Post by TheUdjat on Aug 4, 2009 11:00:46 GMT -5
Over the years, I’ve slowly learned and developed my personal preferences for play-by-post gaming. It’s not as intuitive as it seems—slowing a game down from a few nights spent around to table to a few months (or a whole lot more) online can be vastly different. Changes to play/DMing style must be made to smooth things along. There are other complications.
It’s taken me a long time to figure out what I have, basically via trial and error, and I’m sure that I haven’t learned all that there is to smooth and easy play-by-post gaming. Nobody ever sat me down and said “okay, this is how to make things easier in play-by-post” or “this is what your DM would like you to do” or anything like that. Then again, I never asked. I was a roleplayer and a writer. I figured I could handle it.
I probably could’ve saved myself a lot of hassle…
In any event, I thought it’d be a good idea to start a thread of tips and advice for new players, or even experienced players that are curious to see what other people have picked up over the years. I encourage all players and (especially) DMs to drop in here and throw down some of their own observations and acquired wisdom. Maybe we can all help each other out a bit. Even if there’s some disagreement in perspectives, at least we’ll know where each other are coming from.
As I’m getting the ball rolling here, I’ll take my turn first. For sake of ease, I’ve divided my tips/advice into categories:
“Basics of Play-by-post” – Kind of a general overview of the differences with play-by-post vs tabletop, meant mostly as an introduction to new players. But the terms will be referenced in later sections
“What your DM wants you to know” – Things I’ve picked up from my time running games that I really, really like to see players doing, or feel they should come to the game well aware of. Also just my general philosophy/approach to online games
“What your Players want you to know” – Things that make games fun for me, or that I’ve particularly enjoyed/not enjoyed about a game.
And a disclaimer, before I get into the thick of this. All of this is purely based on my personal opinions and observations, and should in no way be interpreted as my attempt to lay down the law of How to Play-by-Post. That’s not what this is. It’s just a collection of potentially useful tips and observations, and in some cases a little bit of blunt honesty about what works for me personally—and what doesn’t. Please don’t take offense. Nothing is meant to be offensive, merely illustrative.
Also, I'm probably guilty of most of these errors at some time or another, so please don't think of me as hypocritical. Rather, I think making a lot of these mistakes has helped me to learn not to do them, though in some cases, I am sure I still slip up and do them as well. None of us are perfect.
Basics of Play-by-Post
A lot of this kind of goes without saying, but I’m going to say it anyway. Sometimes even the obvious needs to be pointed out.
What Your DM Wants You to Know
Okay, so this is less ‘your DM’ and more ‘me as a DM’, but for some of you that’s the same thing. Still, it’s important to note that this is merely what works for me, though I’m curious to see what other DMs would like to add.
I think that’s a hefty sized list for now.
What Your Players Want You to Know
Actually, I’m going to leave this section blank, and hope that some others will chime in to fill it. I may add some thoughts later, but I tend to think of optimizing/improving gameplay from a DM perspective, not a Player perspective. So please, share your thoughts, fellow-players! Let me and the other DMs know what you’d like to see, or hope to see/encounter in gameplay.
It’s taken me a long time to figure out what I have, basically via trial and error, and I’m sure that I haven’t learned all that there is to smooth and easy play-by-post gaming. Nobody ever sat me down and said “okay, this is how to make things easier in play-by-post” or “this is what your DM would like you to do” or anything like that. Then again, I never asked. I was a roleplayer and a writer. I figured I could handle it.
I probably could’ve saved myself a lot of hassle…
In any event, I thought it’d be a good idea to start a thread of tips and advice for new players, or even experienced players that are curious to see what other people have picked up over the years. I encourage all players and (especially) DMs to drop in here and throw down some of their own observations and acquired wisdom. Maybe we can all help each other out a bit. Even if there’s some disagreement in perspectives, at least we’ll know where each other are coming from.
As I’m getting the ball rolling here, I’ll take my turn first. For sake of ease, I’ve divided my tips/advice into categories:
“Basics of Play-by-post” – Kind of a general overview of the differences with play-by-post vs tabletop, meant mostly as an introduction to new players. But the terms will be referenced in later sections
“What your DM wants you to know” – Things I’ve picked up from my time running games that I really, really like to see players doing, or feel they should come to the game well aware of. Also just my general philosophy/approach to online games
“What your Players want you to know” – Things that make games fun for me, or that I’ve particularly enjoyed/not enjoyed about a game.
And a disclaimer, before I get into the thick of this. All of this is purely based on my personal opinions and observations, and should in no way be interpreted as my attempt to lay down the law of How to Play-by-Post. That’s not what this is. It’s just a collection of potentially useful tips and observations, and in some cases a little bit of blunt honesty about what works for me personally—and what doesn’t. Please don’t take offense. Nothing is meant to be offensive, merely illustrative.
Also, I'm probably guilty of most of these errors at some time or another, so please don't think of me as hypocritical. Rather, I think making a lot of these mistakes has helped me to learn not to do them, though in some cases, I am sure I still slip up and do them as well. None of us are perfect.
Basics of Play-by-Post
A lot of this kind of goes without saying, but I’m going to say it anyway. Sometimes even the obvious needs to be pointed out.
- Play-by-post is slow. It really, really is. A typical campaign takes somewhere from 1 to three years. The time goes surprisingly fast when one is doing their regular day-to-day routine and just drops into the forums regularly, and it can build some awesome stories, but it’s ultimately a very slow medium for roleplaying. This is at the root of most of the style-changes, because…
- Time kills games. That is to say, the longer something lasts around the forums, the more likely it is to collapse and fail. But more than that, the more time that passes from one post to the next, from one player to the next, increases the odds of nothing happening. There’s a losing battle at war here with the attention spans of anywhere from 4 to 13 people, depending on the size of the game. It will really, truly only last as long as people remain interested in it, and people lose interest when there’s less activity. The thing to take away from this is…
- Do what you can to move things along. I’ll go into further detail on down the line, but this is the core principle to take away from here. Games are slow. Time kills games. So try to keep it moving, or it will probably die. There have been over 50 games run on KMan’s throughout the years, but you can probably count successful campaigns on two hands (by successful I mean having reached its natural conclusion through steady roleplaying). Maybe one hand. Point being that though you can have a lot of fun in a campaign that doesn’t technically finish, I personally like to reach the end—and to do that, you have to be aware that time is not on your side. Which brings me to the paradoxical advantage of play-by-post:
- You have time. It’s all about scale. PbP’s biggest weakness is also its biggest advantage. You can take oodles and oodles of time to think about what your character will do next, to fine-tune their dialogue, think about their actions, consequences of those actions, etc. Posting regularly is very important to keeping up the pace of a game (see above), but in the same spirit, taking your time to think about posts before rattling them off is just as important to ensuring a successful game. Hasty posts neglect to provide valuable information, or sometimes you forget something you wanted to do a couple of posts ago. Take your time. Think about it. Just don’t think about it for, like, days, or you run into trouble from the above.
- You’re gonna forget. Even if you think carefully over each post and are in only a single game (or just running one), you’re going to forget things. With weeks or months between game events, this shouldn’t be surprising. We all have other things going on. My advice: notes. Notes on your character thread, in the gaming thread, or in an out-of-game post. Anything you can do to make the information available to yourself. For my own games, I use a lot of Microsoft Word notes, everything from the plot of a game I’m running to a character’s projected level progression, reminding me just how I planned to level when I started out. But these note are only as good their updater, and I’ve seen many such lists and references in the community fall away in disuse. So, again—timeliness.
- Be realistic with yourself. Consider this a final point on the basics. Play-by-post has its strengths and weaknesses (generally Time and Time). It can be easy to rush into a slew of games with eagerness when you first join up (or periodically thereafter…), but try to be honest with yourself. Will you still be interested in running 5 games simultaneously in 6 months? Will you have the time available to do so? Life happens, we all know that and understand it completely, but it can be mitigated by a measure of moderation. Don’t get attached to too many games before knowing what you can manage during your busiest week. Online roleplaying can be a great way to spend one’s time, but it can be a massive waste of other peoples’ time if you commit and are unable to follow through.
What Your DM Wants You to Know
Okay, so this is less ‘your DM’ and more ‘me as a DM’, but for some of you that’s the same thing. Still, it’s important to note that this is merely what works for me, though I’m curious to see what other DMs would like to add.
- If you help me, I’ll help you. We’re not talking bribes here, but generally speaking, I am in a more forgiving disposition to those players that make the game easier for me. Pretty much everything on this list is a means of making things easier for me. If you do even some of them, I may be more inclined to listen to your crazy tactical plan or look on your comical bluff with a little more leeway. Roleplaying works best when DM and Player meet each other halfway. We’re all doing this for free and want to get enjoyment out of it, so give a little to get a little. To that end…
- I hate book-keeping. Seriously, it sucks, especially bearing in mind that You’re gonna forget and Time kills games. I’m pretty sure nobody likes book-keeping, but a certain amount of it is necessary in roleplaying games—tracking spells/day, HP totals, even ammunition if one cares about it. This sucks. I cannot properly convey how much I dislike keeping track of these nitty gritty details, nor how I view them as fairly essential to the realism of the game. A DM is expected to keep track of these things, and in your typical tabletop experience, this isn’t so rough. But with a day or more between combat rounds (let alone combats in the same day), this can be difficult, monumental even. You can do me an enormous favor by simply tracking these things yourself. I want to hug the players that post on the bottom of their combat line HP totals, AC, buffs in place, negative statuses, etc. I generally still try to track my own, but if there’s a discrepancy I can address it. Spells/day are even worse, though. There’s nothing I hate more than digging through a dozen previous posts to see what has been cast that day. So please—help me out. Keep track of your character, at least.
- Interaction skills < Roleplaying. This is a contentious issue for me in tabletop, too, but even more so online. In real life, I can be a bit forgiving of the guy that can’t think up the right words to say on-the-spot, typically because I am forgiving of anyone pretending to be an elf (or whatever) in a fantasy world acting on spur-of-the-moment improvisation. It’s hard to do. But even in those cases, a Diplomacy +21 or whatever is only as good as the player’s actual words. In play-by-post, a player has hours, sometimes even days to think about precisely what they want to say, so I’m much less forgiving. If you want to be a social character, expect to type up some dialogue, and to put some thought into it. Also bear in mind that social characters tend to have the burden of leading, at least in non-combat situations, and other players will often look to that individual to get things moving. So there’s a bit of a burden here.
None of this is meant to imply that there’s no reason to drop skill points into things like Intimidation, Bluff, or what-have-you, because I still very much look at the skill bonus to gauge NPC reaction. However, the advice given in the SRD for DCs and such is not typically what I use (if I use anything other than my own judgment). But in the end, even an uncharismatic character has a shot of making a good impression or a convincing argument, provided the player is up to the task of roleplaying it out. That’s why we’re all here, after all, isn’t it? - Please don’t test my limits. I think I’m guilty of this as a player sometimes, too, and it’s hard not to do, but as a DM I tend to dislike it if I feel a player is looking for a loophole. This seems to occur most frequently during character creation. DMs lay out rules for creating characters, generally tweaking things with a certain style of game in mind, and a player may come up with something that fits the letter of those specifications, but not the spirit. Sometimes this is incidental. Usually it looks more suspicious. Either way, it’s just annoying. I hate telling someone ‘no, don’t play that,’ because I want everyone to enjoy playing their character, but there needs to be balance to it, and if one character has a significant edge over the others, it causes problems.
- Please Keep Infighting and Splitting Up to a Minimum. Here we confront a couple of strengths/weaknesses of play-by-post again. Online gaming is unique in that a group can split up and still be doing things. Multiple objectives can be tackled at once, and often this is the best way to save time and resolve issues. However, needless splitting up gets annoying, time-consuming, and ultimately slows things down. Running a game is already pretty taxing, but when all six of the characters are doing their own thing, it becomes a lot like running six games. A lot more of a headache. Infighting can be just as bad. I like a little, don’t get me wrong, because tension and conflict lead to good roleplaying experiences, but there are generally plenty of obstacles and challenges to overcome without overcoming each other. And I say this as someone just as guilty of bad inter-party strife—sometimes one must learn the hard way. Sometimes splitting up or infighting seem like the only way to properly roleplay a character, and while I understand that concern, it’s important to note that good games sometimes requires players to…
- Find an excuse. Feel like your character doesn’t want to get along with that guy? Or maybe he doesn’t have the motivation to fight for this general? Or maybe, just maybe, he decides it’s a bad idea to creep into a dark cave with just a flashlight and his wits. Tough. Sometimes to play in the kind of game you’re in, to Do what you can to move things along, you have to fake it a little. Invent a reason why your character wants to travel with that annoying rogue, or that belligerent half-orc. Make it work. If you’re in a horror game, don’t be surprised if the only way to advance the plot is to investigate the haunted mansion, an act that is sure to result in badness for all involved. If the crux of the plotline is ‘you’ve accept a mission to travel to the far reaches of the north to blah blah blah,’ then give your character ample motivation to do so. Certainly don’t create one with an aversion to cold climates.
These are all little things you can do to make things easier for me. I love that. I can respect a player taking a bit of a hit to their wants and aims in the interest of the game. After all, we’re all in this together. And— - If all else fails, reconsider your character. I’ll be honest—I detest this step. Since it’s very much about the story to me, I get annoyed when characters drop out, are replaced, mysteriously return, etc. It’s a pain to forge a cogent, believable story with that kind of stuff happening. But if you’re really not enjoying your character and it’s making you slow to post, not putting much into each one, and generally bringing you down… ask to make something new. I guarantee you, I will be happier with the honesty than you forcing yourself to work with a character you don’t like. That way, shoot, you could even arrange a climactic and heroic death for the old character, or allow the DM time to write that character out in some other way—and write a new one in. Communication is key. If you’re not having fun, you’ll bring less fun to the game, and that’s bad for everyone.
- Try to predict what’s coming next. ] In a typical tabletop game, the exchange between DM and players is pretty straightforward:
“You see X in front of you.”
“Okay, well I do Y. That should work just fine.”
“Y? Okay, that means you need to make a skill check.”
“[Rolls] I get a 17.”
“I’m sorry, that’s not enough. What would you like to try doing instead?”
“Well, damn, I guess I’ll try…”
This is all well and good for tabletop, but in play-by-post, the same exchange could potentially take a week instead of 30 seconds. Now, a DM can speed a lot of this up by making the roll and pushing things along in other clever ways, but it really, really helps, at least for me, if the player tries to do a little fortune-telling:
“I’m going to try and throw a grappling hook up there and climb up via a rope. I don’t really trust my climbing ability without the rope, though, so if I can’t get the hook set up, I’m going to search the area and try to find a secret entrance or something else.”
This is considerably better. You’ve given a basic approach, what you’ll do in the alternative—and, importantly, why. Depending on the situation, you could probably even offer more. In combat, you can give several rounds of general tactics, at least enough to give the DM an idea how you will adjust to unforeseen events. Really, anything you can do to theorize on what you’ll have to do next has the potential to speed things up. It could be the extra information is unnecessary and gets tossed, but it’s better to have it and not need it, than to need it and not have it. - I don’t like animal companions. Okay, yes, I’ve killed a number of them in the past, but this isn’t specifically why. Companions of any kind tend to be a headache, whether they are familiars, animal companions, celestial mounts, followers, or cohorts. It’s all much the same to me—a free mini-character that must be monitored by me. In other words, more book-keeping. Which I hate.
Unfortunately, companions have gotten kind of unavoidable in the roleplaying experience. So here’s my advice to any player looking to have them: keep track of them. Be diligent about updating their stats. Know where they are in-game. Accept that their decisions are ultimately in my hands. Know that they are mortal, and generally weaker than your character. I am not afraid to kill them, but am not looking for an excuse to do so. Try not to go overboard with them, or maybe I will. On the subject of additional party members… - If you summon something, give me its stats. All of them. I can just delete/ignore what I don’t need, but you save me digging through the SRD/sourcebooks to try and figure out what this thing can do. As added incentive, I tend to forget about things like Augment Summoning if I’m forced to figure out stats on my own, so it’s often in your own interest to give me everything I need. Which, really, is kind of a general rule. If you’re doing something abnormal, please give me the damn write-up for whatever it is.
- Fights may be very difficult, or very simple. I don’t do a lot of in-between. This doesn’t really come up much anymore, I guess, but it’s worth mentioning. As we’ve discussed, Play-by-post is slow, so that means putting in the same number of combat encounters as a tabletop game is overkill. To mitigate this, I tend to do encounters for one of two reasons: to challenge the party, and to progress the storyline; or both. That means there may be some fights that are abnormally easy to overcome because I’m not as worried about whether the characters overcome it, so much as how they do it, and what they learned from the encounter existing at all. On the other side, a fight might be extraordinarily challenging, with the very real risk of character death, because it is a serious challenge to overcome. These fights are more memorable, and more useful to me in telling the story.
- Don’t make secret rolls for yourself. I cry a little for players when they make that beautiful natural 20 roll on their Hide or Move Silently, and I have to ignore it because they’re not allowed to see the outcome of their roll. Disguise is another great example. There are some rolls you don’t get to know the outcome for! If you’re unsure, assume the DM will make pertinent rolls for you. I know, it kinda sucks because one of my favorite moments in tabletop is throwing my dice down, but it’s just not as feasible in a play-by-post environment.
- If there’s a problem, just tell me. ‘Problem’ is intentionally vague. If you’re going out of town, if you fell down a mountain, if you don’t like your character, if you don’t like somebody else’s character, if you don’t like the game… whatever it is, just tell me, and we’ll all get along easier. I can’t do anything about something I don’t know about. Unexplained absences, inactivity, or other things just frustrate and anger me, and tilt the balance of the game away from those that remain, and in some cases leave gaping plotholes (my worst enemies). So if there’s some reason you can’t/won’t post, just tell me! If it can be resolved, it will; if not, at least I’ll know about it and can react accordingly.
I think that’s a hefty sized list for now.
What Your Players Want You to Know
Actually, I’m going to leave this section blank, and hope that some others will chime in to fill it. I may add some thoughts later, but I tend to think of optimizing/improving gameplay from a DM perspective, not a Player perspective. So please, share your thoughts, fellow-players! Let me and the other DMs know what you’d like to see, or hope to see/encounter in gameplay.