Evil Game Master Society

October 9, 2006

The Good, the Bad, and the Ugly - Opening Moves for PbeM Games

Filed under: PBeM Advice — evilgm @ 11:41 am

Where to begin, where to begin. What shall the topic of this column be this month. In the past year and a few months I have talked about a lot of things about running a pbem, but I think one thing that I haven’t done is talk about the importance of the very first move.

What’s so important about the opening move anyway?

The opening move of a pbem sets the tone for practically the entire game. It needs to answer the Five W’s - Who, What, When, Where, and Why. How is optional but can be thrown in for good measure. So, how do these five (or six) things fit into a pbem?

Who: Who is there, If your players don’t know who is there, then there’s not a heck of a lot for them to interact with, and the game gets delayed while they ask who else is there.

What: What is going on? A fight?

When: Daytime or nighttime? What season? If you have a calendar created for your campaign world, tell them the exact date. Players like to be able to figure out how much time has passed during the game for some reason.

Where: Where are the characters? In a tavern? Locked away in a dungeon or the hold of a slave ship? If the characters know where they are (as in they haven’t been kidnapped), tell them the city/province/kingdom they are in. Good role players love details.

Why: Why are the characters there, at that particular time? Are they staying in the inn? Were they passing by and decided to stop in for a quick pint?

How: This can be a tough one. How did the players get to be at that spot at that particular tome (ties in the Why, above). More often than not, the How refers to “How did we get roped into this”, and gets given to the players after the opening move - you must provide the characters with motivations to join together and tackle whatever task you have set for them in your campaign.

Next I’ll be taking a look at some examples, starting with a real stinker.

The Ugly

“You’re in the common room of the local inn when the local bully comes in and picks a fight with one of the patrons….”

Bet you’ve heard that one a lot, probably in a face to face game at the beginning of a sessions. While it may work for a single shot adventure, it’s not that impressive. It’s a cheat. Something to get the game going without seeming to put much effort.

The Bad

“Apgar and Rindell are sitting in the corner of the common room of the Randy Stallion tavern, having a well deserved round of ale when the door bursts open and in swaggers Colpupper, the local bully. Colpupper’s eyes quickly scans the crowded room until he sees grizzled old Beregard. The bully’s eyes narrow and take on a mean glint as he approaches the old man.

“That map you gave me is worthless, old man,” Colpupper says, cuffing the retired farmer across the back of the head. “You said it was a treasure map, and it didn’t lead me to any treasure. You must have already dug it up. Hand it over!”

This one is better. It provides the reader with more information and gives them a feel for what is going on. It also provides the characters for a reason to get involved, either helping the old man, or helping themselves to the treasure.

The Good

“Apgar and Rindell leaned back in their chairs and sighed as they shifted in their comfortable chairs. After three weeks on the road hunting down the bandits that had been plaguing the barony’s roads, they needed more than just a little comfort.

Jenra, the barkeep’s daughter, brought them the large mugs of ale they had ordered and, after a bit of harmless flirtation, moved on to another table to serve other customers.

“Feels good to be back, doesn’t it,” Apgar said to his friend as he took a sip of his drink.

“That it does,” Rindell replied. “That it does.” He looked around the common room of the Randy Stallion tavern from their corner table. He liked coming here because, despite its name, the Stallion was a relatively quiet place. Rindell smiled and took a long drink from his glass.

The quiet was shattered when the door to the in burst open and in swaggered Colpupper, the local bully. Colpupper’s eyes quickly scans the crowded room until he sees grizzled old Beregard. The bully’s eyes narrow and take on a mean glint as he approaches the old man.

“That map you gave me is worthless, old man,” Colpupper says, cuffing the retired farmer across the back of the head. “You said it was a treasure map, and it didn’t lead me to any treasure. You must have already dug it up. Hand it over!”

The two friends watched as the bully continued to harass and abuse the helpless old man.

“Treasure map,” Rindell said to Apgar. “Beregard has had that map since he was a child. Everyone knows that it’s not real.” Apgar looked back at his friend.

“Maybe Colpupper knows something we don’t….”

This one is good. It provides the players with a sense of history between the characters, between the characters and the people around them, and sets the stage for the adventure.

You may have noticed that as the examples got better and better, the amount of description increased. As I discussed in earlier articles, for a pbem to succeed, the GM has to have as much description as possible in the moves he posts. Without it, a pbem quickly becomes very boring and the players easily become detached and lose interest.

Copyright © rpgtimes.net, 1996-2005. Lisa Hartjes, 2006. All Rights Reserved.

October 8, 2006

Death of a PBeM or “What the Heck Went Wrong?”

Filed under: PBeM Advice — evilgm @ 7:16 pm

One of the most common complaints about pbem’s is that they just don’t last very long - or rather, very little actually happens before the game dies. There are many number of reasons why this happens, and this month’s column will be examining a few of the more common reasons for a game’s failure.

The game just never gets started.

For whatever reason the game never gets going. Sometimes the idea for a game it sent out and there isn’t enough of a response to the GM about people who want to play. Other times the players go through the effort of creating characters and developing backgrounds only to have the game fizzle.

There’s not much that a GM can do about a lack of response other than to try as many venues as possible, or to see about running the game with a smaller group of people. I have found that I typically get between 6 and 8 responses to my postings about a new game starting. If a GM doesn’t get enough responses with the first posting, post again, and try other locations. Get your players to pass the word along that you are looking for more people to join the game.

If you are a GM and discover that you’re not going to be able to run the game at any point, make sure you tell all your players. It’s rather frustrating to have a GM suddenly disappear. The same goes for a player - if you’re not going to be able to continue to play at any point in the game, tell the GM.

The GM/Player(s) lose interest.

Whether the GM becomes bored running the game or the players lose interest, it is another thing that can kill a game.

It is a difficult hurdle to overcome. The best thing to do is prep work ahead of time. The GM should ask her players what kind of plots or subplots they are looking for. For example, would the player be interested in pursuing a romantic subplot? The more you can find out about what your players want to do, the easier it will be to keep them interested.

If the players are interested and really participating in the game, then the chances are that the GM will stay enthused about it. If the GM is losing interest, then there are a number of things that the GM can do - other than stopping the game, of course.

First, the GM should sit down and look at the game and see what it is that is really bugging him. For example, are the players not role-playing enough? Are your subtle hints for subplots (or main plots) too subtle? Are you not providing what your players want?

Sometimes a GM just burns out and loses interest in a game, and there’s not much that you can do about that. A good way to refresh yourself is to take a break. Perhaps see if you can get in on a game somewhere. Take a set amount of time away from the game.

“We’ve been playing for over a year and only three game days have passed. It just takes too long to accomplish anything.”

That is one of the most common complaints about pbem games. It’s just the nature of the beast. There are, however, ways to speed things up, though some of them depend upon the game system that you are using:
1. If there is a slow turnover of moves because people are not replying in a timely manner, give each move a deadline. If you don’t receive a response from a player by the deadline, their character does not get to act.
2. If possible, see if you can increase the number of turns or moves you send out each week. This may or may not be possible depending on your situation.
3. Get your players to give as much information in their replies as possible so you can get more done in each move. For example, get them to give you a series of actions and what their character will do if any of the actions cannot be completed.
4. Find a way to streamline combat. This is the one thing that may or may not be possible based on the game system you use. In a game that has multiple parts per turn of combat, it can take a long time (sometimes weeks or months) to complete a few seconds of game time.

Real World obligations have taken up so much time that I don’t have the time to play/run the game.

Well, there’s not much that can be done about this if things get really hectic. Part of the workload could be reduced if the GM has done prep work ahead of time, such as coming up with two or three scenarios ahead of time and has them all ready to go. That way there’s very little development work that has to be done and the GM can spend her time dealing with the moves and not developing the plot.

Copyright © rpgtimes.net, 1996-2005. Lisa Hartjes, 2006. All Rights Reserved.

October 7, 2006

PBeM Website - Keeping It All Organized

Filed under: PBeM Advice — evilgm @ 7:16 pm

All good GM’s have handouts of some kind, especially if the universe they run their games in are of their own creation. When running a pbem game these handouts become that much more important because the GM can’t just let the player look at the binder or book to refresh his memory. One of the best ways for a pbem GM to get the info to his players is through a web page. It doesn’t even have to be anything fancy - just a page with links to the data that the players need.

In this article I will be writing about how I create the web pages for my games, from the initial concept to maintaining them while the game is running.

In my articles about how to start a pbem, I discussed what information the GM would need. Here’s a quick refresher:

  • Game setting & genre
  • Game system
  • Character creation guidelines
  • Other game info, such as house rules, how turns will be handled, and so on

When doing a web page, two more items can be added to that list:

  • “Handouts”, such as maps, fictional newspaper stories, etc.
  • Archived game moves.

On my web pages, this information is divided up into the following sections: Background and Game Specific Information.

In the Background section I have links to the information the players will need about the world their characters live in. This includes a general world history, a timeline, an extensive who’s who page, and links to a web page that has information about the city the game is set in.

A starting GM does not need to have quite that much information on his web site especially if they are starting off in a brand new setting. A world history could be as simple as a paragraph or two about the campaign world, describing what it is like so players can get a feel of what kinds of characters they might want to play. The timeline and the Who’s Who pages are not necessary, but if the GM feels up to it, they will provide more insight into the campaign world.

The game specific information section would contain just about everything else that the GM would need to provide his players. The very basic files the GM will need are:

  • Campaign Information - a description of the campaign itself (I.e. “a group of misfit heroes thrown together to save the world”), the setting and system, and so forth.
  • Character Creation - anything the players need to create a character for the game, such as how many points they can spend (if it’s a point-based system), plus a list of anything that the players are allowed to/required to/not allowed to have.
  • House Rules - any rules or guidelines you have for the game that are not “by the book”. This would include any interpretations of the rules that you use.
  • Game Moves - this could include links to any supplemental information the players might need, including pictures of NPC’s, maps, letters they might have received/found, and so on, as well as copies of the moves themselves.
  • The Archives - old moves and handouts that the players might want to refer back to.

Of all the information listed above, the only thing that absolutely has to be on the web site (and/or available to the players before they create characters) is the campaign information and character creation information. House rules, game moves and the archives can all wait until later. If you do have house rules, make sure that you tell people that you do have them so that they won’t be completely surprised when they come across them.

Below you will find examples of what I did for my Other Side of the Street pbem campaign. There are links to the House Rules for the games, but that information is not included here as the files are quite long.

Campaign Information

General Description

In the “Other Side of the Street” PBEM campaign, the PC’s will play supervillains that have been
brought together to, well, do evil. :)

The game is set in the metropolitan region of St. Augustine and its environs, using the Hero
System and modified by a series of house rules. The game will be run very much like a standard” hero game, except it will be the PC’s committing the crimes. And, just like the heroes, they’ll win some and they’ll lose some.

There will be spaces for 6 to 8 players, depending upon the characters which are submitted. Adult situations and language may or may not occur, so players must be able to handle this. Adult situations does not mean you can send me obscene email. No excessive vulgar language either. The provider of the web space has rules about what can and can’t go up on the web pages, and I don’t want to risk losing this account.

Crimes such as rape do occur, but I don’t want to see any of the villains in this game participating in it. If there are any other situations that arise that make me uncomfortable, I will let you know. Likewise, if anyone is uncomfortable about a turn of events or a plan that the team has, let me know and I will discuss it with the rest of the group.

Importance of PC’s: PC’s are supervillains.
Morality: Some cross-over between good and bad.
Realism: Neutral
Outlook: Mostly serious.

Continuity: Mostly serial, campaign continuity will be enforced.
Physical World Description: Set in the city of St. Augustine in the Quantum Universe.

Character Building Guidelines
Character submissions must be made in the following manner:

STEP ONE:
Submit a character concept to the GM, making it as detailed as possible. The GM will use this to determine whether or not the character will suit the game. Do NOT assume that since this is a Champions. game that it is set in that universe. Few characters or organizations from that universe exist in the Quantum Universe, but if they do, they will have been changed. There may be QU equivalents , so be sure to ask!

Just about all the information you need to create your character is somewhere in the St. Augustine or Quantum Universe pages. Make sure you read them all, especially the Quantum world history page. If you have any questions, please email me. Nothing will get your character concept bounced faster than a blatant disregard for the game universe history and background.

STEP TWO:
Once your basic concept has been approved, a full description of the character - including the special effects of power and explanations of all disadvantages - must be submitted before an actual character sheet is created. The description must also include what the character was doing before (s)he became a villain, why they became a villain, and what their current motivation is. The more detail you provide, the fewer the questions will have to be asked, and the faster your character will be finished.

This is the time to ask about power frameworks, packages, etc., as well as providing ideas and making requests on how the character might be built.

Once the final details about your character has been worked out, you will be asked to complete a Quantum Universe Questionnaire. This will be sent to you for you to fill out, or you can complete the online form.

STEP THREE:
Once your character’s background as a whole has been approved, it’s time to make up the character sheet. I would prefer the characters be submitted in Creation Workshop, Hero Creator or Hero Maker format. If you do not have any of these programs, characters can be submitted in text form in a single column text file. No fancy layouts. I want Characteristics, followed by Powers/Skills/etc., followed up by Disads, one item to a line, with all limitation values, Active Point and Real Point costs and totals shown.

All of the following requirements must be met for the character to be approved - no exceptions. You should also be aware that there are house rules which have been instituted for several powers, skills and so on. Be sure to be familiar with those house rules when creating your character.

Power Levels
Start Points: 100
Max Points per Disad Category: 50
Maximum Disad Points: 150
Normal Characteristic Maxima at 0 Points
No Normal Tech At No Cost: No

Power Levels Beginning Range
Attack 40 - 50 AP
Defense 18 - 25 AP
Other 40 - 50 AP
Skill Rolls —

Ultimate Super Mage and Ultimate Mentalist rules are being used. The Ultimate Martial Artist is also being used with modifications.

Campaign Rules
Combat uses Hit Locations Chart
No Knockdown Rules Used: No
Long Term Endurance Rules Used: No
Limited Push: No

Character Requirements
All characters must take Normal Characteristic Maxima unless their character takes the 5 pt. Distinctive Feature: Harbinger Disadvantage or DF: Mage/Magical Being. (In other words, for your character to have stats higher than 20 and not pay extra for them, your character must be a Harbinger or a magical being.)

This game is team oriented, so your character must be able to work in a group. No murderous loner sociopaths allowed, even if you think your concept is cool. :)

Everyman Skills

Climbing
Concealment
Conversation
Deduction
Paramedic
Shadowing
Stealth
Transport Familiarity (Automobiles)
KS: Computer Use, 8-
4 pts. English
AK: Home
PS: 8-
Skill Enhancers: Requires GM approval
Perks: Requires GM approval.

New Perks:
Esper Society Certification - 1 pt. (Highly recommended if playing “standard” telepath.)
Talents: Danger Sense, Find Weakness, and Universal Translator require GM approval.

Powers
Powers with the magnifying glass or stop sign symbols require GM approval.
Power frameworks require GM approval.
Any characteristics purchased as powers must have the limitation Doesn’t Affect Figured Characteristics (-1/2).
Duplication requires GM approval.
All advantages and limitations with the magnifying glass or stop sign symbols require GM approval.

Disads:
Berserk and Enraged are allowed, but require GM approval.
Normal Characteristic Maxima must be taken if the character does not have a DF: Harbinger, DF: Mage/Magical Being, or others at the GM’s discretion.
Cold-Blooded Killer and Casual Killer psych lims are not allowed.
Reputations require GM approval
Any character with superpowers that are innate must take the 5 pt Distinctive Feature “Harbinger”.

Packages: Allowed, but require GM approval.

Note: Bonus points for use in initial character creation may be awarded for unique and creative character backgrounds. Using background from the Quantum Unvierse pages in your character is more likely to catch my attention and get your character accepted into the game. Likewise, using groups and information that are not part of the Quantum Universe is likely to get your character rejected. Don’t assume anything. If you don’t see it on the pages, don’t assume it’s there. ASK!

NOTE: I reserve the right to veto anything and everything on the character sheet. I also reserve the right to make minor modifications to the characters at any time in the future. Any changes which may significantly alter the character will be discussed with the player in question.

Now, how to set it all up. I’m not going to discuss how to actually write the code for the web page as there are many good programs out there, be they commercial, share- or freeware, that can help you. I will be covering how to best present the information.

1. Keep It Simple
This covers everything from how the pages look to how they are linked together. I personally prefer to use a two frame page set, with a narrower left-hand frame that acts as a table of contents and a main frame where the information appears. I know, there are people who hate frames and want to see everything as text only. My response to that: tough cookies. I can update a frame set quickly and I’d rather spend my free time working on the game than fighting with a java-based navigation bar or a page done with tables.

If you’re going to use fancy fonts, make sure that it is something that can easily be read. If it a font that isn’t part of a “standard” set, such as one that comes with your typical word processing program, you need to make a choice: either choose not to use it, or put a link to where the viewer can download and install the font (legally) so they can see the page as you designed it.

2. Keep Them The Same
No, I don’t mean have the same information on each page. I mean the page should look uniform, like they belong together. This can be as simple as having the same colored background and text to using style sheets.

3. Keep Your Code Correct & Current

Validate your code. What does that mean? There are web sites (such as W3C HTML Validation Services (http://validator.w3.org/) that will check the html code you used to make sure that it meets with currently accepted standards.

Why is this a benefit? Because having a validated page means that 90% of the web browsers out there will be able to open the web page you created and display it properly. This is especially important if you did something fancy, such as using Java or style sheets.
To see how all of this fits together, take a look at my Servants of the Falcon web page at http://www.ifr-inc.org/egms/kolrath/. This page is the simplest of all the pbem pages that I have on the web, and shows you how I put into practice my “rules of web page design”. A word of warning - I used style sheets when I created those pages. It has been reported to me that people viewing the pages with Netscape on a Mac have problems opening the pages, so if you are one of these people, the pages might not open properly for you.

Take a look around at these pages and feel free to use them to get ideas for setting up your own pbem web page. If you do, please email me and let me know!

Copyright © rpgtimes.net, 1996-2005.
Copyright Lisa Hartjes, 2006.
All Rights Reserved.

September 6, 2006

How to Run a PBeM Role-Playing Campaign

Filed under: PBeM Advice — evilgm @ 2:04 am

From: draphsor@medisg.Stanford.EDU (Matt "Rollie" Rollefson) Newsgroups: rec.games.frp Subject: PBeM: Running a Game Summary: How to run a PBeM game. Keywords: pbem, running Message-ID: <draphsor.686221520@medisg> Date: 30 Sep 91 09:05:20 GMT Lines: 306

Copyright 1991 by Matt Rollefson; permission is hereby granted to reproduce for private, non profit use provided that this notice is included and the contents are not altered in any way.

[Hmm. This is getting awfully muddled. I have a feeling that some reorganization is going to be necessary. Well, that's why I asked for proofreaders, after all! Hopefully you guys can give me an idea of what needs help the most! :) ]

How to Run a PBeM Role-Playing Campaign

You’ve got your players. You’ve got your adventure. You’re all set to go, except for one thing - you have no idea how to make this work by e-mail! Before diving in, there are some basic problems to be considered. There are also some strategies for dealing with these problems.

Time

The major problem facing PBeM players is time. It takes time for e- mail messages to propagate across the network. This can range from a few minutes to a few days. And the GM can not be constantly logged on. Therefore, the players must give moves which cover a greater span of time than normal. The normal, face to face method of constant give and take between GM and players and amongst the players simply does not work when the time delay of e-mail is introduced. This is most obvious in combat situations, but occurs to some extent no matter what. Consider the following example.

In a face to face session, a player will attempt to do something and the GM will immediately tell him what happens. The player knows if something he was planning does not work. For instance, a player says, "I draw my gun." If the GM knows that the gun has fallen out of his holster, he can immediately say, "Your gun isn’t there." The player can then react and take some other action.

Unfortunately, if the players waited for their every action to be confirmed by the GM, the game would go nowhere. Given an optimistic turnaround time of one hour (for a GM and player who log on almost constantly), it would still take several days for a character to have a minimal conversation in a bar. To get around this problem, characters typically send moves covering much longer periods of time. This of course brings up new problems.

Simultaneity and Cooperation

With all of the players sending moves which cover larger periods of time, it can be difficult to coordinate actions. If teamwork within the party is not required, this is not a major problem. Still, it can be difficult for the GM. If two characters are trying to do the same thing, the GM has to figure out which character does it first, and beyond that, how the other character reacts. Again, asking the characters constantly what they do in the new situation can bog a game down.

If cooperation between players is required, life gets even more difficult. Messages between players become almost essential, for if the GM must forward every little bit of conversation between characters he will rapidly become swamped. When trying to formulate plans, speed of communication is again essential. Unfortunately, some players will typically receive messages later than others. These players may well feel left out of the game, as they see messages they wish to reply to fly by, followed immediately by responses by other players.

Another problem with e-mail is known as ‘Jumping the Gun’. This is when a player logs on, reads the first message in his mailbox, and immediately replies to it. Typically, this response will have already been invalidated by messages other players or the GM have sent. Often those messages are already waiting in the player’s mailbox. But since he didn’t bother to read them before answering, he wastes time and energy formulating a useless move.

How To Deal

To avoid these problems, cooperation is required between game master and players. The players have got to put more effort into their moves than a simple, "I shoot the bad guy". You have to give the players enough information so that they can react intelligently, and he has to interpret their actions. Depending on the genre, you may or may not want to keep the characters alive. In Paranoia, you should kill the characters when they seem to deserve it. (If you take every excuse to kill the characters, the game won’t last very long!) In more heroic games, you may have to go to great lengths to keep the players alive. In almost all cases, you should make sure that the player’s suspension of disbelief is not challenged too much. For instance, to say that an experienced mercenary unit left themselves exposed at a window when they knew that they were going to be attacked by crossbows, simply because the players didn’t all say, "I duck!", is unreasonable. The player is putting his trust in you, the GM, to play his character reasonably in cases where he hasn’t given exact instructions. It’s your job to make sure he finds the results reasonable, even if he doesn’t like them.

You should tell your players what you want in a typical move. One way to speed up the game is to have the players send contingency plans. This is not only for combat. In a typical encounter, there will be several possible outcomes to a character’s action. If the player anticipates the most likely outcomes and tells the GM what his character will do in each case, the GMs life is made much easier. More game time can be covered in each move because the GM has instructions from the players which cover a wider variety of choices. This will not always work, of course. The unexpected is what’s a lot of fun with many RPGs. But it helps out in a lot of situations.

Another useful device is standing orders. While no one can anticipate everything, there are some fairly obvious situations that the character should have a plan for dealing with. If the GM knows what this plan is, he can implement it without consulting the player. In many cases, such consultation would be unrealistic. For instance, the character probably has a plan as to how he will deal with an ambush, or how he will react if someone points a gun at him. To consult the player in detail when such an event occurs ignores the fact that it is a stressful situation, and the character has very little time to think. Implementing standing orders better simulates the fact that the character has to act on instinct.

Depending on your players, they may send you contingencies and standing orders without any prompting. The better players almost certainly will. It is the more lazy players that you should prompt a little bit. Ask them for more contingencies. Ask what they’d do in this or that situation. While it requires more work on their part (and your part) now, it will prevent them from bogging the game down later on. It’s worth the time.

Conversation and Game Mechanics

Conversation is one of the strengths of PBeM, but it also suffers from the weakness of turnaround time. The best way to get around the problem here is to have each player involved in the conversation write a fairly long piece which rambles somewhat, touching on many of the points he wants to cover. You or the player to whom the speech is addressed can then go over the speech with a simple text editor and insert your comments where they’re appropriate. The end result doesn’t really sound like a normal conversation, but it usually works well enough. If your campaign is prone to long declamations by the heroes and villains, this works especially well.

The game mechanics themselves should be mostly hidden from the players. Description is the heart of the written form, and that is what you should emphasize. Jargon like +1 to hit or three fatigue points should be completely eliminated from moves. Even things such as orc chieftain should be fleshed out, especially if the characters have never seen one before. Show, don’t tell, is the advice to follow here.

Running combat can be especially tricky. There are two main options. You can run the entire combat yourself, rolling all the dice for all the participants for every round of combat. Then all you have to do is record the results and describe them in a convincing, interesting way. However, this can be a real bore for the GM. An alternative is to run combat in the Paranoia style, where flashy action is rewarded more than tactical genius. (After all, a role-playing game via e- mail is hardly the place for tactics. It’s just not well suited to it. Play Diplomacy via e-mail instead.) In this case all you really have to do is decide what’s going to happen based on how clever and/or interesting your players were, as well as what would logically happen. Rolling a few dice helps determine the outcome, but you don’t have to get down to the nitty gritty details. In fact, in all cases that involve game mechanics it’s often easier to simply do the logical thing, instead of rolling dice. If you do it well, your players will never know.

Putting it all Together

There are three major ways to run a PBeM RPG. They are having the GM do everything, having the players do everything, and a balance of the two. Each has its own strengths and weaknesses, and responds to the problems of e-mail in different ways.

GM Does Everything

This is perhaps the ‘purest’ form of gaming. None of the players know each other or communicate at all. All e-mail is sent directly to the GM. If a character wishes to speak to another character, the GM will forward the appropriate conversation to the other player. But the players don’t send each other mail. The GM takes all of the moves which arrive before the deadline, reads them carefully, and integrates them into one large move. This move is then sent out to all of the players, and typically leaves them confronting a problem which they have to solve. Each move tends to take them from one minor crisis to the next, thus keeping the level of tension high.

This form of gaming is eminently suited to such games as Paranoia or ShadowRun, where secrecy and conspiracy run rampant. The players are never sure if they are speaking to a PC or an NPC. Moving the players from one crisis to another keeps the players as well as the characters constantly on edge, adding to the atmosphere.

One disadvantages of this is that it puts a lot of burden on the GMs shoulders. If the GM is not around, the game stops dead. It can also lead to contrived or forced action. With one major move coming out, usually about once a week, the GM really has to provide something interesting. If the players completely fail to resolve the crisis from the previous move, it is often anticlimactic to continue with that same crisis. This is especially true in Paranoia. Paranoia is full of small, almost meaningless crises, such as which elevator do you choose, or what do you do when the elevator walls go up to the 99′th floor but the floor stays at ground level. If the players can’t solve the problem on their first try, they’re not likely to get it with another try. And making them try will just bog down the game. Besides which, the crisis is completely peripheral to the real plot. So to keep the game moving, the GM solves the problem deus ex machina and moves them on to the next small crisis. The GM must be careful to not make the players feel too powerless in this type of game, or they’ll begin to wonder why they’re playing at all.

Players do Everything

Of course, the players don’t actually do everything. Still, they do most of the work in this type of game. Instead of the rigid ’send in your move, get a big move in return after a while’ format where the GM does everything, this style is much looser. Players send their moves to the whole list. Unless contradicted by the GM, these moves are taken as ‘reality’. The players can interact in almost real time, without intervention from the GM. Cooperation among the party becomes much easier.

This type of gaming is suited to games such as AD&D, where a cohesive party has to confront and solve problems through mutual cooperation. The game moves at a fast pace, as it is not limited by the strict ‘one move per week’ schedule of the GM. However, much time can also be wasted if the players take off on a tangent of ‘impossible’ moves before the GM has a chance to catch them. This style pretty much requires a GM who is able to improvise quickly, as the players will often assume things about the game world as they make their moves. It is an exciting way to play if the GM and players are good, as here more than anywhere else you are engaged in a communal effort of world-building. The GM sends out periodic short moves updating the situation, but does not attempt to synthesize the moves of the players. The only difference between the GM and the players is that the GMs move are law. The players’ moves are only hypothetical until they receive ‘GM approval’, ie until the GM sends out an update that makes it obvious that this or that move actually took place.

Fast e-mail feeds are, obviously, a necessity for participating in this type of game. If all of the mail reaches you a day or even several hours after it was sent, you will be unable to take part in the action. Your character will constantly be following up on plot threads which have already been taken care of. In essence, you will be constantly ‘jumping the gun’ even if you do read all of your mail before composing a move.

Balancing the Two

This form attempts to combine the strengths of the GM Does Everything style and the Player Does Everything style. It is based around a single major move per week, but the players are allowed to communicate somewhat. The general format is, the players send out public moves containing conversation and any straightforward actions that the character takes (usually with a note saying ‘if the GM lets me’ or something similar attached). The GM gets these moves, as do the rest of the players. The players also send secret moves directly to the GM. These secret moves contain the actual actions that the character takes (the public moves only say what it looks like the character is doing), as well as any contingencies. The public moves give the players a general idea of what the other characters are doing. The official GM move shows how it all fits together, as well as revealing what the players didn’t make public.

Oftentimes one character will start a whole plot thread with his ‘conversation’ move. For instance, in a recent move a Paranoia character suggested that the entire Team play a game of ExtremityBall, in order to increase morale. This was something that everybody had to react to. If the game had been proceeding under the GM Does Everything mode, it would have required a new move simply to send out the speech. By allowing public moves, the rest of the players get to see what’s going on before they make up their moves. Again, the player who acts first will tend to control the action. However, fast mail feeds are not so essential here, as the public moves tend to be much more restrained. Most of the interesting action (not dialogue - that’s in the public moves) is in the secret moves to the GM, and doesn’t come out until the main, weekly move.

Which One Do I Use?

The best form for beginning GMs and players is probably the GM Does Everything form. You can control the pace of the game and don’t have to worry about your players running roughshod over your campaign world. The players can be slowly eased into PBeM gaming without feeling that they have to be logged in twenty-four hours a day in order to make their presence felt. Since every player sends in a separate move, each player will most likely attempt to do something interesting. With the added control of being the only one to see what is going on, you can make sure that each character gets his chance in the spotlight. And since you are rolling all the dice, you can ensure a fair implementation of the rules.

This form can migrate into the combination form, with public and private moves, after you and your players get comfortable with the game. Game mechanics become less and less important as dialogue and dramatic action take on a bigger role. Rolling the dice can be largely eliminated - just do what seems to make sense, and what is the most fun for you and the players.

More experienced GMs, gaming with players they are comfortable with, may wish to try the free for all approach. As long as everyone is in it for the fun of it, the results can be rewarding. This form makes the choice of game system almost insignificant, as the game mechanics are going to be ignored most of the time. — Draphsor vo’drun-Aelf
draphsor@medisg.stanford.edu

How to Start a PBeM Role-Playing Campaign

Filed under: PBeM Advice — evilgm @ 1:55 am

From: draphsor@medisg.Stanford.EDU (Matt "Rollie" Rollefson) Newsgroups: rec.games.frp Subject: PBeM: Starting a Game Summary: How to start up a PBeM game Keywords: pbem, starting Message-ID: <draphsor.686221479@medisg> Date: 30 Sep 91 09:04:39 GMT Lines: 270

Copyright 1991 by Matt Rollefson; permission is hereby granted to reproduce for private, non profit use provided that this notice is included and the contents are not altered in any way.

[I wrote this sort of addressed to the prospective GM. I'm not sure if this is the most effective way to write the thing - what do you guys think?]

How to Start a PBeM Role-Playing Campaign

The time has come. Maybe there are no other role-players in your area. Maybe you want to continue a campaign after you and all the players have gone off to different colleges. Maybe you just want to try out the PBeM format. Whatever the reason, you’ve decided to start a PBeM role-playing campaign. Before you can actually start playing it and having fun, though, there are a few preliminaries to be taken care of.

Think Twice

The first thing that you should do is honestly evaluate the amount of time you’re going to have to devote to the game. Running a PBeM takes a lot of work, and a lot of time. Beyond the normal chores of fleshing out the campaign world and coming up with interesting adventures, the GM has to be in fairly continuous contact with his players, through e-mail. You should be able to log in at least once a day for a minimum of a half hour to answer messages and keep track of what’s going on. Once a week (or more, depending on your projected turn schedule) you should plan on devoting three to four hours to come up with a move, send it out, and answer any questions that have accumulated over the week. The specifics of your time commitment may vary depending on your style of play, but this is the order of magnitude.

You should take the time to get to know the computer you are working on and its operating system well enough to be able to use it with confidence. If you are going to be writing the moves on a personal computer, you should know how to upload the files without losing the formatting. You should have a good handle on how the e-mail system you are going to use works. If your computer skills are lacking, get a local wizard to help you. Time spent learning the system before starting the game is time well spent. It’s a lot easier to learn when there aren’t eight players screaming at you because you lost their
moves.

Finally, you should have at least one adventure and the basics to your world already fleshed out. There is nothing more frustrating for a player than to quickly answer a call for players, then discover that the GM doesn’t even know what’s going to happen. If you’re a great improviser, go ahead. But make sure that you have something for the characters to do, or your game may fail before it starts.

Finding Players

So you still want to do it. The next thing to do is to attempt to find some players. If you have friends who also have accounts and wish to play, there is no problem. You can simply send them mail. If you don’t know anyone on the net yet, then you have to ask the general world for players. As a rule, you’ll get more response than you can handle.

One of the widest distributions available is the USENET newsgroup rec.games.frp. Depending on the hardware you are operating on, there are different ways to post (send a message) to this group. On most U*IX systems, the most straightforward way is through the program Pnews. Simply type Pnews at your shell prompt, and the program will step you
through the posting process. Just remember to type rec.games.frp when it asks for the newsgroup. Also, as a courtesy to the readers of the newsgroup, you should include some useful information in the subject line. For instance, if you were planning on running an AD&D PBeM, your subject might read, "PBeM AD&D campaign - players sought". The basic information that you want to get across is that it’s a PBeM game, what system it’s running under, and what the genre is. All this should be included in the subject line. You can get into more detail in the body of the message.

[Anyone know of any other general distributions that would be suitable? Should I include rec.games.pbm? Mailing lists? etc?]

Now before rushing off and posting to rec.games.frp, some consideration should be given to the body of the message. A general call for players will probably get a lot of response, but if the players don’t know what they’re getting into the game may fold rapidly as the players discover that they’re not interested. To avoid this, a call for players should include several things.

1. The system. Even though it’s already been mentioned in the subject line, the system that you’re going to be running should be made clear here. Any ways in which what you’re going to be running differs from the ‘normal’ rules should be indicated, as well as how great a knowledge of the rules is necessary for a player. PBeM allows the rules to be invisible to the player if the GM is willing to do the work, so it’s quite possible to run a campaign with players who know nothing of the system. This is the place to indicate ‘only experienced AD&D’ers need apply’, or ‘no knowledge of Paranoia is necessary to play in this campaign’.

2. What you want from the players. Some GMs choose to create the characters and hand them out to players. Some GMs want the players to make up the characters. Some campaigns will require only the basic stats of the character to start play. Some will require a full personality sketch and detailed physical description. Your prospective players should know what is to be required of them in terms of character design before they reply to the posting. This should also cut down on the number of replies from players who think playing a PBeM would be sort of neat, but aren’t willing to put much work into it. Asking for a detailed character description will also give the GM more information, thus making it easier to choose between players. After all, an e-mail address doesn’t give much information about the person. Finally, this is a good place to indicate the expected time commitment from each player. Not everyone can log in for an hour every day to answer moves.

3. A teaser for the adventure, or at least some amount of background information. This isn’t strictly necessary if the GM is planning on creating all of the characters and starting the players cold, but it is useful information. It gives the players more information so they can decide if this campaign is going to interest them before they get stuck in the middle of it. Again, this helps avoid headaches on the part of player and GM alike, by making sure that both know what they’re getting into.

4. Your e-mail address. Yes, I know it sounds silly, but people do forget this. Ideally you will be on the internet. If so, your internet address (something like user@foo.bar) should be sufficient information. If you are on bitnet or have a uucp address, try to include instructions for internet users as well as the address of your ‘native’ network. Like it or not, the internet seems to be the emerging standard.

[I'm not real sure about this last part - anyone from 'alternative' networks or with more info willing to let me know the real low-down? I'd like to avoid making this article too parochial, but I'm an internet user, and an edu one at that, so I really don't know much about how bitnet or uucp works, or how the various companies have their networks set up.]

Also, be sure to tell your players to send their e-mail address. While you can normally deduce it from the return path, this is not always true. And players are as forgetful as GMs…

5. A time limit for responses. Usually one or two days will be plenty of time to get ten or more prospective players. If you don’t get enough, just extend the time limit.

Finally, before posting it might be a good idea to read rec.games.frp for a week or so to get a feel for how the newsgroup works. Reading news.new-users is also highly recommended. The main newsreader on U*IX systems is rn. To read rec.games.frp type rn rec.games.frp at your shell prompt. On VMS systems the command is NEWS.

[If anyone can give me the basics of how one would read rec.games.frp under VMS, it would be appreciated. If all else fails, I can probably get on a VMS machine and hack around, but I'd prefer to avoid that at all costs... :) ]

Choosing Players

You’ve posted an announcement for a new game. You log in, and your mailbox is overflowing with enthusiastic responses. Now, it’s time to whittle it down to a manageable number.

There are several things to consider when selecting players. The first thing to look at is, did the player do everything you asked for in your posting. A player who is serious about playing will give what you ask for. Someone who is not serious will probably just send a message saying ‘yeah, I want to play.’ Normally you’ll want the player who is willing to devote some effort to the game.

After you’ve narrowed it down to the serious players, you’ll want to start thinking about what kinds of characters you want in your campaign. Take a look at what the player has sent you, and try to figure out who will fit in best. Then send a test message to those players, to confirm that you have a working pathway for e-mail between you and them.

If you are absolutely swamped with responses, you might consider simply taking the first n responses to arrive. This is an impartial, ‘fair’ method, but probably not the best method for establishing a good group of players. Another method to consider is setting a definite time limit on responses, and then treating all those that arrive before the deadline equally. Eliminate the players who fail to send all of the information you request. Then select randomly from the remaining players, thus giving players who don’t log in every day a chance to join a game.

Communicating with the Players

Communication is essential in an e-mail game. A feature of most mail programs which will aid you greatly is aliases. An alias allows you to substitute a name which makes sense (for instance, the name of the player or the name of their character) for the often cryptic mailing addresses. If you don’t know how to use this feature, consult a local wizard or, better yet, check the on-line help services.

Always tell the players what is going on. If you are going to be away for a week, or even for a few days, tell the players. The players should also let you know when they will be unavailable for an extended period of time, although it’s not so essential in their case. You can convey this information in individual messages, or in a special administrivia section in each move.

Alternative Forms of Communication

Besides e-mail, there are other ways to communicate between machines. Most of these are only available to users with Internet access.

IRC. This is a program that allows several users to communicate with each other simultaneously, in real time. It may be available on your U*IX system. All players should have access if it is going to be necessary to the game.

Talk. This is a command that lets you communicate in real time with one other user. It is available on most U*IX machines.

Multi-User Dungeons (MUDs). These are programs set up on certain machines which allow anyone to log on using a special port. Once you log on to the program, you manipulate a character. It’s a lot like playing Zork. The difference is other players can be logged on at the same time. You can meet them, talk to them, and (sometimes) fight them. Using MUDs allows simultaneous communication, similar to IRC. You must be able to telnet to the ‘experimental’ ports, though. Again, all players should have access if this method of communication is to be used.

[This section needs major expansion. My experience with IRC is nil, talk is very flaky on my machine, and I've only played with MUDs a little. (I don't want to flunk out of school! :) ) Anyone have any more info, especially on irc?]

Tell the Players How the Game’s Going to Run

After you’ve confirmed that you have a working path between yourself and all of your players, there are some technical details to be worked out. First, you have to decide if you want to allow direct player to player communication. Depending on your style of play, you may wish to keep your players in complete ignorance. Or, you may want to let them speak to each other, but only in character. Or maybe you don’t care. In any event, you should be sure to make your position clear to your players. If player to player communication is going to be necessary for the game, you should make sure that all of the players are able to reach each other.

The next major question is turn frequency. How often are you going to log in? How frequently are you going to send out moves? How frequently are the players expected to log in? How often do you expect to receive a move from them? The answers to these questions will depend on your style of play and the time you have available. But you should be sure to inform your players.

Finally, you have to tell your players what the turn format is going to be. Do you want long, steam of consciousness moves? Do you want detailed description that you can insert directly into your moves? Do you want them to send their moves to everyone, or just to you? How much time do you want their moves to cover? How are you going to determine sequence of actions? What happens if two players try to do things that are obviously inconsistent? (For instance, one player says he is going to heal the injured orc, and the other player says he is going to kill it.) These are all things that should be determined in advance as much as possible. The next article gives some answers to these questions that have proved effective.

– Draphsor vo’drun-Aelf draphsor@medisg.stanford.edu

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