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PbP games: what works and what doesn't?
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<blockquote data-quote="FitzTheRuke" data-source="post: 7435813" data-attributes="member: 59816"><p>Now that I've finished what was my first PBP game, I've been thinking more about how it all works. With it taking, on average, about a month for what would be one hour of game time IRL, it really is quite crazy to attempt to run one of the 5e hardcover adventures like, for example Storm King's Thunder. These new AP-style adventures usually take PCs from level 1 to 15. That's A LOT of adventure.</p><p></p><p>What makes more sense, and probably works best, is to break 'em up into smaller bits, with a goal of running a CHAPTER of one of those books. If all goes well, and everyone is still in, run the next chapter as a sequel.</p><p></p><p>I think we (PBP GMs) generally say, "I want to run X adventure" with the idea that we'll get as far as we get, whatever that is. It MIGHT be easier to get players to commit to a chunk of the adventure, followed by another chunk if they wish, and so on.</p><p></p><p>I've found that I actually wish that MORE players would admit when they just can't keep up and drop out of games. With no hard feelings, and they should always be able to jump back in when they can commit a little more time to it.</p><p></p><p>This goes for GMs, too. I've had a few games I'm playing fold, but I've also had a bunch that just start to meander after awhile, with a post here-and-there every couple of weeks. That's okay, I guess, but I'd rather play a game (at least somewhat) intently for awhile, and take breaks in between scenes.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7435813, member: 59816"] Now that I've finished what was my first PBP game, I've been thinking more about how it all works. With it taking, on average, about a month for what would be one hour of game time IRL, it really is quite crazy to attempt to run one of the 5e hardcover adventures like, for example Storm King's Thunder. These new AP-style adventures usually take PCs from level 1 to 15. That's A LOT of adventure. What makes more sense, and probably works best, is to break 'em up into smaller bits, with a goal of running a CHAPTER of one of those books. If all goes well, and everyone is still in, run the next chapter as a sequel. I think we (PBP GMs) generally say, "I want to run X adventure" with the idea that we'll get as far as we get, whatever that is. It MIGHT be easier to get players to commit to a chunk of the adventure, followed by another chunk if they wish, and so on. I've found that I actually wish that MORE players would admit when they just can't keep up and drop out of games. With no hard feelings, and they should always be able to jump back in when they can commit a little more time to it. This goes for GMs, too. I've had a few games I'm playing fold, but I've also had a bunch that just start to meander after awhile, with a post here-and-there every couple of weeks. That's okay, I guess, but I'd rather play a game (at least somewhat) intently for awhile, and take breaks in between scenes. [/QUOTE]
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