CHAD: Sometimes you do not have knowledge of the
characters or their history before you design the plot line, however.
PBEM games are ideal for this case, because you have a significant
amount of time to adjust or add to your adventure and
incorporate these things into it. However, do not feel that you
have to tie in every single element into your campaign. You
might want to save something for future adventures with this group!
CHAD: A large part of what makes a successful scene
in an online game revolves around the players, not just the
Gamemaster. As a GM, you must make this clear. Make certain
that your players give contingencies ("what if's"). For
example, if the characters are trying to open a ceiling door 15 meters
up, Horin the mindwalker might say, "if Kass fails his
climb attempt to reach and force the door, he will try using his psychokinesis."
As a GM, if Kass does succeed, then you
move on--if not, you don't have to wait for more actions. Waiting
kills the majority of PBEM games.
SCOTT: I definitely agree with the comment about
waiting. It is essential to give your PBEM game a sense of proper
pacing.
The problem isn't so much taking time between resolving 'game moves'
as taking more time than players expect. If sometimes
you wait only 36 hours between posting 'game moves' but other times
six days, your players might get turned off by the uneven
timing. An agreed pacing between GM and players is best--for
example, 'one game move every 48 hours' or 'game moves will be resolved
on Tuesdays and Thursdays'.
"You're in a vast city. The northern district
appears to
be residential, with tall apartment towers.
The eastern section
contains the local government building, seat of
the Magistrate Duras.
The western district contains just about any kind
of shop you could want
to visit, including a gigantic underground shopping
mall. The southern
section is dominated by the city spacesport and
transportation hub.
What part of the city do you want to check out first?"
Granted, this is a very simplistic summary and you might want to give
your players more details about the sections. Still, it
gives the players a tremendous flexibility in terms of options (four
different sections, each with different features) while not
bogging down in micro-movement ("Okay, your slowest party member can
only walk 4 kilometers in an hour. This move is
only one hour, so your party is half-way to the magistrate's office.").
CHAD: I agree, it is fine to have a very detailed
map, and in many cases you might prefer it. Dungeon crawls are very
difficult to run in a PBEM format because of the pace the game takes
on. A better option might be to send the characters a
map of Jabba's Dungeon that they got from a local trader on Tatooine,
and have them plan how they are going to rescue their
friend. You don't want to have a case where you're posting, "Room
2b: you face 4 more of Jabba's guards. Actions?"
CHAD: Friends are easily the best resource, because
if they are not playing to the quality you need then you can always
harass them (which may or may not help). I would also mention
that friends of friends are probably better than simple bulletin
boards (which should be your last resort). If you're short a
couple PCs, ask the players you already have if they know anyone
else who would be interested.
SCOTT: On the other hand, if you don't have any
personal friends who are gamers then you will have to look elsewhere for
players. One possible idea is to get involved yourself playing
in a PBEM game, and then recruit those players when that game
ends. There are several active bulletin boards for finding games
and players. Again, we don't vouch for the quality of the
people you will find on them, but they are a potential resource for
you to use at your own risk:
Irony Game's PBEM List
Wizards of the
Coast (TSR) Message Boards
CHAD: Often it is difficult to tell. Generally
if people don't respond to you as often as you plan on posting moves in
the
game, then they will not work out well. Also, people who don't
listen to your directions are usually very bad news. If you
post on a message board "No mindwalkers" and someone sends you a diplomat/mindwalker,
they probably are not that
great a player. One method I have not yet tried, but probably
will the next time I run a game is to have a test. Make a
series of questions for people to answer and take the best ones.
Maybe have them make a few test postings as well to see
if they understand how to post using contingencies, which will be crutial
to the flow of your game.
SCOTT: Writing ability is also another good indication
of the worth of a player. Granted, you can't expect every player
you
recruit for your PBEM games to be a master of the English language
(especially since so many Gamemasters running the games
out there are hardly William Shakespeare themselves). However,
if a person e-mails you a request to join your game filled
with many spelling and grammar errors or incomprehensible sentences,
just imagine how painful their game messages would be
for the other players to read. Chad has a great example of this
from one of his AD&D
PBEM games set in Andar. He recruited a number of new players
from a bulletin board, hoping for the best. One of the new recruits
played a mage who
consistently chose the most idiotic spells to use at the most idiotic
times (like picking a fight with a red dragon). This kind of
foolishness could be endearing in a well-played character, but the
player wrote painfully lengthy run-on sentences with badly
misused words in poorly structured e-mails. As a fellow
player in that game, I usually just skimmed his messages rather than
try to read them, responding as best as I could based on the few discernable
actions in his cloudy text. As GM, do yourself
and your players a favor--make sure everyone possesses at least basic
writing ability.
There is no set number of major 'moves' that you should run each week.
I've played in some good games that did only one per
week. However, I have found that the best games do one 'move'
every two or three days (provided your players are active
enough). Basically, you write a 'move' for your players explaining
the result of their previous actions, detailing new information,
and presenting new locations and options. You then need to give
the players at least a day or two to write each other,
role-play their characters, and suggest new actions. Ideally,
the players correspond multiple times, negotiate with each other,
and decide their final actions accordingly. PBEM games that try
to do more than 3 'moves' per week seem rushed and
role-playing suffers; games that do 'moves' less frequently than once
a week drag and usually end up losing players.