Blog Comments

  1. Alexander Tau's Avatar
    My views are considered somewhat extreme but oh well. You cannot please everybody and the only way to avoid the negatives is to say nothing and that would be dull.

    Glad you appreciate the point of view though. *grins*

    A.T
  2. BlacktotheFuture's Avatar
    Kick ass man! I totally agree.

    When it comes to a roleplay it's just...different you know? You enter it and feel it and the session should end with players really FEELING like they just dealt with a dragon or ferreted out a nemesis organization and wake up the next morning feeling like bad-asses.

    Neat sentiment man. I'm totally hip to it AND the piece on GM's.
  3. Alexander Tau's Avatar
    Thank you. I think the idea has potential as well. You suggestion of a virus or something else to force them to keep moving would work pretty well. The important thing is to have a nice clear route to the end of the Game that does not get lost along the way.

    I have come to realize that the times I enjoy most with PbP Games are when most everybody is online in the evenings with me. Even if it is only for a couple of hours we get so much done and the excitment level goes way up. As much as I hate to admit it I am just going to have to focus on groups of Players of that sort. I have always tried to let in as many people as possible but those on odd schedules or who can only post once a day just have a hard time keeping up.

    What I am really going for here is a cross between a Live Chat-style Game and a PbP. The speed and intensity of Live with the Depth and Detail of PbP.
  4. BlacktotheFuture's Avatar
    Yeah, yeah, I get ya. Pretty rad idea man. Like everyone in the group has a virus that'll kill them beyond repair within a certain amount of time and the cure is going to be up for grabs for even less time, something like that right?

    It's really difficult to have a long-term game hook that keeps people interested all the way through. I think it's a really neat approach to make the game short in order to increase the feeling of urgency and thus the intrigue and general attention. (People I roleplay with have anything but usually) I wish you the best of luck!
  5. Alexander Tau's Avatar
    Anybody that wants to go the cooperative path has my best wishes. I think that what I can create with the help of a select group of people is some of the best stuff out there. Everyone is free to disagree.

    But the point of this Blog post was to ponder what I could do to maximize my PbP Games. And as I have considered it more I see them as doable but with some specific limitations. For example I think it would probably work best if the Game was one continous moment without the need to span any fixed number of days.

    This means certain kinds of things cannot happen because there will not be enough time. There are a few other things along those lines that I have considered.

    But to be able to have the whole Game run at a smooth fast pace is my goal. I appreciate other approaches but that is what I am looking to do right now. Or at least what I will be looking to do when SiC is over on Plothook.
  6. coboney's Avatar
    I must say I disagree strongly here AT.

    To some degree we are all creative - are some more or less? Yes and you must account for your players strengths and weaknesses. But my best games, in mine and my players', opinions have been those where its not one person buta collaberative story telling. That is the biggest difference between running a game and writing a story. A game is a collaberative, group effort and involves everyone. A book is just you telling your story to an audience.

    Also what me or you consider horrible, another person considers great.

    Am I saying a DM should not have a general story idea or an idea and direction? No, as a game needs some direction, but it is key that the players are contributers to it and not just for putting words in their characters mouths in my opinion. Also, you can do surprise and unexpected twists while working with people without a doubt and that goes both ways. My players have on more then one occasion completely floored me with what they chose to do and the choice that never could be expected was done and led the game down a path I never foresaw. Character development is the same.
  7. Alexander Tau's Avatar
    I respect that approch but I think player-driven games in that fashion are more of a problem than they are worth. For me there is a very stark creative line between someone who makes Games and those who play them.

    Not everyone is creative at least not to the point where others will like what is produced. More than anything I think the Internet has proved that while there is certainly untapped creative potential in some people most of what is created is really, really bad. For every 1 good worth-watching YouTube video there are 1,000 horrible ones as just one simple example.

    I think most people want something that involves them and includes a fair amount of surprise and unexpected twists. Some level of player feedback is always important but you and I just differ on how much.
  8. obtusehobbit's Avatar
    I don't think there is much difference in the end bettween aproach for large and small games. They are both pbp games and suffer the same issues it is just a matter of a slightly different scale. The issue with online gaming in general that causes players to leave a game in my mind is no commitment to the game because it is not their game.

    Think about how a RL gaming group makes a game they work together to decided who is going to DM, what type of game they are going to play, and who they are going to play within the party concept. Making the game their game even if they are not the ones GMing. They had a personal input into the game and so are commited to playing it because they feel the game is their's as much as everyone elses.

    In an online game the DM creates everything then recruits players the issue with that is the players aren't playing their game but the DMs. So they don't feel connected to the game on a personal level and leave more easily. My point is that by adjusting the storyline to the players wants by talking with them about their PC's story and adapting the game based on their input you work toward reastablishing that personal connection to the game.

    Now in another blog I posted about a week ago I talked about another way to bring back that personal connection to the game. That was by the group function on the forums to create the equivilent of gaming group where games can me crafted by the whole instead of just the one.

    Now note these are just my personal opinion and there is more then one way to run a game, and there is more then one way to do things.
  9. Alexander Tau's Avatar
    That approach is fine when you want to go for the long run. But what I want to do is see how much I can get done with a single group of Players. I realize that all of my observations and experiences are simply giving me estimates to work with not exact numbers.

    Truthfully I believe that there are a lot of tiny factors that affect each individual Player's experience. Even the best GMs can only do so much to influence many of these. The excuse of 'Real Life' is used to cover a lot of mostly petty things that build up into real problems. It is of course different with a smaller Game. There you can cater more to each Player but I like large Games and that means I go with 'If you build it, they will come'.

    When I got my newest Game started I was told by one of the Players that it was the most exciting idea she had seen in 5 years of online play. I planned this Game for 4 months but now I find I wish I had gone for less. With a tighter plotline I think it would have been perfect. As it is it is going along well with 10 active Players.
  10. obtusehobbit's Avatar
    AT,

    I understand where you are coming from, but I have found it is less of a dieing out as highs and lows. The trick is to survive the lows.

    As the game goes people will get bored or RL will kick in. These to factors generate low periods of posting. The thing is to figure out why the people are bored and switch up the game enough to get them reintrested, and the second part is to get new players to replace the ones lost to RL.

    My opinion as to how to do this is to keep an open and free exchange of ideas between the players and GMs. That way you as a DM can get feedback from players as to what they want, and why they are bored or not posting. From there you can work with the players to move the game in a direction they would enjoy and there by bring posting up.

    The key I guess I am saying is to make your players happy, with out players you don't have a game to tell a story with.
  11. Alexander Tau's Avatar
    I am just working on getting an idea of how much text could be generated. Kinda looking at the Game more like a big piece of Fiction. If I estimate the average Turn at 100 words that gives me a story legnth of 150,000 words. That is a decient sized Novel.

    Live games have lots of advantages. Slow PbP is also a different thing. I enjoy what can be done with PbP when everyone is spending a few hours a day online and posting. You can tell a very interesting Story when you have that happening.
  12. TheTallestDwarf's Avatar
    PBP can move fairly quick if people maintain interest and the rules are well defined or there happens to be a GM a watching. The issue I have with PBP, is that after a point, people start making excuses not to post.

    "I'm waiting for someone else to go before me"
    "I'm considering what to do."
    "I need to ask a question."

    And when those excuses hit, the game starts to trip up a bit. That's why I honestly prefer Live games. If you have a question, you can ask right then and there and be done with it. Live games also introduce a random factor of spur of the moment actions. Sure, not every action is worded beautifully with metaphors and adjectives everywhere, but it adds a certain silly element that just makes gaming much more entertaining.

    30 Day Game sounds...interesting, but I'd suggest not considering it to be able to move 1500 turns in that period of time. People might not be able to dedicate that much time to it each day, or spontaneous factors come up to trip it, or perhaps the excuses are made. I'd say you could definitely do a Long story in the time, but I'm not sure how much action would actually happen...
  13. Alexander Tau's Avatar
    Not that I am aware of but I am still new. That would of course take a bit more effort.
  14. Ao's Avatar
    I like the idea of there being repercussions for dropped games. Does this apply to players that no call no show as well?
  15. Alexander Tau's Avatar
    Kinda want to add something. The Staff here do a fine job at enforcing the Rules. They are like cyberNinjas when it comes to zapping the evil Spammers. Darren and Ao have always kept the place mechanically sound. Sure there were some problems with the update but everything that needed to be done got done. I have seen a lot worse.
  16. Alexander Tau's Avatar
    *chuckles*
  17. Actana's Avatar
    A Blob is the height of egoism? Damnit, I need one.

    Does anyone know where to get a blob? Preferably a green one. Or purple. Blue is out of the question. Also, it should be at least a little slimy. But not too slimy, I don't want to constantly clean up after my very own blob. Even if it does boost my ego.