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	<title>Comments on: 5 Tips for Making Your Online Game a Success</title>
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	<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-954</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Sat, 10 Dec 2005 03:41:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-954</guid>
		<description>mcv: I think we&#039;re on the same page with this one. You&#039;re point about frequency needing to mesh well with schedules is well taken. :)</description>
		<content:encoded><![CDATA[<p>mcv: I think we&#8217;re on the same page with this one. You&#8217;re point about frequency needing to mesh well with schedules is well taken. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: mcv</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-949</link>
		<dc:creator>mcv</dc:creator>
		<pubDate>Fri, 09 Dec 2005 20:47:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-949</guid>
		<description>Daily certainly has the advantage of keeping the flow going, but some people may have busy schedules, and with daily updates, not posting for a few days will set you back quite a lot. With weekly posts, it&#039;s not so bad.

It&#039;s a trade-off, and depends a lot on the players involved. If everybody can afford it, daily is great, ofcourse.</description>
		<content:encoded><![CDATA[<p>Daily certainly has the advantage of keeping the flow going, but some people may have busy schedules, and with daily updates, not posting for a few days will set you back quite a lot. With weekly posts, it&#8217;s not so bad.</p>
<p>It&#8217;s a trade-off, and depends a lot on the players involved. If everybody can afford it, daily is great, ofcourse.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-940</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 09 Dec 2005 01:04:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-940</guid>
		<description>mcv: I agree that posts on a frequency less than daily can work -- I&#039;ve seen games on EN World longer delays -- but as a general rule, it&#039;s not a good baseline for most groups.

With daily posts, the gaps between times that you need to stay motivated are shorter, which makes staying motivated easier. But everyone is different, and you&#039;re right that same frequency = more important than the specific frequency.</description>
		<content:encoded><![CDATA[<p>mcv: I agree that posts on a frequency less than daily can work &#8212; I&#8217;ve seen games on EN World longer delays &#8212; but as a general rule, it&#8217;s not a good baseline for most groups.</p>
<p>With daily posts, the gaps between times that you need to stay motivated are shorter, which makes staying motivated easier. But everyone is different, and you&#8217;re right that same frequency = more important than the specific frequency.</p>
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		<title>By: mcv</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-939</link>
		<dc:creator>mcv</dc:creator>
		<pubDate>Thu, 08 Dec 2005 21:19:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-939</guid>
		<description>I have no experience with playing on a message board, but I have played in PBeMs and am currently in one too.

I&#039;d like to modify the &quot;daily posts&quot; a bit. It&#039;s important that everybody posts at roughly the same frequency, but that doesn&#039;t have to be daily. Weekly posts could work just as well (and is easier to keep up with for people with jobs and busy schedules), but you&#039;ve got a serious problem if two people post daily and two post weekly.</description>
		<content:encoded><![CDATA[<p>I have no experience with playing on a message board, but I have played in PBeMs and am currently in one too.</p>
<p>I&#8217;d like to modify the &#8220;daily posts&#8221; a bit. It&#8217;s important that everybody posts at roughly the same frequency, but that doesn&#8217;t have to be daily. Weekly posts could work just as well (and is easier to keep up with for people with jobs and busy schedules), but you&#8217;ve got a serious problem if two people post daily and two post weekly.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-901</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 02 Dec 2005 15:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-901</guid>
		<description>Good points, Cayzle -- especially regarding community and player turnover. Sites that host messageboard games also tend to be great places to recruit players, whether you&#039;re running your PbP on a blog or a messageboard.

Thanks for the links. :)</description>
		<content:encoded><![CDATA[<p>Good points, Cayzle &#8212; especially regarding community and player turnover. Sites that host messageboard games also tend to be great places to recruit players, whether you&#8217;re running your PbP on a blog or a messageboard.</p>
<p>Thanks for the links. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Cayzle</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-895</link>
		<dc:creator>Cayzle</dc:creator>
		<pubDate>Fri, 02 Dec 2005 12:37:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-895</guid>
		<description>I agree with all five points. And let me add one more: Community. A key to longevity is to develop a sense of belonging. The flip side of that is turnover -- some players will invariably drop out. Be ready to fill vacancies, and eventually you end up with a core of people who can be depended on, who feel that they belong. 

This is especially important if you are gaming with people you have never met (theoretically if you are playing with your college chums or the gals at work, you already have a community of sorts, a FTF community). It is also important if you want to grow or expand into more games set in the same community.

That&#039;s been my experience at &lt;a href=&quot;http://www.woldiangames.com&quot; rel=&quot;nofollow&quot;&gt;the Wold&lt;/a&gt;, and it is also what two big PBP game founders told me in &lt;a href=&quot;http://www.cayzle.com/screeds/click007.html&quot; rel=&quot;nofollow&quot;&gt;these two interviews&lt;/a&gt; I posted on my blog.

To address the question of combat and experience ... In my PBP games we have combat less frequently, and it often seems to end sooner. That&#039;s a function of the DM gaining experience in creating challenges that are both threatening and fast to resolve. In D&amp;D terms, enemies with fewer hit points that do lots of damage make good foes.

A D&amp;D-based experience model (assuming 13 encounters per level gained, more or less) has to be thrown out the window. In the D&amp;D-based Wold, a character gains two to three levels a year. The DM grants story-based xp awards at the end of each &quot;module&quot; (aka plot line, aka adventure), with the amount tied to the goal of two to three levels a year.</description>
		<content:encoded><![CDATA[<p>I agree with all five points. And let me add one more: Community. A key to longevity is to develop a sense of belonging. The flip side of that is turnover &#8212; some players will invariably drop out. Be ready to fill vacancies, and eventually you end up with a core of people who can be depended on, who feel that they belong. </p>
<p>This is especially important if you are gaming with people you have never met (theoretically if you are playing with your college chums or the gals at work, you already have a community of sorts, a FTF community). It is also important if you want to grow or expand into more games set in the same community.</p>
<p>That&#8217;s been my experience at <a href="http://www.woldiangames.com" rel="nofollow">the Wold</a>, and it is also what two big PBP game founders told me in <a href="http://www.cayzle.com/screeds/click007.html" rel="nofollow">these two interviews</a> I posted on my blog.</p>
<p>To address the question of combat and experience &#8230; In my PBP games we have combat less frequently, and it often seems to end sooner. That&#8217;s a function of the DM gaining experience in creating challenges that are both threatening and fast to resolve. In D&amp;D terms, enemies with fewer hit points that do lots of damage make good foes.</p>
<p>A D&amp;D-based experience model (assuming 13 encounters per level gained, more or less) has to be thrown out the window. In the D&amp;D-based Wold, a character gains two to three levels a year. The DM grants story-based xp awards at the end of each &#8220;module&#8221; (aka plot line, aka adventure), with the amount tied to the goal of two to three levels a year.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-893</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 02 Dec 2005 01:36:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-893</guid>
		<description>Zan: That&#039;s pretty much how I ran my hybrid Dungeon Crafter/PhotoShop maps, too, and it works well.

David: I can see how even d20 combat could be kept manageable if everyone posted at least once a day -- if not more often.

It might even be worth trying scheduling an IM or IRC session just for combat, to resolve it in real time.

CJ: That double blind system for rolls is neat -- I&#039;ve never heard of that.

As far as turn order, I actually went the opposite route that you suggested for my PbP: I stated all of the monsters&#039; actions up front, and let the PCs react accordingly. That worked pretty well, at least for my group.

Mark: You&#039;re welcome. It was a fun post to write -- thank you (and Kreik) for suggesting the topic. :)</description>
		<content:encoded><![CDATA[<p>Zan: That&#8217;s pretty much how I ran my hybrid Dungeon Crafter/PhotoShop maps, too, and it works well.</p>
<p>David: I can see how even d20 combat could be kept manageable if everyone posted at least once a day &#8212; if not more often.</p>
<p>It might even be worth trying scheduling an IM or IRC session just for combat, to resolve it in real time.</p>
<p>CJ: That double blind system for rolls is neat &#8212; I&#8217;ve never heard of that.</p>
<p>As far as turn order, I actually went the opposite route that you suggested for my PbP: I stated all of the monsters&#8217; actions up front, and let the PCs react accordingly. That worked pretty well, at least for my group.</p>
<p>Mark: You&#8217;re welcome. It was a fun post to write &#8212; thank you (and Kreik) for suggesting the topic. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Mark</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-887</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Thu, 01 Dec 2005 03:45:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-887</guid>
		<description>Thanks for covering the topic.

I&#039;d say that the key to a successful RPB is to keep if loose and adaptable.
Trust die rolls, and allow for the DM to storyline liberally. A RPB is not, and cannot be, the same game as tabletop.

Keep the story moving forward. Don&#039;t sweat the details.</description>
		<content:encoded><![CDATA[<p>Thanks for covering the topic.</p>
<p>I&#8217;d say that the key to a successful RPB is to keep if loose and adaptable.<br />
Trust die rolls, and allow for the DM to storyline liberally. A RPB is not, and cannot be, the same game as tabletop.</p>
<p>Keep the story moving forward. Don&#8217;t sweat the details.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-886</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Wed, 30 Nov 2005 22:35:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-886</guid>
		<description>Drat, forgot to enter the main point.  With a game involving posting, it may make sense to develop alternate rules for rounds resolution.  

For example, GMing D&amp;D 3E, I&#039;d probably make everyone state their actions for the round, then I&#039;d post what I&#039;d already written up for the foes to do.  Then roll for initiative (the only situation where I&#039;d roll every round).

Double-blind on all die rolls would be worth the trouble here.  Effectively, everyone has committed to a course and a resolution for the round, but no one knows what the outcome will be until the DM resolves all the roll codes.  You resolve a whole round of combat in one posting cycle.  Maybe it takes two for special situation resolution.

You&#039;d need some adjustments for niche cases--such as whether two opponents that moved past each other enroute to someone else got AoO on each other. And I guess you&#039;d just have to deal if your arrow shot takes someone already taken down.

But the bigger point is that it doesn&#039;t necessarily make sense to use mechanics specifically designed for table-top, without some adjustment to take advantage of the posting environment.  Simultaneous action actually works better there.  Or maybe that&#039;s an argument to not use d20, but a different system that already uses simultaneous action (probably poorly) in the tabletop game.</description>
		<content:encoded><![CDATA[<p>Drat, forgot to enter the main point.  With a game involving posting, it may make sense to develop alternate rules for rounds resolution.  </p>
<p>For example, GMing D&amp;D 3E, I&#8217;d probably make everyone state their actions for the round, then I&#8217;d post what I&#8217;d already written up for the foes to do.  Then roll for initiative (the only situation where I&#8217;d roll every round).</p>
<p>Double-blind on all die rolls would be worth the trouble here.  Effectively, everyone has committed to a course and a resolution for the round, but no one knows what the outcome will be until the DM resolves all the roll codes.  You resolve a whole round of combat in one posting cycle.  Maybe it takes two for special situation resolution.</p>
<p>You&#8217;d need some adjustments for niche cases&#8211;such as whether two opponents that moved past each other enroute to someone else got AoO on each other. And I guess you&#8217;d just have to deal if your arrow shot takes someone already taken down.</p>
<p>But the bigger point is that it doesn&#8217;t necessarily make sense to use mechanics specifically designed for table-top, without some adjustment to take advantage of the posting environment.  Simultaneous action actually works better there.  Or maybe that&#8217;s an argument to not use d20, but a different system that already uses simultaneous action (probably poorly) in the tabletop game.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-885</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Wed, 30 Nov 2005 22:20:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-885</guid>
		<description>A really low-tech solution to the die rolls (if trust isn&#039;t an option), is to use the &quot;double-blind&quot; system that a lot of PBEM games once uses.  For d20, I&#039;d probably only do this for the d20 roll itself, then trust the players to roll damage themselves.

All you need is a grid with a number of cells that is a multiple of 20.  20x20 would work best, if you want to allow people to pick their results.  Populate the cells equally for each possible result.  Label the rows with numbers and the columns with letters (or same numbers, if this will not confuse everyone).

When a player makes an attack (or skill roll or whatever), roll for a column or just pick one.  Then roll damage as if you had hit.  Maybe follow up with the confirmation roll (or pick) and critical damage in case that happens.  The DM has already picked the letter(s) for your attack.  He cross indexes your submitted number with his letter, and that&#039;s what you rolled.

Of course, to be a true &quot;double-blind&quot;, you need a third party that receives both the number and the letter from the grid, or at least handles the timing.  That kind of thing gets used in PBEM wargaming, where both sides send the appropriate lists on set dates--the post office stamp thus fulfilling the third party role.

The above system works fine for RPGs, since the DM is already being trusted with a lot more.  He can even generated a list of his results well in advance, then apply them to the player submissons as they happen.  You could do the same thing for each dice, though that would seem gross overkill.</description>
		<content:encoded><![CDATA[<p>A really low-tech solution to the die rolls (if trust isn&#8217;t an option), is to use the &#8220;double-blind&#8221; system that a lot of PBEM games once uses.  For d20, I&#8217;d probably only do this for the d20 roll itself, then trust the players to roll damage themselves.</p>
<p>All you need is a grid with a number of cells that is a multiple of 20.  20&#215;20 would work best, if you want to allow people to pick their results.  Populate the cells equally for each possible result.  Label the rows with numbers and the columns with letters (or same numbers, if this will not confuse everyone).</p>
<p>When a player makes an attack (or skill roll or whatever), roll for a column or just pick one.  Then roll damage as if you had hit.  Maybe follow up with the confirmation roll (or pick) and critical damage in case that happens.  The DM has already picked the letter(s) for your attack.  He cross indexes your submitted number with his letter, and that&#8217;s what you rolled.</p>
<p>Of course, to be a true &#8220;double-blind&#8221;, you need a third party that receives both the number and the letter from the grid, or at least handles the timing.  That kind of thing gets used in PBEM wargaming, where both sides send the appropriate lists on set dates&#8211;the post office stamp thus fulfilling the third party role.</p>
<p>The above system works fine for RPGs, since the DM is already being trusted with a lot more.  He can even generated a list of his results well in advance, then apply them to the player submissons as they happen.  You could do the same thing for each dice, though that would seem gross overkill.</p>
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		<title>By: David Michael</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-883</link>
		<dc:creator>David Michael</dc:creator>
		<pubDate>Wed, 30 Nov 2005 19:58:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-883</guid>
		<description>I&#039;m curious about ways to keep RPB combat from overwhelming the experience. What methods have people used to get even a large-ish combat over with quickly? Say 2-3 days, at most?

-David</description>
		<content:encoded><![CDATA[<p>I&#8217;m curious about ways to keep RPB combat from overwhelming the experience. What methods have people used to get even a large-ish combat over with quickly? Say 2-3 days, at most?</p>
<p>-David</p>
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		<title>By: Zan</title>
		<link>http://www.treasuretables.org/2005/11/5-tips-for-making-your-online-game-a-success/comment-page-1#comment-882</link>
		<dc:creator>Zan</dc:creator>
		<pubDate>Wed, 30 Nov 2005 19:16:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=121#comment-882</guid>
		<description>I just made a basic grid in fireworks (paint would work too) and added row/column demarctions and then circles for the characters with their names on it. (and arrows for facing) It was fairly easy to edit  (using layers) and was a real good way for everyone to declare where they wanted to go in combat, (i move to the the left of the elemental [i6]) and they knew their relation to everyone else. Worked pretty well for us</description>
		<content:encoded><![CDATA[<p>I just made a basic grid in fireworks (paint would work too) and added row/column demarctions and then circles for the characters with their names on it. (and arrows for facing) It was fairly easy to edit  (using layers) and was a real good way for everyone to declare where they wanted to go in combat, (i move to the the left of the elemental [i6]) and they knew their relation to everyone else. Worked pretty well for us</p>
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