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Play by Post: What are the best systems for it? What are good house rules for it? And what are the best examples of it?
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<blockquote data-quote="Umbran" data-source="post: 6083120" data-attributes="member: 177"><p>My personal experience has been that theater-style live action rules (Mind's Eye Theater comes to mind as an example) tend to transfer well to PbP play - such rules are often designed to work without the need for dice, or the need for a GM to arbitrate every single conflict or task resolution. </p><p></p><p>Any game that regularly calls for iteration between GM and player to figure out if there's a success is going to be a problem in PbP. An exchange like this:</p><p>Player: I want to do X!</p><p>GM: Do you wish to do X using Skill A or Attribute B?</p><p>Player: Skill A. My B is cruddy.</p><p>GM: Does anyone want to assist? Every person who wants to Aid, please make a Skill A check.</p><p>Player 2: Does my Power Q apply?</p><p>GM: No. Just straight Skill A.</p><p>Player 2: But I got Power Q for just this situation....</p><p></p><p>May take a couple of minutes at a gaming table, but can take *days* in PbP. </p><p></p><p>The most successful combat I have seen in PbP has not been played out round-by-round. Instead, the GMs ask for general descriptions of how the characters approach the fight, "I am (recklessly aggressive/normal/defensive), I have a goal of (killing many bad guys/rescuing the princess/protecting the party mage), I really want to use (my Power Q if that's applicable)..." And the GMs weigh the submissions and write up a scene that describes the action. This fight resolution, however, is very GM heavy and GM subjective, and so requires GMs that are highly dedicated, have free time, and are trusted by the players to a large degree.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6083120, member: 177"] My personal experience has been that theater-style live action rules (Mind's Eye Theater comes to mind as an example) tend to transfer well to PbP play - such rules are often designed to work without the need for dice, or the need for a GM to arbitrate every single conflict or task resolution. Any game that regularly calls for iteration between GM and player to figure out if there's a success is going to be a problem in PbP. An exchange like this: Player: I want to do X! GM: Do you wish to do X using Skill A or Attribute B? Player: Skill A. My B is cruddy. GM: Does anyone want to assist? Every person who wants to Aid, please make a Skill A check. Player 2: Does my Power Q apply? GM: No. Just straight Skill A. Player 2: But I got Power Q for just this situation.... May take a couple of minutes at a gaming table, but can take *days* in PbP. The most successful combat I have seen in PbP has not been played out round-by-round. Instead, the GMs ask for general descriptions of how the characters approach the fight, "I am (recklessly aggressive/normal/defensive), I have a goal of (killing many bad guys/rescuing the princess/protecting the party mage), I really want to use (my Power Q if that's applicable)..." And the GMs weigh the submissions and write up a scene that describes the action. This fight resolution, however, is very GM heavy and GM subjective, and so requires GMs that are highly dedicated, have free time, and are trusted by the players to a large degree. [/QUOTE]
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