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What do Players want from their PbP?
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<blockquote data-quote="Question" data-source="post: 2864946" data-attributes="member: 40104"><p>Most importantly, THE FLOW OF THE GAME.</p><p></p><p>Ive lost interest in so many games, or the game just died, when the flow of the game was disrupted.</p><p></p><p>An example would be asking the party to state their actions or positions every time they move around. </p><p></p><p>Another common problem is the DM not providing sufficient information, such that the game has to pause, time and time again, so players can clarify. This is especially true if no battle map is provided. "Wait, so monster x is next to me? When did that happen?"</p><p></p><p>Players also tend to screw this up with way too much game chit chat(WINNER : 2 weeks spent on quest NPC breifing the party because half the players and the DM wanted to chit chat about fantasy food.)</p><p></p><p>Theres also the atypical "Roll x check." "okay heres the check." "okay here is the result." that slows things down. Hell, just roll the check YOURSELF. You go from an average of 2 days for something to occur and have everyone respond to it to less than 1 day because you roll the check, and post the results immediately, letting your players respond to the situation the first time they see it, instead of you waiting for the check, then them waiting for the result.</p><p></p><p>This is pratically the most important part of PbP. Your story and plot line may be fantastic on the scale of JRR tolkien, but its useless if its moving too slowly and your players are getting bored going "and THEN....?".</p><p></p><p>Having a healthy rate of posting, with actual actions, is also crucial. This is what i call the "Robert Jordan" syndrome. A lot of posts, but nothing in actuality is being DONE. The game hasnt progressed at all.</p><p></p><p>Other than that something innovative for a storyline, or at least clear cut, direct and simple if you are going for something simple like saving a town or whatever, would be appreciated. Some DMs pull weird stuff like "This guy got into the palace, killed the king and the royal family, and took over the kingdom without having to deal with the army or mass rebellions. Now go kill this guy." that make no sense whatsoever and leaves players scratching their head and wondering wtf they are supposed to be doing.</p><p></p><p>Beyond that i would like to see, you know, some variety. Allowing all sources on a approval basis gives you some really interesting builds, and if a feat or whatever is broken you can just house rule it to normalness. I hate DMs that insist anything non-core is imba(One DM insisted the warlock was overpowered as he could tank with d6 hp and cast in light armor. Pretty much his exact words.), when they could use some common sense and make minor changes to fix it, and in my experience most non-core stuff is underpowered, not the other way round. </p><p></p><p>Same goes for campaign specific stuff. "Red wizards dont exist in greyhawk, you cant have them!" ticks me off. What, you cant write up a short pargraph(or let your player do it) summarizing the existence of a evil order of wizards that put a heavy emphasis on specialising in their chosen schools for whatever setting you are using?</p><p></p><p>Putting players in un-usual scenarios can have interesting effects as well. Things like, oh, having them hold off a large orc raiding party from high ground, that you dont see everyday.</p><p></p><p>Personally i also like reasonable DMs that are easy to work with. Some DMs(not many, thankfully) just have a serious case of attitude problem or are control freaks, and are running a game so they can constantly tell players rudely to do x or y or leave the game, or suddenly pull out a critical house rule from nowhere, or starts doing godmodding <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> like "You miss the BBEG. Yes on a roll of 20. Do you have a problem with that?".</p></blockquote><p></p>
[QUOTE="Question, post: 2864946, member: 40104"] Most importantly, THE FLOW OF THE GAME. Ive lost interest in so many games, or the game just died, when the flow of the game was disrupted. An example would be asking the party to state their actions or positions every time they move around. Another common problem is the DM not providing sufficient information, such that the game has to pause, time and time again, so players can clarify. This is especially true if no battle map is provided. "Wait, so monster x is next to me? When did that happen?" Players also tend to screw this up with way too much game chit chat(WINNER : 2 weeks spent on quest NPC breifing the party because half the players and the DM wanted to chit chat about fantasy food.) Theres also the atypical "Roll x check." "okay heres the check." "okay here is the result." that slows things down. Hell, just roll the check YOURSELF. You go from an average of 2 days for something to occur and have everyone respond to it to less than 1 day because you roll the check, and post the results immediately, letting your players respond to the situation the first time they see it, instead of you waiting for the check, then them waiting for the result. This is pratically the most important part of PbP. Your story and plot line may be fantastic on the scale of JRR tolkien, but its useless if its moving too slowly and your players are getting bored going "and THEN....?". Having a healthy rate of posting, with actual actions, is also crucial. This is what i call the "Robert Jordan" syndrome. A lot of posts, but nothing in actuality is being DONE. The game hasnt progressed at all. Other than that something innovative for a storyline, or at least clear cut, direct and simple if you are going for something simple like saving a town or whatever, would be appreciated. Some DMs pull weird stuff like "This guy got into the palace, killed the king and the royal family, and took over the kingdom without having to deal with the army or mass rebellions. Now go kill this guy." that make no sense whatsoever and leaves players scratching their head and wondering wtf they are supposed to be doing. Beyond that i would like to see, you know, some variety. Allowing all sources on a approval basis gives you some really interesting builds, and if a feat or whatever is broken you can just house rule it to normalness. I hate DMs that insist anything non-core is imba(One DM insisted the warlock was overpowered as he could tank with d6 hp and cast in light armor. Pretty much his exact words.), when they could use some common sense and make minor changes to fix it, and in my experience most non-core stuff is underpowered, not the other way round. Same goes for campaign specific stuff. "Red wizards dont exist in greyhawk, you cant have them!" ticks me off. What, you cant write up a short pargraph(or let your player do it) summarizing the existence of a evil order of wizards that put a heavy emphasis on specialising in their chosen schools for whatever setting you are using? Putting players in un-usual scenarios can have interesting effects as well. Things like, oh, having them hold off a large orc raiding party from high ground, that you dont see everyday. Personally i also like reasonable DMs that are easy to work with. Some DMs(not many, thankfully) just have a serious case of attitude problem or are control freaks, and are running a game so they can constantly tell players rudely to do x or y or leave the game, or suddenly pull out a critical house rule from nowhere, or starts doing godmodding :):):):) like "You miss the BBEG. Yes on a roll of 20. Do you have a problem with that?". [/QUOTE]
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