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<blockquote data-quote="RangerWickett" data-source="post: 3878345" data-attributes="member: 63"><p>If I ran a PbP, I would probably make it combat-light, and would pace it like writing a story. Only detail stuff that is important, and warn the players that there will be some rails, and make it clear to them when they are on or off the rails. Cut out the fluff and focus on the stuff you'll enjoy most.</p><p></p><p>Like, I've seen three PbPs for WotBS now, and each time, after the amount of time spent on just one combat, I've wondered why in the world the GM felt like he had to actually run the encounters in the streets, where you're saving people from fires and such. Just write that this stuff happens, and get on to the more plot-relevant stuff.</p><p></p><p>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.</p><p></p><p>"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."</p><p></p><p>vs.</p><p></p><p>"Sh*t, orcs! Don't let them surround you!"</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 3878345, member: 63"] If I ran a PbP, I would probably make it combat-light, and would pace it like writing a story. Only detail stuff that is important, and warn the players that there will be some rails, and make it clear to them when they are on or off the rails. Cut out the fluff and focus on the stuff you'll enjoy most. Like, I've seen three PbPs for WotBS now, and each time, after the amount of time spent on just one combat, I've wondered why in the world the GM felt like he had to actually run the encounters in the streets, where you're saving people from fires and such. Just write that this stuff happens, and get on to the more plot-relevant stuff. 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. [/QUOTE]
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