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What makes a successful play by post?
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<blockquote data-quote="Jdvn1" data-source="post: 2289779" data-attributes="member: 26424"><p>With due respect, Rystil's experience is highly uncommon. You may want to read the <a href="http://www.enworld.org/showthread.php?t=36378" target="_blank">Play by Post FAQ</a>. Posting consistently once per day is considered quick. A combat in an hour is completely ludicrous. Many games require as little as two posts a week.</p><p></p><p>To answer your questions:</p><p>1. Not necessarily. The GM will often give a list of what is allowed (typically what he has access to), but players are rarely expected to use all of the materials. If there's materials the players don't have, it'll usually not screw them over. If a GM is worried about it, he can provide information, items, or spells to his players. There are ways to work around it -- the same issue comes up in face-to-face games.</p><p></p><p>2. The same way you'd run anything? It does take forever, sometimes, but that's a benefit as much as it's a crutch. Do you have any specific questions?</p><p></p><p>I'd recommend:</p><p>-Push the story when it seems slow, as sometimes people take a while to decide things. The games take long enough.</p><p>-Make liberal use of description and pictures, as that is one of the strengths of PbP games. Good descriptions make things seem more real.</p><p>-Make sure your players don't wait for their initiative to post. Have them post as soon as they can, and then organize everything yourself. The game will flow much faster that way.</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 2289779, member: 26424"] With due respect, Rystil's experience is highly uncommon. You may want to read the [url=http://www.enworld.org/showthread.php?t=36378]Play by Post FAQ[/url]. Posting consistently once per day is considered quick. A combat in an hour is completely ludicrous. Many games require as little as two posts a week. To answer your questions: 1. Not necessarily. The GM will often give a list of what is allowed (typically what he has access to), but players are rarely expected to use all of the materials. If there's materials the players don't have, it'll usually not screw them over. If a GM is worried about it, he can provide information, items, or spells to his players. There are ways to work around it -- the same issue comes up in face-to-face games. 2. The same way you'd run anything? It does take forever, sometimes, but that's a benefit as much as it's a crutch. Do you have any specific questions? I'd recommend: -Push the story when it seems slow, as sometimes people take a while to decide things. The games take long enough. -Make liberal use of description and pictures, as that is one of the strengths of PbP games. Good descriptions make things seem more real. -Make sure your players don't wait for their initiative to post. Have them post as soon as they can, and then organize everything yourself. The game will flow much faster that way. [/QUOTE]
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