Playing RPGs Online - Play-by-Post
by Teleri (SCA_Bard)
The
Internet has been a haven for gamers for a long, long time. Back before
www and html, we crouched around Unix boxes, crawling through text-based
Multi-User Dungeons (MUDs) without a graphic in sight. But you could
game with people from everywhere and anywhere, and that made it cool.
Today, the online
role-playing opportunities are far more varied. You can boot up your
Everquest and take your polygon avatar through rich, detailed landscapes.
You can meet your cyber-friends in a chat room for some distance gaming.
Some utilties already offer online voice conferencing, and video is
surely on the way. "Point the camera at the dice, John. I want to see
you roll that!"
Another manifestation
of online gaming is the play-by-post. It's descended from the venerable
play-by-mail games. Someone finds a bulletin board to host the game
on. Many free services provide these. I've even seen them built into
freebie web sites. The ones I'm personally most familiar with are Yahoo!
Clubs and Yahoo! Groups, and it's my experiences playing and GMing on
these sites that informs this article.
Play-by-post games
vary as widely as tabletop games. While many of them use their written
format as an opportunity to dive into some deep role-playing, others
are happy with standard dungeon crawls. In addition to style and tone,
expectations of the rules of the game can vary widely, as we'll see.
The single most defining factor seems to be GM involvement level. We'll
look at games with a tabletop-style GM presence, a more
moderate GM presence and no GM presence . We'll also see
some of the challenges a virtual GM faces. Finally,
there's online
player ettiquette.
Play-by-Post Styles
The Virtual Tabletop
The GM of a virtual
tabletop play-by-post likes the dice. Players post their intended actions
and the GM rolls for them. Posts tend to be very short, since players
have to wait to see the results of their actions before continuing on.
I've seen this
style tried a few times, and it never seems to work very smoothly. Online
gamers usually have to develop patience, but waiting a day or more to
find out if you hit the orc gets to be a bit much. It is as fair as
an online game can get (if you trust the GM's rolls) though, and has
that as an advantage. A virtual tabletop game will be run in a particular
system, and the GM may even ask that his PCs email him their character
sheets.
The Moderate GM
This GM is involved
in her game, but is more freeform than at the tabletop. Within the moderate
style, you can see varying degrees of GM control, too, but we'll speak
generally.
PCs are encouraged
to write longer posts, including the results of their actions. They
can write in dialogue with minor NPCs or even control them for parts
of the scene. How combat is handled will vary from GM to GM. My personal
preference is: the PCs can destroy as many "red shirts" as they like,
as long as they leave some heroics for their companions. I decide how
badly their actions affect the major villans of the piece. On the other
hand, the PCs get to decide if the bad guys hit them or not. Some GMs
might control all damage assignment; others might leave it entirely
up to the players. This is one of those unwritten game rules that the
GM needs to write up in a post and explain to the players.
This is, honestly,
my preferred style to run an online game. It's not as restrictive as
trying to do it the tabletop way, but allows for some structure and
direction. The GM has to be careful to be consistent and fair, though,
as do the players. This is diceless, and everyone needs to trust everyone
else.
The Absent GM
Some people set
up a club, create a character, and wait for Something To Happen. How
well this works generally depends on the other players. Sometimes a
plot leader/GM steps forward and creates a villian for the players to
oppose. Sometimes the characters hang around the inn and tell each other
their life stories. Sometimes five different people try to drive the
plot in five different directions and end up exchanging nasty posts.
This is one of
the more common game types I've seen, and is generally the least successful.
There are a bunch of characters, but no plot to move them along. When
things drag, there is no one person to whom the responsiblilty falls
for getting them moving again. But if a group of role-players who enjoy
a round-robin style get together and bounce the plot back and forth
between them, this style can work quite well. Such a gathering is rare;
see the challenges, below.
Challenges of Play-by-Post
Gaming
One of the best
things about online gaming is its potential to meet people from all
over the world. There are lots and lots of gamers out there on the web.
And you will not get along with all of them. Some of them may find your
game anyway.
Munchkins
With no rules or
guidelines to restrain them, some players go a little crazy. I've seen
invincible demon-vampire princes, sons of the god of chaos, indestructible,
ultra-powerful characters of all types. They give themselves the largest
magic items they can conceive of and the most powerful spells and abilities.
They're immune to everything.
In any game with
a GM, of course, this player can be softly told that the PC just isn't
suited to the game; maybe the demon-vampire prince could be changed
in for a Planescape tiefling? He'd still be part demon... It's in the
games without GMs that these folks find a haven. No one can tell them
no, and the other players soon need to discover their own superpowers
to keep up.
If the game is
enjoyable, the other players can try talking to the person. If anyone
has the power to kick people out of the club, you might try that. If
the "kicker-outer" (in Yahoo! terms, the club or group founder) is MIA,
you have little recourse. The only tactic I have found effective is
to introduce a Toon-esque comedic character. It can take whatever blasts
of hellfire they choose to throw and then, covered in char, quip, "That
really burns me up." They can call anvils down. They can act so ludicrous
that the munchkin, who cannot stand that his or her uber-powerful toy
be laughed at, might actually leave. Even if s/he doesn't, well, you
get to have some laughs.
On the other hand,
depending on the game, the GM might allow leeway to role-play creatures
which would be far too unbalancing in a normal game, if they're played
with an eye to game balance. They might take a voluntary handicap -
youth, inexperience, a reluctance to use innate abilities - to offset
their might. As long as no PC steals the spotlight every time, it can
work.
I ask my players
to think of the game as a novel. Can they see their PC as the hero of
a book? Will there be moments of terror and doubt and conflict, or will
they easily stride from page to page, slaying things (yawn) without
effort? It's a guideline most gamers can relate to.
The Dramatic Duo
They're not overpowered,
but they're omnipresent. Either because no one else was posting or because
they didn't care, two of your PCs have filled up the bulletin board
with one-line posts back and forth, chronicling their angst-filled romantic
dialogue.
If you're the GM,
your course is clear: make them stop. You could disrupt their meeting
with an encounter, but that's not very nice. They're having fun, and
that's the point. The problem is that their fun is swamping the bulletin
board. Have them carry on their dialogue either over e-mail or instant
messenger and then post it in its entirety.
If you're not the
GM, you might contact other players to see if they feel the same way.
You could politely ask the Duo to stop or move it offline. You don't
have the "authority" of a GM, but if they're civilized human beings,
they'll try and reach some accomodation with you.
Time
Finding a comfortable
rate of posting is very necessary. Some posters will happily check their
boards several times a day. Others can only get around to it a few times
a week. The trouble arises when you mix the two. The frequent poster
gets bored and drifts elsewhere; the infrequent poster feels pressured
and gets upset.
This problem can
be closely related to how tightly tied together your PCs are. (Group
cohesion is discussed further below). If they're all together, having
conversations between members can get frustrating if post rates differ
wildly.
Most groups fall
into a routine; a GM can also try to set one up. In one of my clubs,
I try to reply to PC posts on Mondays, Wednesdays, and Fridays. If they
want a reply, they'd better post before then. Another club I run is
more sporadic, with posts cropping up at irregular intervals.
Time is also how
much time you're investing in writing posts. This depends on your goals.
If you look at your game as a novel in progress, you might post less
frequently, but produce rich, detailed ones when you do. If you're just
wanting to move things along, you can post short but descriptive posts
more rapidly.
Time is also the
forward progress of your game. In a word: Slow. In games without a GM,
a single day can drag on forever, since no one is willing to declare
it "the next day." Even in games with a GM, an important dramatic conversation
can take a dozen posts over as many days, all of which occurs in a mere
ten minutes of game time.
To move things
along, I generally post something announcing that time is passing. If
PCs weren't done with actions, they can finish them up, but otherwise,
everyone has entered the inn, they've all slept and woken up again,
or whatever. Usually no one complains, and if I jumped the gun, the
cut-off PC just continues to post. I make it clear that the "moving
the plot along" is just for convenience, and if they're not done role-playing
a scene, they should be all means continue it.
Group Cohesion
The split party
problem is no longer a problem! Or rather, it's a different problem.
I run both an ensemble game and a split game. The ensemble game is a
typical adventuring party. They stick together and roam the lands, getting
into trouble and trying to stop the Bad Guys. Sometimes they splinter,
like to read different things in the library, but usually I can deal
with all of their actions in a single post.
The other group,
on the other hand, are all residents of one small town. They move about
it, bumping in to one another occassionally. I have to keep track of
their separate timelines and separate actions, and write separate replies
for each of them. (I keep this game small!). It feels much more real
in some ways - I don't have to invent reasons to keep dissimilar characters
together when there's no reason for them to be. But it is more work
and more time. Still, it's something I could never do well at the tabletop
- the time pressure to finish with one PC and move onto the next would
be too great.
Spelling and Grammar
I refuse to be
the Grammar Police, but I do insist that my PCs adhere to what they
learned in third grade. Occassional misspelled words are to be accepted.
A post spel loke this isjust bad. Captial letters start sentences. Sentences
end with periods. Sentences are good, and should be used; run-ons are
bad and should not. Several paragraphs are easier to read than one huge
text-block.
Other indicators
will vary from group to group. Usually, quotation marks for speech work
just fine. I've used done thoughts in various ways, from nothing, to
quotes, to ~tildas like this~. Double tildas can indicate ~~telepathy.~~
I don't like or *more actions,* but that's my personal preference.
I try to match the style of sci-fi and fantasy literature rather than
MUD or Everquest conventions. But, whatever style you like, you should
encourage your players to use it consistently.
They don't have
to be another J.R.R. Tolkien, although it has been my pleasure to play
with some fine writers. Posts need to be readable and their intent easily
understood. Shiny sparkly word-play comes afterwards.
Maintaining Interest
Your tabletop group
has it, in some ways, easy. You've all finally assembled; you're all
here til 10 pm. Maybe some folks wander out to the kitchen or start
to leaf through a comic book, but by and large, the GM has a captive
audience. Do the old "handful of dice" trick and suddenly they're all
at the table and attentive again.
The online GM has
no such ability. Players have babies, go house-shopping, take vacations,
get offline lives. Sometimes they'll tell you they'll be offline for
a while or permanently; sometimes they just drift away. If the game
stops being interesting to them, they'll head for that fridge or comic
book, and you can't get them back until they log in again.
My best trick:
keep the action or dialogue moving. All of your posts should end requiring
some sort of repsonse from the PC. Give an opportunity for action or
have an NPC ask a question. If the PC can't figure out what to do next,
she won't do anything next, and the game will stall.
This makes ending
scenes a problem, as mentioned in the "Time" section. Sometimes the
PC will end the scene, which is always helpful. Usually, they even indicate
what they're doing next, and you can help stitch the scenes together.
For instance, if they write:
"I'm done with
you," Dirk spat, turning on his heel. Without a backwards glance,
he strode off into the darkness, back towards his room at the inn.
You might reply
with:
Still angry with
the urchin in the alley, Dirk kicked open the door to his room at
the inn. Flopping down on the bed, he fell into a troubled sleep until
the dawn woke him. More work today: would he question the mage the
urchin mentioned, or shadow the ambassador like he'd planned?
That cues Dirk's
player that there are no more encounters today and reminds him of at
least two choices of action. (Dirk's player can always say that Dirk
decides to chuck it and do something else entirely). Or maybe his room
is ransacked, and a new adventure starts that night.
If the PC doesn't
seem inclined to end the scene, go ahead and end it for her. The NPC
she's talking to goes away. Her horse brings her to the town she's headed
for. If it feels like you've reached a stopping point and the PC hasn't
explictly stopped or moved on, chances are she's waiting for the GM
to tell her it's OK to do so.
Just like in tabletop
games, NPCs are invaluable ways to keep things going. If the game has
been going on for years (I have one that's over two years old now),
people forget what's gone on and what exactly the goals were. As the
GM, it's your job to remember them, and NPCs can handily remind the
PCs about their options. "So boss, we gonna infiltrate the theives'
guild or what?"
Size
Just like a tabletop
game, the online game can be too big or too small for a GM's tastes.
Ensemble games can be bigger, since the GM doesn't have to reply to
every single player individually. But after a certain point, it becomes
difficult to remember which player was doing what, where and with whom,
even in an ensemble. Six active players are about the most I care to
process, but I could probably deal with eight. Their individual posting
rates, of course, affect this as well. You'll have to find your own
comfort zone.
And a lower limit?
Well, with no players, you're writing a story, not playing a game. Some
GMs are happy even with a single player. The game will tend to look
a lot more like a novel then, with the PC as its hero. Other GMs want
to see more interaction between PCs and might not be happy until there
are at least three.
It's much, much
easier to recruit players than to get rid of them, so add slowly until
you're happy with your game. Where to recruit? Join a few clubs and
play. When you meet someone whose posting rate, personality, and writing
style match what you're looking for, send them an invitation (privately,
if you can, via e-mail or instant messenger) to join your game. You
might give them a brief, one or two-sentence description of your game's
theme. But wait until they've expressed an interest before you send
them the 30-page world history you've written.
Play-by-Post Ettiquette
They'd be called
"rules" if there were any way to enforce them. There are usually three
pillars on which play-by-post games are built.
1) No killing the
other characters. This almost always applies between PCs. Depending
on the GM, it may extend to between the PCs and GM. I personally won't
kill a PC unless I've talked to the player out-of-game and we both agree
it's a heroic death, OR if the PC is being exceptionally stupid.
2) No controlling
other people's PCs. This is called "autoing" in many circles. In practice,
it's usually fine to "auto" someone's PCs for short amounts of time
and small, inconsequential actions. If the other PC has come to an NPC's
home with the intent of visiting, it is perfectly acceptable in most
circles for the GM to put, all in one post, the NPC's greeting, taking
the PC inside, settling in, and then beginning the conversation. This
means the GM "autoed" the PC by making them go inside the building.
Typically, if the PC objects, the scene is just rewritten.
3) No power gaming/munchkining/god-modding.
They're all different names for the problem discussed under "Munchkin,"
above. It really, really saps the fun out of the game for everyone involved.
There are a few
other pointers:
When you join a
play-by-post club, read at least a dozen or more of the most recent
posts. A club named, "The Black Tiger Inn" may have started at the Black
Tiger, but has since moved on to a wilderness adventure. If your first
post involves your PC walking into the inn and casting a forbidding
gaze over the room, you're going to look clueless and be far away from
where the fun stuff is.
It can, unfortunately,
be a scary world out there. If you're playing a PC of a sex not your
own, I find it polite to mention this to the other players - especially
if you're playing a character that's going to flirt or otherwise likely
to become romantically entangled. Let them know that you're doing this
for fun and as a role-playing challenge.
Speaking of those
romantic entanglements, different games have different ratings, from
PG-13 up to NC-17. Check your hosting site's policies about adult
content if you intend to feature it in your game. It's not permitted
on Yahoo! hosted sites. And it would be pretty disappointing to log
in and find your club deleted.
Conclusion
Hopefully, you've
gotten an idea of what online play-by-post can be like. It's not tabletop
gaming, that's for sure. Levels, hit points, saving throws - all gone.
But in exchange, you get some unique opportunities. Players will write
things that they'd never say around a gaming table. Intense emotions,
internal struggles, the flavor text you've always wanted to use but
thought sounded dumb - they show up beautfully in print.
Excited? Interested?
Want to start your own game, or maybe join one? One of the links below
might be a good starting point. You can search for a keyword or surf
Yahoo!'s categories.
I've been playing
and GMing RPGs for the past ten years and have been playing-by-post
for two. I've been in every sort of play-by-post game mentioned above,
from chat-based games with built-in die rollers to aimless freeforms.
I formed my first unlisted Yahoo! Club after only a few months of online
gaming; I started my second about six months after that. Both have been
a source of pleasure for me: I've used them to flesh out my game world,
keep my writing skills fresh, meet new people, and try out new ideas.
Both of my clubs
are unlisted and membership is at the moment closed; I have all the
players I can handle. Please shop around the Yahoo! Clubs RPG section.
Look for new and/or small games where you can get in early and help
shape the plot. You'll find something fun after a few tries.