A friend of mine started a game by post a while ago. It was an attempt to try out the principles in Matt Finch primer, using S&W and a big dungeon. I had tried games like that before, with differing results, but since I had no game and felt the urge to get some gaming done I joined in.
It has now ground to a halt, or at least found such a glacial pace that I doubt it will continue. This time I felt I should summarize some lessons learned.
1. Decide on a posting schedule - This I think is crucial. Everyone involved should know that they are expected to send something in, on schedule. I remember way back when there was such a thing as postal PBM, you had a deadline before sending in your orders. Keep it regular, and time should flow constantly in the game. The GM should move things on if no input is forthcoming.
2. Have a well known way to handle out of character chatter and logistical information - Everyone should have the ground rules down. If you leave town, or had some tense days at work, let everyone know - beforehand.
3. The GM should re-frame the scene in a clear way when collating the player input, either at every new dungeon room, or at each suitable dramatic interval. If you feel up to it, do it every time players have sent in their "orders". In that way players will see the GM rephrase their intents and it will be clear if there's a misunderstanding. It is quite annoying when you expect everyone to be present in a scene/room and suddenly realize one PC is not there.
Using those principles is key, in my experience.
Tuesday, December 6, 2011
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