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<blockquote data-quote="Someone" data-source="post: 5935291" data-attributes="member: 5656"><p>If my experience is of any worth, you really should. There are plenty of available adventures appropiate for pbp. Generally speaking;</p><p></p><p>- Starting with a vague project and thinking that you can fill the details as you go is a big mistake. At least it was for me.</p><p>- Plan no more than 3 or 4 encounters with a small bit of roleplay or exploration in between for some variation. </p><p>- Sandbox-like adventures where the players have a lot of freedom tend to not work well unless carefully monitored. With slow communication, it takes too long to reach a consensus about what to do; if a player takes leadership and decides the course of action, more often than not he feels like he's playing alone and the rest feel like they aren't playing. Try to encourage everyone in those situations to act; have NPCs ask their opinion or mention the players a lot, or if there are divergent opinions in the group, or to force an agreement quickly by some out of character mechanics like a die roll or group vote.</p><p>- Don't include encounters that are long, gindy or repetitive. These tend to kill games really fast. Fights that nullify the PCs too often should be avoided, for example terrain that the PCs can't move through or that force a roll to move or act. </p><p>- Don't expect the players to remember details of what happened months ago in real time.</p><p>- If you read the encounters and think you're going to crush the PCs, then they're probably well tuned. 4e characters are tough even at low levels, and with increased stats and themes l4w's are even tougher.</p></blockquote><p></p>
[QUOTE="Someone, post: 5935291, member: 5656"] If my experience is of any worth, you really should. There are plenty of available adventures appropiate for pbp. Generally speaking; - Starting with a vague project and thinking that you can fill the details as you go is a big mistake. At least it was for me. - Plan no more than 3 or 4 encounters with a small bit of roleplay or exploration in between for some variation. - Sandbox-like adventures where the players have a lot of freedom tend to not work well unless carefully monitored. With slow communication, it takes too long to reach a consensus about what to do; if a player takes leadership and decides the course of action, more often than not he feels like he's playing alone and the rest feel like they aren't playing. Try to encourage everyone in those situations to act; have NPCs ask their opinion or mention the players a lot, or if there are divergent opinions in the group, or to force an agreement quickly by some out of character mechanics like a die roll or group vote. - Don't include encounters that are long, gindy or repetitive. These tend to kill games really fast. Fights that nullify the PCs too often should be avoided, for example terrain that the PCs can't move through or that force a roll to move or act. - Don't expect the players to remember details of what happened months ago in real time. - If you read the encounters and think you're going to crush the PCs, then they're probably well tuned. 4e characters are tough even at low levels, and with increased stats and themes l4w's are even tougher. [/QUOTE]
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