initiative order (all mobs go first ot last, makes little difference). Then wait for the players to post in whatever order thye post in.
For exampleGM- Init Order
Bob 19
Joe 14
Willy 12
Retardo 3
Mobs LastWilly- I cast Magic Missle at the mob.Retardo - I hit it a lot.Bob - I run away like a little girlJoe - I Stab it in the backGM- Bob sees the mob and flees. While Joe sneaks up and stabs it. Willy's Magic Missle bounces harmlessly off its magic armor. Retardo cuts it in half with his amazingcheaterstrength.... Mob#2 steps out and eats Retardos leg off...blah blah blahBob will either whack the Mob or if Joe has already killed it then he will do...
As for keeping a game going, that is a difficult task for anyone. GM's burn out, players burn out on their character, Joe the central character's player has a computer crash that keeps him offline for 2 weeks. If you want your game to succeed you need to fight for it. Don't be rude or harass people but be professional and polite about it, say "Joe if you cannot post in the next 5 days I will have to drop you from the game. If you read this after 5 days and have had extenuating circumstances then we can work something out."Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)
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2008-04-16, 10:19 PM (ISO 8601)
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- May 2005
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- Appalachian Mountains
Re: Notes toward a PbP mechanic
Whether the mobs go first or last is of extreme significance, unless you are playing with a very sub-par group of adventurers. If the whole party goes first, the mob starts at a huge disadvantage. A lot can happen in a round. I've seen encounters that the party had no business surviving get rolled because the whole party won initiative.
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-04-17, 08:59 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- New Orleans and abroad
- Gender
Re: Notes toward a PbP mechanic
First off I want to say thanks to the many people who have given their answers. It sounds like there are some common themes to the methods of making PbP go smoothly. Including:
1) Selecting characters based on char concept, rather than having every applicant stat a full character.
2) Not using strict turn-by-turn initiative in fights.
3) Tweaking the sorts of encounters so that they do not last a lot of rounds or have a lot of repetition.
4) Giving the DM the power to "NPC" a character (force him to act) if the player doesn't show up.
5) Different administrative style - either the DM is constantly urging people to post and maintaining interest in the game (OOC solution) or the DM sets up the game to be episiodic and not require the sanme players for very long (IC solution).
Does anyone have further advice or "principles of PbP"? I'd especially be interested in different initiative systems. Having only played D&D and Shadowrun, I haven't seen a lot of different methods and I'd love suggestions.
I'm using these ideas as touchstones as I try my hand at writing a PbP-specific gaming system. Basically I want it to feature point buy, a character-concept-driven char creation system (not stat-driven), simple rules for casting & combat techniques, very fast combat, and a straightforward way for the DM to take over characters if the player isn't there. When I get a rough draft together I will post it here so others can critique, suggest, steal/borrow/use, or even help playtest when we get that far. So please, if you have more ideas, fire away!
API just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.
You can grab it on Kindle or paperback.
Proud to GM two Warhammer Adventures:
Plays as Ulrich, Student of Law
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2008-04-17, 09:31 AM (ISO 8601)
- Join Date
- Apr 2007
- Gender
Re: Notes toward a PbP mechanic
1. The courtesy of waiting for the results of intiative and then waiting for everyone before you to announce and resolve their action before stating your action is HORRIBLY slow. Since there is about a 24 hour ping time for all those. Thus, just knowing WHEN you can go is at least 48 hours. Then waiting for your turn is two to four days for each person before you. That sort of courtesy needs to be abandoned in PbP play. Just state your desired course of action as soon as you can (and then maybe a secondary action if you think yours may get preempted).
2. Try to arrange for a time period while everyone is available for combats. Like maybe every other saturday will be the combat 'time' where if there will be more than a round of combat, it will take place on that day for rapid resolution reasons.
3. Rather than maps, provide a basic situational description. Then make secret spot checks and tell the individual players if their characters have seen some sort of situational or environmental effect that may benefit them. Also, do a quick rundown of any area effects the character can do and let them know who might be affected. Then the individual players can call out directions to the others to try to make use of the environment/situation.