Running APs via PbP

RangerWickett said:
Just write that this stuff happens, and get on to the more plot-relevant stuff.

Most times this is a good idea, but other times it isn't, in particular with reference to 'downtime'. Downtime can be a great way to explore one's character, surroundings and interact with other characters. In the Shackled City game I'm in, we spend almost as much RP in downtime than in actual play running through the adventures. Plot-relavant stuff is important, but character-relevant stuff is as well. You just need to balance it.

RangerWickett said:
Oh, and for dialogue, if I ran a game, I would not allow anyone who used archaic speech patterns, unless they did it damned well. Encourage economy of language. Your character keeps his mouth shut unless he's saying something important, or something entertaining. No need for internal monologues, or friendly chit-chat. We get down to business, and talk like real adventurers thrust into these crazy sorts of situations would talk.

"Look yonder, brave dwarf. It appears the gods have favored us with a horde of enemies with which to do battle. Let us lay into them and show them the power of heroism."

vs.

"Sh*t, orcs! Don't let them surround you!"

I much prefer the latter. I don't get to elaborate speechifying in my in-person roleplaying, so I wouldn't use it in PbP.

As long as it's IC, why not? You learn an awful lot about other characters by being able to see the way they talk, sometimes 'read' their thoughts, and this strengthens the character's personality in the minds of the other players. That last sentence, for example, doesn't tell me anything about the character, but the first one can, although I'd agree if could use less speechifying.

Don't discourage RP by cultivating a 'get on with the plot' syndrome. From 6-7 years of experience, the most valuable thing to a player and a DM is understanding and enjoying your character, the concept, the personality and the background. It's not fun playing a 'stat-sheet' that just does 'adventure stuff'. I've created many characters and played as many, but unless you can define who that character is and what makes him tick/gives him purpose, you'll have a hard time playing him, and a hard time DM'ing to him. Players need motivation, and they need something that draws them along. Good RP does that sometimes better than clearing a dungeon.

And speaking of dungeons, if you're playing the APs, cut out as many combat encounters as possible and replace them with Story/RP encounters and experience points. Combat needs to be 1:1 with roleplaying encounters for a good balance, I find. As mentioned, dungeon crawls can work, but generally don't and are often boring. Players need stimulation for their character development rather than more combat encounters.

Hope that gives some helpful advice. Our Shackled City game runs about 6 months per adventure, which is pretty good going. Our Age of Worms game runs only slightly longer than that. For APs your players should be ready for the long haul.

Pinotage
 

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