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  #16  
Old 03-24-2020, 11:21 PM
HansJS HansJS is offline
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I too was wondering if combat got clunky in play-by-post. Some of the pointers here seem good.

Another thought I had was do a Skype or Roll20 session once a week or whenever a sustained combat seemed called for. Anyone try that?
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Old 03-25-2020, 06:09 AM
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Quote:
Originally Posted by HansJS View Post
I too was wondering if combat got clunky in play-by-post. Some of the pointers here seem good.

Another thought I had was do a Skype or Roll20 session once a week or whenever a sustained combat seemed called for. Anyone try that?
I am sure that has been done, yes. Maybe someone will come along with a story/data about their experience in trying it.

Once you try to nail down a set time, you run back into the problem of work, life, schedules, and distant time zones... What's free time for me is school time for you, and middle of the night for her.
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Old 03-25-2020, 07:36 PM
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Originally Posted by Mechaniacal View Post
So, I'm not necessarily new to DMing. I wouldn't call myself the best, but I'd say I have a general idea of how to run a game in real life. The thing is, play by post is an entirely different beast. It's a slow, lumbering beast that I find can be great for storytelling, but keeping players involved and interested is a concern.

Normally, I take a hands-off approach to DMing. I like to let my players explore and roleplay with each other, and only offer up small bits of information when they become relevant or a question is asked. This gives the players time to do a bunch of stuff, meet NPCs, shop for gear, collect some potential questlines for future adventures, etc. Of course, that all assumes that everything is happening over the course of a few hours; not a few months. I suppose the question is, how does one keep players engaged in a play by post format? How does a DM drive the story forward without railroading the players when everything in the game is running at approximately 1/40 of the speed a real life game would be running?
Recruit good players. If you recruit good players at the beginning it will make your job 100 times easier as a DM. Combat is easier to keep moving than the roleplaying part, but for me what I've found is with the roleplaying part I try to respond as quickly as possible if they are controlling a NPC. That really helps keeping the game moving verses waiting for all 5 or 6 players to post and then having the NPC respond to each player.

Also whatever your schedule is keep to it religiously. I tell my players if they haven't posted within the schedule time I will NPC them. Some of the games I play in, the DM gives the players a certain amount of time and then after that, one of the other players can control the missing player. That works well also.
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Old 03-25-2020, 09:52 PM
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I think the main appeal of PBP is to get away from Skype and Discord lol. I know combat takes forever here, but its a small price when you consider how much roleplaying you get done. Some systems like Amber, don't even use dice, so combat is roleplaying too.
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  #20  
Old 03-25-2020, 11:02 PM
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Quote:
Originally Posted by HansJS View Post
I too was wondering if combat got clunky in play-by-post. Some of the pointers here seem good.

Another thought I had was do a Skype or Roll20 session once a week or whenever a sustained combat seemed called for. Anyone try that?
The issue with that is if you can get everyone on a Skype or Roll20 session once a week then you might as well play a weekly Skype or Roll20 D&D session.
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  #21  
Old 03-26-2020, 08:05 PM
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Quote:
Originally Posted by TomBombadil View Post
Recruit good players. If you recruit good players at the beginning it will make your job 100 times easier as a DM.

Also whatever your schedule is keep to it religiously. I tell my players if they haven't posted within the schedule time I will NPC them.
^ This. All of this. Exactly this.

I usually take on an extra player or two from the start, even though it makes a hectic beginning, because it seems like PbP (or gaming in general) lends itself to people dropping out either right as the game is starting or right when a major plot point is about to begin. Getting a game going and then having to put it on hold to recruit a new player is like a death knell to the action, sometimes.

I also agree that a healthy OOC thread helps to keep a game alive.
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