DM_Matt said:
Getting somewhat disallusioned with PbP practicalities are you?
No, I've _been_ disillusioned for some time.
Why is it that if I state facts (as I've seen them play out) about PbP's, there has to be any personal component to them?
What I stated about PbP's is just the way they ARE - it doesn't matter if I wish they were different, or if someone tries not to make them that way - it just IS, for better or worse.
I mentioned the Better AND the Worse.
I thought that's what was asked.
PbP's are dependant on a very iffy medium (internet written communication) to get the player's and DM's ideas and feelings across.
That is inherently suboptimal, since it is incredibly difficult to write your thoughts correctly, and even harder for the reader to interpret it properly.
In Tabletop games, the incredibly-fast exchange of ideas thru back-and-forth questions and discussion clears up many issues without people realizing how dependant all of gaming is on interaction.
You know what?
I think I just put my finger on the REAL problem with PbP's...
They aren't that _interactive_.
For all the trappings of interaction (people posting, replies, etc), in the end they really aren't that interactive (comparing to Tabletop).
There's only so much thought and debate you can do with posts before we as humans get frustrated with the length of time required to clear up something, or understand where the other person is coming from. So effectively we as PbP players don't go into it, or back out once we see how much discussion is necessary, or get sick of the topic which could have been cleared up in 2 minutes of talking IRL.
In essence, we are just posting one-sided time capsules of roleplaying.
What we post is incredibly dependant on WHEN we post in the order of the discussion (which is dependant on when we get free time to check the boards). And when we do interact and reply, it's usually on a fairly superficial level, and highly dependant on both sides being good at writing well, and reading well.
I think the evolution of the boards will be getting away from much component of rules and combat, and going to deep-immersion roleplay.
For example, the depth of roleplay in the Vampire New York by Night Chronicle is I think what PbP gaming was made for. Unless each player invests their character with enough life, personality, and background, I don't see how doing an all-roleplay game is very interesting or has much chance of success.
Too many players and DM's currently (IMO) aren't spending enough time fleshing out characters, and giving enough context to understand the motivations, thoughts, and actions of the characters. I've seen this time and time again over almost 2 years. There's a simple reaosn for this: it takes a hell of a lot of TIME (and most games are on a time-table to start up, first one who posts a character gets in), and to be honest, it's a hell of a lot of WORK for the DM and the other players to read all that background that would be generated for a fully-fleshed out character. (for example, do YOU want to read all the words posted in the
Vampire Rogue's Gallery? (and that's just 1/2 to 2/3rds of the background content generated)
*whew!*
I wasn't expecting to type that much, but I wanted to get those ideas across.
And Reprisal -
I believe that the inner monologue is what PbP's shine at. Just wanted to make sure that was restated.
And "Would it be better to approach it in terms of presenting a more roleplaying version of conflict resolution? "
I've seen this, as well as this:
The speed at which a reply is posted and the effort spent on the post is also used to help dictate how combat is resolved.