PbP DM techniques...

renau1g

First Post
Portals work wonders...although too many stretches the credibility a bit. In the Icy Tower, we could always find one in an enchanted room, but in a sewers (my addie location) one wouldn't make sense.

I'd focus on fewer encoutners, but make them more difficult. In a face to face game a larger number of smaller encounters works better, but in a PbP game I think that you could easily lose players as a result because even short battles take a while, at least a week or two.
 

log in or register to remove this ad

Stringbean2142

First Post
JoeNotCharles said:
The big thing, I think (which my main adventure has utterly failed at, being on an isolated island...) is to build in a way to add new characters if somebody drops out.

This is the one thing that scares me about the adventure I'm planning to run. It's a short, investigative adventure set on an isolated island and while I'm using a portal ritual to get the PCs there and back after the adventure's over, if a lot of people drop in the middle of the adventure I've just about written myself into a corner.

Beyond portals and (long) sea voyages, how else could I get characters there if I needed to?
 

ryryguy

First Post
Good point... I guess introducing PC's can be an issue in regular play too, but probably more likely to come up in PbP.

My adventure is set on the Isle of Opposition, so at least it's a short sea voyage. :) Since we don't worry about time continuity that much, even a long sea voyage may not be a huge issue - they can be in the main tavern but arrive at the faraway island the same real-time day, so what.

If there's not even a tiny port or village where someone might be visiting, they could always be shipwrecked. Also, there's always the old standby of the new PC being a freshly-rescued prisoner of the bad guys.
 

Mal Malenkirk

First Post
When deisgning encounters, don't use low difficulty encounters. You can easily spend over two weeks on a single fight so if it's a cake walk that's a long time to go without any tension.
 

covaithe

Explorer
Beyond portals and (long) sea voyages, how else could I get characters there if I needed to?

Lots of ways!

Time in L4W is pretty flexible in the hands of DMs. There's no problem at all with having a replacement PC set off on a long sea voyage for some other purpose (e.g. hired as an escort to a throwaway NPC merchant), get lost or thrown overboard in a storm, and wind up on the shore of a random island, which just happens to be the one the rest of the party are on. If it takes a month of in-game time, who cares? It can still be done in a handful of posts.

Daunton is also known to be close to the Feywild in places, which doesn't quite work the same way as the normal world. Maybe what's an island here is just another grove of trees there. Or simply not as far away.

There's the Maze and the Depthworld, which are awesome concepts that have been under-utiilized so far, both of which are connected to the surface world in ways that are not well understood.

You could have the PC kidnapped by the Big Bad and kept prisoner in his dungeon, ready to be rescued by the rest of the PCs. Again, time is flexible; they can be kidnapped and held for months in game time, and still rescued by the PCs a day after you recruit them in real time.

You could simply not explain how the PC got there. Describe a hazy, drunken evening, a bevy of attractive, giggling ladies (or gentlemen, if that's your thing), and darkness. When the PC wakes up, they have a splitting headache, have no trousers on, and are on the island you want them on.

You can find a reason why the PC would already be there on the island, e.g. visiting relatives or old friends, or, if their background is appropriate, they could simply have grown up there and not have visited Daunton yet.

I think, in general, my favorite way to go about this is to invent a minor side quest for the new PC, unrelated to the main quest, such as, "Find out what happened to my brother/cousin/old school buddy", that gives the PC a reason to travel where you need them. Let them travel there by whatever means they see fit, taking however long it takes, and declare that they just happen to get there when you need them. Then work the side quest into the main quest somehow. Maybe the long lost cousin is now married to the NPC who hired the rest of the PCs. Or is a corpse in the lair of the Big Bad. Whatever.

JNC did work himself into a bit of a corner by having an island that is hard to approach, and where nobody lives. If I had to get someone there, I'd probably go with shipwreck survivor, or maybe kidnap victim. Or, heck, both.
 


Walking Dad

First Post

Velmont

First Post
I think we have worked two way for things that allies gain until the end of you next turn. You can either tells that everyone will have it on the next action or the effect will take effect on the next turn for everyone.
 

nerdytenor

First Post
When deisgning encounters, don't use low difficulty encounters. You can easily spend over two weeks on a single fight so if it's a cake walk that's a long time to go without any tension.

Another reason not to use low difficulty encounters is that given the relatively slow pace of PbP, you will most likely be scheduling fewer than the recommended number of fights in a given 'day'.

Furthermore, PbP players have a lot more time to think.

So yeah, no mercy. :)

- nt
 

JoeNotCharles

First Post
It is a bit problematic, if one player is transatlantic. He/she will always go last... and what about buffs that are one turn active?

Well, that's a point, but on the other hand if you're going in strict Init order, the same person always goes last anyway. I guess it's a problem if your character concept is that you're a fast sneaky guy with +17 Init, and you're always going last...
 

Remove ads

Top