In a mega-module/campaign with over one hundred combats, you are talking about an adventure that would last several years not even including all the other role-playing.
Yes, but if you can keep a campaign like that GOING for the seveal years, then I'ld say it'd be highly worth it!
Anyways, I always check my posts from at home anyways, I'm currently at a place in my life where sometimes I'll go a week with nothing happening IRL and other times WHAM life's so full of stuff that has to be done that I don't know where to start. As for the combat, I usually don't find it too hard, though it is a bit time consuming. What I've seen some DMs do is ask the players to post all the relevant info (IE post their total attack modifiers, AC, HP, etc for a round based on whether they charged, raged, power attacked, and counting buffs they have on, etc.) That makes it go a bit quicker as you don't have to always check their char. sheets for the info. Another I've actually been thinking of doing myself is letting players make their own rolls for combat, and then telling them the results... I'ld still make all the rolls for saves, skill checks, etc, but it would make combat easier. BUT then you get into the problem that it means the PCs have to be around their dice + characters to do it... Unless they know where to find a good online dice roller.
Wouldn't it be cool if ENworld had a dice roller built on here somewhere with a link to it?
And, don't forget if all else fails - You're the DM, make something up.
I've seen several games start with the DM more or less saying ... "ok ... you're in an Inn ... introduce yourselves."
While that kind of into might work in person, I think PbP requires some more direction than RL gaming, simply because its so much more ... fragile? I guess is the word I'm looking for.
*L* actually that's how a lot of my the games I'm in IRL have been starting lately.. not many of them last too long either (But that's b/c recently my gaming group's been going through several changes, people coming + going)
But I agree, and with Online I usually try to have a good (From my PoV) hook for the characters, and I've found it's probably best to figure out how the PCs know each other (Or whether they DON'T know each other) before the game starts.