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Thread: What makes a good PbP game?
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2018-02-15, 11:51 AM (ISO 8601)
- Join Date
- Jan 2017
- Location
- UK
What makes a good PbP game?
What makes a good PbP game?
I've seen some play-by-posts run for hundreds of pages, while others die out on page one.
It's tempting to blame ghosting players or busy GMs, but people are always enthusiastic at first. I think it must be something along the way that switches people off, or that the game isn't delivering enough to keep people interested.
What do you think it is? What's the special sauce that makes a PbP game good? Any tips or lessons learned from past and current PbP GMs are welcome. I'm hoping for system-agnostic ideas.
Note: I know how to run games in person over a table, but the dynamic there is really different, and I think a whole different set of tools might be needed to keep PbPs exciting.
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2018-02-15, 12:18 PM (ISO 8601)
- Join Date
- Nov 2014
- Gender
Re: What makes a good PbP game?
The biggest magic thing I've found for having a PbP survive is, almost counterintuitively, having some sort of Real Time OOC chat. Whether Skype, Discord, or something else, a place for players to just always have up and talk in - not just about game stuff - drastically increases game lifespan.
You get to know the other players as people, and even as friends, rather than just names controlling a character that might only be seen once every day or so. And that's very important, because people are less likely to suddenly lose interest if they like and/or care for the people that they're playing with. I've been around and run a PbP site, I've seen the difference from before and after we encouraged RT OOCs. It's no guarantee, but it really, really helps.The stars predict tomorrow you'll wake up, do a bunch of stuff, and then go back to sleep.~ That's your horoscope for today.
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2018-02-15, 05:07 PM (ISO 8601)
- Join Date
- Dec 2015
- Location
- San Francisco Bay area
- Gender
Re: What makes a good PbP game?
Quantity not quality.
A long, well written post encourages others to do the same, it also intimidates others into not posting.
A short and to the point post inspires others to post as well, keeping the game going, think the opposite of back-storys often written.
Also people (especially the GM) should pace themselves more, typically the games start with lots of posts per day, and then they taper off, I'd prefer a slower initial pace, and games that last.
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2018-02-15, 05:34 PM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Dallas, TX
- Gender
Re: What makes a good PbP game?
I think there are a lot of moving parts to make a PbP work. The heaviest hitters that determine whether or not, imho, a PbP lasts are:
- Good synergy between players and DM.
- A well thought-out environment and system.
- Flexible, but easy to follow structure.
- Consistent gameplay.
- Dedication.
Spoiler: TLDR: Group pacing and dedication helps a lot.It's important to realize the strengths and weaknesses of a PbP system. They're great for emursive RP, open-world exploration, meticulous and contemplative world mechanics structure, beautiful imagery and/or audio video choreography, and careful considerate rules adjudication. They're not so great at fast-paced action. Not that you can't do a kick-in-the-door campaign on PbP; it's just handled a little differently.
But the hardest thing to maintain is probably the pacing. My friend struggles with PbP, because staying in the headspace of his character for days, weeks, or even months at a time isn't fun for him. Inversely, I've run campaigns where players hung out at the same tavern for over a month, and everyone was happy. That's why synergy is important. You need everyone to be on the same page for game pacing. If you're running a campaign where half the team wants to get the story moving, and half the group wants to really explore the backstory and intrigue of the innkeeper's eldest daughter's secret lover who is a member of an assassin's guild, who is trying to go clean, but the guild won't let him, then you're going to run into trouble. You can run a split campaign on a seperate thread, which I usually do in cases like that, or you can risk half the party getting bored listening to the innkeeper's emo daughter whine about her emotional plight, or you can risk the other half getting frustrated because the campaign feels like a cardboard cutout.
Be up front about your gaming style and preferences and how your campaign is being run. Try to select players who feel your vibe and play the way you play, and always be willing to adapt to player dropoff. Worst case scenario, you can run the missing players' character sheets as DMPCs while you reopen recruitment, as long as you have at least one willing player.PbP Junk and Stuff:
My Characters:
I am currently not a player in a game, and would be mostly interested in joining 5E games.My Campaigns:
For the Republic of Ishtar! A 5E Campaign
My PbP color is dark red.
My Player Registry
My DM Registry
Jormengand's Advice on Character Development
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2018-02-15, 05:35 PM (ISO 8601)
- Join Date
- May 2015
- Location
- UK
Re: What makes a good PbP game?
From my experience, I'd say it's very important that the GM is attentive and engaged at the start. You can't afford long breaks in the service, or people will switch off and drift away.
It's a question of trust, I guess. People expect PbP games to die, so a few days of silence causes them to write it off. Once you've built up some trust between the players and GM, though, it's less of an issue. As an example, I was off the forum for like three months last Autumn due to moving house and then doing NaNoWriMo, but all my players were there waiting for me when I got back because we've been together for over two years and they trusted me. A younger game would not have survived that.
I'm not sure exactly how long a game needs to run before that trust is established (assuming everyone is strangers to start with). My guess is at least 6 months.
Edit, because something in inexorabletruth's post reminded me: PbPs where a GM goes into recruitment with a campaign ready to go are much more successful than games where players look for a GM, or a GM rocks up with vague and wishy-washy ideas. If the GM sets the tone from the start, it gives clarity about how the game will be played and ensures that people only apply if they're actually interesting in what's on offer. The other way around just sets you up for failure.Last edited by Ninja_Prawn; 2018-02-15 at 05:40 PM.
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2018-02-15, 05:51 PM (ISO 8601)
- Join Date
- Feb 2014
- Gender
Re: What makes a good PbP game?
Schedule and post with frequency.
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2018-02-16, 04:16 AM (ISO 8601)
- Join Date
- Sep 2007
Re: What makes a good PbP game?
I agree with most of the points given above, but there's also an important point that you shouldn't miss.
The norm of a PbP is to fail.
Tabletop gaming (often) has you playing with your closest friends in physical places where your absence/inattention can have social consequences.
PbPs are played with total strangers in a medium that there's absolutely no drawback to suddenly disappear.
Successful PbPs are a combination of dedicated players and a good GM. But that's like rolling a natural 20. My signature, before getting bored and erasing it, held my PbP statistics in this forum. Last I checked, it was something like 60-70 died off games to 1 completed game. If you felt forgiving and counted any game that lasted 3+ years as successful, the count increased to a whopping 5, IIRC.
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2018-02-16, 10:23 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Dallas, TX
- Gender
Re: What makes a good PbP game?
*applauds*
I agree 100%.
Lots of PbPs putter and die. I've had PbP's not make it past the first page of posting. Campaigns I worked super hard on too.
The one I'm running has been going for a solid 3 years. It's my most successful campaign on PbP yet. Most of them run for about 6 months to a year and never really accomplish their objective.
I guess, maybe, you have to redefine success to: was it fun while it lasted? Campaigns on PbP are more likely to end before the objective (if there is one) is accomplished. It's daunting to measure success by those standards.PbP Junk and Stuff:
My Characters:
I am currently not a player in a game, and would be mostly interested in joining 5E games.My Campaigns:
For the Republic of Ishtar! A 5E Campaign
My PbP color is dark red.
My Player Registry
My DM Registry
Jormengand's Advice on Character Development
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2018-02-16, 11:00 AM (ISO 8601)
- Join Date
- Oct 2015
- Location
- Berlin
- Gender
Re: What makes a good PbP game?
Based on experience, PbP will fail when clinging to the group-based model and when resolving things like simple combat take too long. They will also fail when trying to replicate the one GM, four players situation we tend to have at a regular gaming table.
The more vibrant, active and lasting PbPs I've participated were based on system that do away with "class D&D style", like Ars Magicka, White Wolf stuff or MechWarrior/A Time of War, with two GMs and the freedom for the participants to do their own little stuff between themselves without needing a GM. Those PbPs can recruit quite a lot of players that can contribute on their own time frame and don't suffer from it.
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2018-02-20, 06:02 PM (ISO 8601)
- Join Date
- May 2017
Re: What makes a good PbP game?
I once heard someone say that when a game throws them off at some point, it always ends up being amazing.
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2018-04-02, 09:20 AM (ISO 8601)
- Join Date
- Apr 2018
- Location
- headwaters of Poo Creek
- Gender
Re: What makes a good PbP game?
Pace, don’t try to manage a Lord of the Rings.
Have a story arc but try to have some short and medium term goals/stories.
Talk to the players before you kick off, what are they looking for?
Write your scenes using all the senses - taste the food, smell the dank cavern smell and the greasy smoke of the party’s torches. Write lots (as has been said above) and
Make sure one PC doesn’t monopolise reaction to situations because they are in a timezone where they automatically get posts before everyone else.
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2018-04-07, 03:11 AM (ISO 8601)
- Join Date
- May 2016
Re: What makes a good PbP game?
Y'know what is the #1 [perhaps sole] reason for pbp game death? Lack of GM.
I have joined eleven pbp games in the last four years, and of that...
1 - Is the game I'm currently in.
2 - I left from issues with the GM's style and/or rulings. [One was merely 'not for me', other was 'bad GM']
8 - The game died due to lack of GM.
Thing is, all those dead games could have been resurrected. Each of them even 4-6 weeks after last GM sighting still had 2/3 players on it semi-regular, mainly finishing off a fun social thread and sending 'erm, where's the GM?' messages to each other.
Therefore, the correct answer to this question would be to answer 'why do GM's bail from their own games?'My online 'cabinet of curios'; a collection of seemingly random thoughts, experiences, stories and investigations: https://talesfromtheminority.wordpress.com/
'This is my truth, tell me yours.' - Nye Bevan