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<blockquote data-quote="Dr Simon" data-source="post: 5121373" data-attributes="member: 21938"><p>On player attrition, my experience is that the drop-out rate is usually highest before the game has started, or within the first few posts. People will submit excitedly to your call for players, then never produce a character, or decide that they don't have the time after all. At the beginning of play, some players will post for a bit, then perhaps decide that the style isn't for them, and drop out. Once you've got a hard core of 3-4 players they tend to stick with the game unless real life intervenes, if you don't let it stagnate. </p><p></p><p>Although most people on here will respond to a game using D&D 4 or 3.x, PbPs are also very useful for trying out other systems, or for wierd one-off scenarios. This also goes for players; don't be afraid to let them try out wierd or unusual combos. The impact of any potentially broken characters is less in PbP because they amount of actual play time is less.</p><p></p><p>You will probably fail if you try to run an epic 1st-20th campaign (says he, running Curse of the Crimson Throne), as it will take you most of your life (I've been running Edge of Anarchy since Sept 2008, with a very regular group of players, and we're just about done). Hewligan seems to be doing well with Rise of the Runelords as well, so it can be done.</p><p></p><p>Allowing the players to have lengthy planning sessions tends not to work in PbP. It can waste an entire evening of a table-top game, so think how long it can take online. And that's without a nice map and props to play with.</p><p></p><p>Free-form experience tends to work quite well, and there's no reason why not unless you've got a crafter in the group. Simply let the characters level up when you feel like they've done enough, and make it faster than the usual rate.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 5121373, member: 21938"] On player attrition, my experience is that the drop-out rate is usually highest before the game has started, or within the first few posts. People will submit excitedly to your call for players, then never produce a character, or decide that they don't have the time after all. At the beginning of play, some players will post for a bit, then perhaps decide that the style isn't for them, and drop out. Once you've got a hard core of 3-4 players they tend to stick with the game unless real life intervenes, if you don't let it stagnate. Although most people on here will respond to a game using D&D 4 or 3.x, PbPs are also very useful for trying out other systems, or for wierd one-off scenarios. This also goes for players; don't be afraid to let them try out wierd or unusual combos. The impact of any potentially broken characters is less in PbP because they amount of actual play time is less. You will probably fail if you try to run an epic 1st-20th campaign (says he, running Curse of the Crimson Throne), as it will take you most of your life (I've been running Edge of Anarchy since Sept 2008, with a very regular group of players, and we're just about done). Hewligan seems to be doing well with Rise of the Runelords as well, so it can be done. Allowing the players to have lengthy planning sessions tends not to work in PbP. It can waste an entire evening of a table-top game, so think how long it can take online. And that's without a nice map and props to play with. Free-form experience tends to work quite well, and there's no reason why not unless you've got a crafter in the group. Simply let the characters level up when you feel like they've done enough, and make it faster than the usual rate. [/QUOTE]
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