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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: rgrove0172 on July 30, 2018, 11:11:32 PM

Title: Play by email info
Post by: rgrove0172 on July 30, 2018, 11:11:32 PM
I've never tried a PBEM game but I'm really curious about running or playing in one. Can someone tell me a bit about how it's done? Seems to me each email would encompass a very brief window of game action.
Title: Play by email info
Post by: S'mon on July 31, 2018, 04:02:28 AM
Quote from: rgrove0172;1050942I've never tried a PBEM game but I'm really curious about running or playing in one. Can someone tell me a bit about how it's done? Seems to me each email would encompass a very brief window of game action.

Players & GMs need to write more like a short paragraph, bit like a Fighting Fantasy gamebook. In combat the GM usually needs to roll out several rounds of combat at a time until a major decision point is reached, eg a PC is badly wounded or the monsters flee, so systems that don't require players to choose powers every round tend to work best.

I ran tons of these ca 1995-2007. Some sorts of adventure don't work in PBEM, eg the traditional dungeon crawl format is not viable IME because there are too many "do you go left or right?" type small decision points slowing the game down. Whereas social interaction and intrigue can work excellently. It also suits games where the PCs are not always together, but will come together regularly. I played and ran an excellent one set in an 1870s Western town; another good one was a Traveller game centred on a scout starship & its crew dealing with a local planet. My biggest one was "Ea: Time of Chaos", which was a continent-sprawling swords & sorcery epic with its own rules system (a bit like Warhammer Battle). Wilderness travel & exploration can work well too.
Title: Play by email info
Post by: Greentongue on July 31, 2018, 06:54:15 AM
I ran one back in the day and got a bunch of pre-rolls from both players.
I then progressed the story like a Choose Your Own Adventure book.
Once I got to a cliff hanger or other critical decision point I'd prompt the players for their decisions and more rolls.
Went on for over a year so, seemed to work for all involved.
I my case there were parallel story lines that merged when the characters met at the end.
=
Title: Play by email info
Post by: Omega on July 31, 2018, 07:51:02 AM
Ran a Gamma World one for 5 years.

Basically I did all the rolling and co-ordination and collecting of everyones turns each segment.

It moves at the speed of the slowest player to respond.
Title: Play by email info
Post by: RPGPundit on August 02, 2018, 11:56:50 PM
Way too slow.
Title: Play by email info
Post by: Omega on August 03, 2018, 12:15:20 AM
Quote from: RPGPundit;1051260Way too slow.

Works for some players. A week between turns, or two weeks for some PBMs was totally worth it.

And slow gaming is better than no gaming.

But PBeM can actually go fairly fast depending on the group. Similar to how TBF sessions can go. The game moves at the speed of the slowest player.
Title: Play by email info
Post by: S'mon on August 03, 2018, 03:20:42 AM
I always set a time limit for turn response, no more than a couple days. Was a lot easier when I was a student without a fixed schedule!
I did run a White Star play-by-post last year for a couple months over the summer, people loved it but I couldn't keep it up for very long. There were maybe half a dozen significant events in that time, including a battle with an Assimilant probe ship and boarding party that only took 2-3 days.

I think scheduling is the critical thing - you need to be strict on post turnaround deadlines, and IME you need to set a game duration (eg 2 or 3 months) and stick with that to avoid burnout. You can always come back and do another chapter later.
Title: Play by email info
Post by: Warboss Squee on August 03, 2018, 03:36:56 AM
Quote from: RPGPundit;1051260Way too slow.

I did rpbmail in the 90s. That's fucking slow!
Title: Play by email info
Post by: S'mon on August 03, 2018, 03:45:27 AM
Quote from: Warboss Squee;1051284I did rpbmail in the 90s. That's fucking slow!

Yeah I ran snailmail games ca 1991-94 before getting on the Internet. Thank goodness for the Royal Mail's next day delivery! :)
Title: Play by email info
Post by: PrometheanVigil on August 03, 2018, 03:32:27 PM
Quote from: S'mon;1051286Yeah I ran snailmail games ca 1991-94 before getting on the Internet. Thank goodness for the Royal Mail's next day delivery! :)

Er-whaa? Are you serious? THAT was a thing? Holy shit, gamers are a dedicated bunch! Inspiring, truly. Hah hah hah hah.
Title: Play by email info
Post by: Omega on August 03, 2018, 08:46:27 PM
Quote from: PrometheanVigil;1051362Er-whaa? Are you serious? THAT was a thing? Holy shit, gamers are a dedicated bunch! Inspiring, truly. Hah hah hah hah.

Are you kidding? PBMs used to be a big gaming business. Lots of wargames, but a few RPGs as well snuck in. Flying Buffalo ran several. Andon Games was pretty big too and eventually the owner went on to run conventions and then GenCon.

FB ran games like Heroic Fantasy and Starweb. And they've been running PBMs since the 70s. There used to be awards at Origins for best PBM of the year.
Title: Play by email info
Post by: Warboss Squee on August 04, 2018, 02:25:20 AM
Quote from: PrometheanVigil;1051362Er-whaa? Are you serious? THAT was a thing? Holy shit, gamers are a dedicated bunch! Inspiring, truly. Hah hah hah hah.

Some of us predate a casual internet.
Title: Play by email info
Post by: Greentongue on August 04, 2018, 03:07:10 PM
... and people had to pay money to play them.

These days, with the short attention spans, you almost have to pay players to play such slow paced games.
=
Title: Play by email info
Post by: S'mon on August 04, 2018, 03:19:22 PM
The pbms I ran and played were with two old friends after I went to University in England and they stayed in Belfast.
Title: Play by email info
Post by: Omega on August 04, 2018, 11:47:55 PM
Quote from: Greentongue;1051491... and people had to pay money to play them.

These days, with the short attention spans, you almost have to pay players to play such slow paced games.
=

Actually theres a couple of commercial PBMs still running. Starweb and I think Heroic Fantasy have been running close to 50 years now.
Title: Play by email info
Post by: RPGPundit on August 06, 2018, 04:50:29 AM
Quote from: Omega;1051267Works for some players. A week between turns, or two weeks for some PBMs was totally worth it.

And slow gaming is better than no gaming.

But PBeM can actually go fairly fast depending on the group. Similar to how TBF sessions can go. The game moves at the speed of the slowest player.

Yeah, but these days you can play real time, online.
Title: Play by email info
Post by: Warboss Squee on August 06, 2018, 06:33:00 AM
Quote from: RPGPundit;1051781Yeah, but these days you can play real time, online.

I'd prefer that, but sometimes schedules don't synch up the way you want.
Title: Play by email info
Post by: Omega on August 06, 2018, 08:46:06 PM
Quote from: Warboss Squee;1051785I'd prefer that, but sometimes schedules don't synch up the way you want.

And that is why some prefer PBM or PBF. It perfectly meshes with crazy or just incompatible work schedules.
Title: Play by email info
Post by: rgrove0172 on August 08, 2018, 01:22:11 AM
Exactly!
Title: Play by email info
Post by: RPGPundit on August 13, 2018, 11:38:22 AM
I guess that could be a factor, if you want to play with specific people rather than putting together an online group of people who are available at the same time.

But really, if you can get together even once a month online, you can probably get more done in a four-hour session online than in a month's worth of pbem.
Title: Play by email info
Post by: RunningLaser on August 13, 2018, 12:17:42 PM
Did PBEM use a specific system?  If so, what was it?  Interested in this.
Title: Play by email info
Post by: S'mon on August 13, 2018, 12:48:51 PM
Quote from: RunningLaser;1052755Did PBEM use a specific system?  If so, what was it?  Interested in this.

ca 1995-6 I actually invented a d6 based system from the ground up for PBEM play - looks a bit like Warhammer Battle.

PBEM RULES: SWORDS & SORCERY VERSION.

These rules are intended to enable a PBEM GamesMaster (GM) to simulate the world of swords & sorcery fiction. They are based on the throw of a single six-sided die (d6) combined with the GM's good judgement to resolve almost all actions.

Characters

Most Characters have the following five stats: Strength, Speed, Skill, Agility, and Stamina. The average stat, based on an 18-year-old human male, is 3. A character with Str 6 is twice as strong as a normal man. Attribute checks are made when a character attempts a task they might fail - roll a d6, if the number rolled is equal to or less than the stat, they have succeeded. The roll may be modified (eg +1 or -1) for particularly easy or hard tasks. Characters do not usually have Mental attributes (except possibly Magic, below) because the GM should adjudicate use of mental and other abilities depending on the character and the situation. (But if the GM prefers, characters may be assigned stats in Intelligence, Willpower, Knowledge & Charisma).

Character Stats

Typical Normal Human Stats.

Character (Strength Speed Skill Agility Stamina)

Male, 40-yr-old 4 2 3 2 3

Female, 40-yr-old 2 2 2 2 3

Male, 18-yr-old 3 3 3 3 3

Female, 18-yr-old 2 3 1 3 2

Male, 12-yr-old 1-2 3 2 4 2

Female, 12-yr-old 1-2 3 1 4 2

Magic-using characters have a sixth attribute, Magic.

Witches and Warlocks.

Rank Magic

Novice 1-3

Adept 4-6

Sorceror 7-9

Magus 10-12

Example: Munchausen is a powerful Warlock, his stats are Strength 4, Speed 4, Skill 4, Agility 4, Magic 8, Stamina 3.

Fixed-Point Character Generation.

A starting Swords & Sorcery player character is given 18 Attribute Points to allocate to character stats, at least 1 point per stat. Magic-using characters (Witches, Warlocks, Priests) also get 18 points and must allocate at least 1 point to their Magic stat.

Typical Characters (18-pt).

Character (Strength Speed Skill Agility Stamina)

Warrior 4 3 4 3 4

Rogue 3 4 4 4 3

Sorceror 2 3 3 3 3 Magic: 4

Priest 3 3 3 3 4 Magic: 2

COMBAT.

The combat round is about 6 seconds, in which time a character may attack, cast a spell, run away, etc.

In 1 round character may move 10' per point of Speed, double if running, treble if sprinting (but may not then attack).

The Combat Sequence:

Each character rolls the following

1. Initiative: d6+ Speed, highest rolling character goes first.

2. Attack: Need to roll (4 - Skill + target's Agility) or more to hit.

3. Damage: Strength + weapon damage.

4. Wounds are compared vs target's Stamina - see below.

Special Note: in melee a defending character can use his Skill as

the attribute the attacker has to beat, instead of Agility, to

reflect parrying ability. This applies to only 1 Attacker (unless

the defender splits their Skill amongst several attackers, trying to

parry 2 or more at once).

So, if B'Krath Skill 5 Agl 3 was in melee with an opponent who attacked at Skill 3, he could:

A. Dodge -Skill 3 vs Agl 3, attacker needs 4+ to hit, or

B. Parry - Skill 3 vs Skill 5, attacker needs 6+ to hit.

B'Krath can still attack normally while also using his Skill to parry.

Weapons.

Weapon Damage Notes

Fist STR 1 att, or 2 attacks at -1 & -2.

Kick STR+1 1 attack at -1 (unless trained in kick-fighting).

Club STR+1d6 or more. Improvised club att at -1.

Dagger STR+1d6 Lethal damage.

Sword STR+1d6+1 " "

Mace STR+1d6+1 " "

Greatsword 2xSTR+1d6+1 " " (2-handed)

Spear 2xSTR+1d6 " " "

Great Axe 2xSTR+1d6+2 " " (2-handed), -1 Agility

Arrow (shortbow) 2d6 Fire 1/round

Arrow (longbow) 2d6+STR Fire 1/round

Quarrel (crossbow) 3d6 Fire 1/2 rounds.

Quarrel (heavy crossbow) 5d6 Fire 1/4 rounds.

Two-Weapon Combat.

Sword and dagger: Both attacks at -1 to hit.

Two Swords: 1 attack at -1 to hit, 1 attack at -2 to hit.

Armour.

Some characters may have armour. This reduces damage by 1 point per point of armour.

Armour. Armour Points Penalty

Leather 1 Nil (but see below)

Chainmail 2 -1 Agility

Platemail 3 -1 Agility

Full Plate Armour 4 -1 Agility

Helmets and/or Armour which covers the limbs impose an additional -1 Speed penalty.

Shields: An attacker is -1 to hit an opponent using a shield, or fencing one-handed.

_______________________________________________________

Stamina/Wounds System.

Average Stamina: 3.

NB: All effects are cumulative.

Damage Roll Result

Under Stamina. Scratch - character must make Stamina check or lose an action.

= St, Under 2 St. Minor Wound. 2 Minor wounds = 1 Major.

= 2 St, Under 3 St. Major Wound. All stats halved (round up). 2 Major = 1 Critical.

= 3 St, Under 4 St. Critical Wound. Unconscious*. 2 Crit. = Dead.

= 4 St + Dead.

*Without medical attention, character must pass 1d6 Stam check, or die in 0-9 hours + 1-60 minutes. If they pass they wake up at the end of this period.

Example: Blakus has Stamina 3.

He is punched by Jilla (Str 2), dam 2, less than his Stamina, so Scratch. Loses his action.

He is then punched by Jimec (Str 3), dam 3, = his Stam, so Minor Wound.

He is then shot by an arrow, dam 2d6. Roll 4, greater than his Stamina. Minor Wound. Has taken 2 minor wounds, so 1 Major Wound. All stats halved, Stamina reduced to 2.

He is then shot by a crossbow bolt, dam 3d6. Roll 8, = 4 x Stamina, so he is dead.

Damage Roll Result

Less than Stamina. Scratch*

Stamina Minor Wound.

2 x Stamina. Major Wound. Stats halved (round up).

3 x Stamina Critical Wound. Unconscious**.

4 x Stamina Dead.

2 Minor wounds = 1 Major, 2 Major = 1 Critical, 2 Critical = Dead.

*Scratch: Stamina check on 1d6 or lose actions for rest of round.

**Without medical attention, must pass 1d6 Stam check, or die in 0-9

hours + 1-60 minutes.

Combat Example:

Round 1. Munchausen (Speed 4) faces Mike (Speed 3).

1. Munchausen gets 4 + d6 roll 4 = 8 for initiative, Mike gets 3+ d6 roll 1 = 4. Munchausen goes first.

2. Munchausen (Skill 4) needs 3 to hit Mike (Agility 3) with a magic knife. He gets 2 - misses.

3. Mike (Skill 3) shoots an arrow at Munchausen (Agility 4) He needs a "5". He gets "4" - miss.

Round 2.

Munchausen gets 4+4=8 for Initiative, Mike gets 3+4=7. Munchausen goes first. Needs "3", gets 4 and hits. Magical knife does 2d6 damage + his Strength of 4. Rolls 8+4=12 damage. This is 4 x Mike's Stamina of 3, so he is killed.

Hit Location

A hit may always be declared to be against the target's torso. Optionally roll d6 or d6+4 (for melee), or d10 (for missile), on hit-location table.

1: Head.

2: Right arm.

3: Left arm.

4-6: Torso.

7-8: Right leg.

9-10: Left leg.

Head hits do double damage (roll dammage, deduct armour points, then double the remaining damage). A major wound to a limb is reduced to a minor wound, but the limb is used at -1 on all operations. A critical wound to a limb is reduced to a major wound, but the limb is unusable until healed. A dead result to a limb is reduced to a critical wound, but the limb is destroyed/permanently disabled.

HEALING OF WOUNDS.

Recovery Without medical attention With medical attention

Minor to none 2 days 1 day.

Major to Minor 4 days 2 days.

Critical to Major 8 days 4 days.

_____________________________________________________________________

Magic

Some characters may be Witches (female) or Warlocks (male), and have a 6th attribute: Magic Skill. The character's Magic Skill determines the number of spells they know, the power of those spells when cast, and the number of spells they can cast per day. Casting a spell temporarily reduces a character's Magic by 1 (or more) - when it reaches 0, the character is too tired to cast more spells. If it falls below 1 due to casting a powerful spell, the following effects apply:

Magic Effect

-1 Unconscious

-2 Unc & 1d6 damage.

-3 Unc & 2d6 damage.

-4 Unc & 3d6 damage

Etc.

Some spells require an attribute check against a character's current Magic to succeed. Temporarily lost magic points regenerate during sleep at a rate of 1/hour.

A typical starting Witch or Warlock will have a Magic rating of between 1 (poor) and 3 (talented).

Spells usually take 1 combat round to cast. Players are encouraged to create their own spells.

Examples of Spells:

1. Energy Blast. Cost: 1.

Effect: Causes a blast of magical energy from the caster's hands, doing 1 point Stamina damage to the target per point of caster's pre-casting Magic Skill. The caster must make a succesful Attack roll (get 4 or more on d6-Skill+Target's Agility) to hit. A more powerful blast costs 2 Magic points and does double damage, the most powerful blast costs 3 points and does treble damage. Range is 3m per point of pre-casting Magic.

Spellcasting Example: Munchausen the Warlock (Magic 8, Skill 4) knows 8 spells. He fires an energy blast at Kenko (Agility 3, Stamina 10). Munchausen spends 2 Magic pts for a double-power blast. He needs 4-4+3=3 or more on a d6 to hit - "4" - hits. Damage is 8x2=16. Kenko's Stamina is reduced to 10-16=-6, killing him. Munchausen's current Magic falls to 6.

2.Domination Cost: 1 +1/order.

This spell enable the caster to temporarily dominate the mind of another, who must be within sight and hearing distance, maximum range 3m per point of pre-casting Magic. After control is established, the target is frozen in place. The caster can then attempt to give the target telepathic orders, if successful the target must carry them out to the best of his or her ability. The caster must make a d6 attribute check vs current Magic to succeed. Caster gets a +1 bonus to his Magic rating if the target is of the opposite sex (and heterosexual). Particularly strong-willed targets, and orders strongly against the target's nature, will cause a penalty, usually -1 to -3. Initial control and each order given to the target requires a separate d6 check and costs 1 magic pt. Domination requires the caster's whole attention, if the caster is wounded or distracted, control is automatically broken.

Example: Munchausen (male, Magic 8) attempts to dominate Leda (female, average willpower). The initial attempt needs 8+1=9 or less on a d6, and automatically succeeds. Munchausen's Magic falls to 7.

He then orders Leda to kill herself, this is strongly against her nature, so there is a -3 penalty to the check. Munchausen needs 7+1-3=5 or less on a d6. He gets "5", and she walks off the rooftop. Munchausen's Magic falls to 6.

3. Levitation Cost: 1/minute.

This spell enables the caster to float in the air, he may raise or lower himself at a rate of 3m per round per current (post-casting) point of Magic, eg Munchausen, Magic 8-1=7, can float up or down at up to 3m/70' per round.

4. Invisibility. Cost: 1/minute.

This spell turns the caster invisible. Other spellcasters may be able to detect him if he is within sight, they must roll equal to or less than their Magic minus the caster's current Magic on 1d6 to do so.

5. Fly. Cost: 3/minute.

This spell enables the caster to fly at a rate of 9m (30')/round per remaining (post-casting) point of Magic.

6. Healing. Cost: Special.

This power requires the laying-on of hands, and is typically available only to goodly priests.

Healing minor wound: 1 MP.

Major to minor: 2 MP.

Critical to major: 4 MP.

_________________________________________________________

EXPERIENCE

Characters may gain Experience Points through actions, and improve their attributes. For every 100 xp earned, a character gets a +1 bonus to an attribute chosen by the GM, normally an attribute that has been extensively used, or rolled randomly.

Example: A beginning PC defeats a soldier in combat, and earns 15 xp. Six more such victories, and he will gain an attribute bonus.
Title: Play by email info
Post by: Skarg on August 13, 2018, 01:29:09 PM
I really like PBEM (and/or forum) RPG games. I don't prefer it to live play, but it's a different format which has its pros, cons, fans, and non-fans.

Sure it's slow, but it also allows busy players who aren't available all at the same time to play a game when they each do have time. It also nicely automatically creates a record/log of everything that happened in play.

It can work pretty well for handling different levels of information and note-passing, too, since you can send some messages private and some public. It can handle multiple parties and split parties and individual attention in some ways better than live games, since the GM isn't leaving players sitting waiting for his attention.
Title: Play by email info
Post by: Warboss Squee on August 13, 2018, 07:44:48 PM
Quote from: RPGPundit;1052748I guess that could be a factor, if you want to play with specific people rather than putting together an online group of people who are available at the same time.

But really, if you can get together even once a month online, you can probably get more done in a four-hour session online than in a month's worth of pbem.

Certainly. Hell, you can do it real time online with voice chat.
Title: Play by email info
Post by: Greentongue on August 14, 2018, 06:51:41 AM
Quote from: Warboss Squee;1052790Certainly. Hell, you can do it real time online with voice chat.

While that sounds simple, Real Life provides a lot of interruptions, These don't effect Play by Post games like they do anything that is in real time.
Kid needs attention, dog needs to go out, cooking, chores all these can cause the other players to wait while playing with voice chat.
Not saying voice chatting isn't awesome, just not as convenient as it sounds even with a wireless headset.
=
Title: Play by email info
Post by: S'mon on August 15, 2018, 06:08:46 AM
Well this thread got me running a Play By Post again over on Dragonsfoot! :)

Couple of rolls on a monster hunt table and I have enough content for a month's play... :D
Title: Play by email info
Post by: rgrove0172 on August 17, 2018, 12:24:33 AM
Quote from: RPGPundit;1051781Yeah, but these days you can play real time, online.

No thanks, that's sort of the point. Do away with stress of live interaction.
Title: Play by email info
Post by: Omega on August 17, 2018, 05:21:11 PM
Quote from: RunningLaser;1052755Did PBEM use a specific system?  If so, what was it?  Interested in this.

PBM can use any system and alot of commercial PBMs used their own systems.

That said. Cyberboard was designed for PBeM play of RPGs and board games. Theres alot of player made packs for it for various board games and someone took a crack at recreating the 2e Gamma World map using it as did I.
Title: Play by email info
Post by: RPGPundit on August 21, 2018, 01:46:42 AM
Quote from: Greentongue;1052824While that sounds simple, Real Life provides a lot of interruptions, These don't effect Play by Post games like they do anything that is in real time.
Kid needs attention, dog needs to go out, cooking, chores all these can cause the other players to wait while playing with voice chat.
Not saying voice chatting isn't awesome, just not as convenient as it sounds even with a wireless headset.
=

Man, if you can't work out 4 hours of time in a month, you've got to reorganize your life.
Title: Play by email info
Post by: RPGPundit on August 21, 2018, 01:47:09 AM
Quote from: rgrove0172;1053195No thanks, that's sort of the point. Do away with stress of live interaction.

Have you considered that if "live interaction" is something you're intentionally trying to avoid, the RPG hobby might not be for you?
Title: Play by email info
Post by: Greentongue on August 21, 2018, 06:46:46 AM
Adulting is hard.
Besides, all the players would have to be available at the same time for the same amount of time.
Not just me.
=
Title: Play by email info
Post by: RPGPundit on August 24, 2018, 09:32:51 PM
Fair enough. That's bad luck for you.
Title: Play by email info
Post by: rgrove0172 on August 25, 2018, 12:37:10 AM
Quote from: RPGPundit;1053562Have you considered that if "live interaction" is something you're intentionally trying to avoid, the RPG hobby might not be for you?

No, don't plan to either. Your opinion is noted but not really considered. Playing face to face is just one of many ways to RPG.
Title: Play by email info
Post by: Omega on August 26, 2018, 07:47:04 AM
Quote from: RPGPundit;1053561Man, if you can't work out 4 hours of time in a month, you've got to reorganize your life.

I used to work 9-12 hour shifts 7 days a week. Friend of mine currently works upwards of 12 hour shifts with usually a weekend off. Sometimes not. Like today.
Title: Play by email info
Post by: ffilz on August 26, 2018, 06:05:20 PM
Quote from: Omega;1054097I used to work 9-12 hour shifts 7 days a week. Friend of mine currently works upwards of 12 hour shifts with usually a weekend off. Sometimes not. Like today.

And some folks have unpredictable schedules that make it hard to be consistent in a group that plays once a week or every other week on a particular day. Play by post or mail is a great way to stay involved in gaming when scheduling is complicated. I had to completely drop out of face to face gaming when the kids were babies and even during the pregnancies (didn't want to be too far from home).
Title: Play by email info
Post by: RPGPundit on August 29, 2018, 04:43:42 AM
Quote from: Omega;1054097I used to work 9-12 hour shifts 7 days a week. Friend of mine currently works upwards of 12 hour shifts with usually a weekend off. Sometimes not. Like today.

I get you. But I work like crazy too. Most of the time, if I'm not gaming or going to lodge, I'm working (its a facet of working from home that most people don't realize if they've never done it, you really have to force yourself not to work, especially if you work on something you're really driven by).
Title: Play by email info
Post by: Greentongue on August 29, 2018, 01:49:58 PM
Quote from: RPGPundit;1054338I get you. But I work like crazy too. Most of the time, if I'm not gaming or going to lodge, I'm working (its a facet of working from home that most people don't realize if they've never done it, you really have to force yourself not to work, especially if you work on something you're really driven by).

The problem comes in when there is more than just you. Matching the other's crazy schedule is an issue.
They all have to be as motivated and for as long to keep a game going.

At some point the bar is just too high.
PbP lowers that bar and makes more games possible.
=
Title: Play by email info
Post by: RPGPundit on September 03, 2018, 04:33:44 AM
Quote from: Greentongue;1054381The problem comes in when there is more than just you. Matching the other's crazy schedule is an issue.
They all have to be as motivated and for as long to keep a game going.

At some point the bar is just too high.
PbP lowers that bar and makes more games possible.
=

Sure. I guess if you have kids, that does make it a lot harder. But my regular gaming group has gamers with kids, even with toddlers, and they manage to make the time.
Title: Play by email info
Post by: RPGPundit on September 03, 2018, 04:35:02 AM
I want to add that I'm not trying to bust your balls here, because it might seem that way; I'm really just playing a bit of devil's advocate to get you to consider if there isn't maybe some ways you could make it happen, if it's something you really would want to be able to do.
Title: Play by email info
Post by: Greentongue on September 03, 2018, 02:52:08 PM
Quote from: RPGPundit;1054958I'm really just playing a bit of devil's advocate to get you to consider if there isn't maybe some ways you could make it happen,

I guess the counter to that is, have you ever played a complete adventure using the PbP format?
It would add some weight to your side if you have actual, successful, experience.

There are plenty of unsuccessful PbP games but, the ones that work are worth the effort in my opinion.
Yeah, the bad ones make you question if there isn't a better way to play.
=
Title: Play by email info
Post by: RPGPundit on September 05, 2018, 01:54:09 AM
Quote from: Greentongue;1055004I guess the counter to that is, have you ever played a complete adventure using the PbP format?
It would add some weight to your side if you have actual, successful, experience.

There are plenty of unsuccessful PbP games but, the ones that work are worth the effort in my opinion.
Yeah, the bad ones make you question if there isn't a better way to play.
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I did, a couple of times, when I had just moved to Uruguay (with old gamer friends in Canada).  I found it ultimately unsatisfying.