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19

Use Google Wave Rizzoma. Embrace multi-threaded actions. Assume competence on the players' parts. Avoid boring combats wherever possible. Have the players give commands as a group instead of individuals. Have a timeout on actions of whatever the group decides with assumed actions being whatever's "reasonable" for that time in question, absent instructions. ...


19

This always seems to be the answer, but... Talk to the player first. I'm assuming you have some means of contacting your players outside your normal game time, if only to set up game or let each other know of cancellations or emergencies. Send your player a message, something along the lines of "Hey, I've noticed that you seem dissatisfied at game lately. ...


17

In a tabletop RPG, you really are the only one who can save the town. In a tabletop RPG, that dragon isn't being killed every ten minutes by different heroes. In a tabletop RPG, you're not limited to a choice of six bland faces and ten idiotic hairstyles. In a tabletop RPG, female characters can wear armor that covers their midriff. In a tabletop RPG, ...


17

You have two basic choices for how to have your players roll their dice: Ask them to make their rolls in secret, and trust the results they tell you. Ask them to roll their dice in the open, so that there's no question they're telling the truth. If you take the first option you must trust your players and accept what they tell you! You need to be able ...


16

More social interaction. Good excuse to get together with friends. Tabletop RPGs are generally more "open-ended" than MMOs; meaning there's more freedom of action for your character, and you're (hopefully) not stuck fighting the very same encounters over and over again. More reliance on your own imagination, which leads to a more satisfying gaming ...


14

Oddysey. I've run several successful PBPs and several unsuccessful ones. (It's been a very long time since I did PBEM.) These are based on my own experiences only. My advice may be incoherent as I'm going off the cuff and have taken a lot of allergy meds today. I usually set up a phpBB-based forum solely for use with the PBP, rather than using an area ...


14

I run (and play in) games like this based on play by e-mail, and log the results in a wiki. The largest concern is your rules- not your game rules, but the meta-rules to govern player interaction. There are several games that I have run and played in hosted on my wiki. Most of them have game logs so you can see examples of play. Also, my general rules, ...


13

This shouldn't be too hard to cobble together. Here's an attempt: You as the GM privately make the die choice for all of your NPCs. Do not reveal the outcomes. Each player then privately messages you their choice. I'd recommend numbering your combat rounds and having that be part of the message for clarity. Everyone's now made their choices without being ...


11

admin side The singlemost important rule of any forum is consistent moderation. Don't let someone get away with behavior X because they're your buddy. It's also useful to identify the status of copyright on the board: do you as board owner assert text contributed is: copyright the poster copyright the board (which may not be legal in some places) all ...


10

Flexibility: On the table top, the game is entirely in your head. There are no graphics to look at or fixed conditions imposed by the limitations of the software. The adventure is wide open to morph into anything you want it to be. Creativity: Same arguments as above. Not having a pre-rendered graphic to look at demands (and produces) far more creativity ...


10

One thing that's really helpful for asynchronous online gaming is a system that allows players to (tentatively) take ownership of the entire world, not just their own character. If there's going to be a lag between player post and GM response, a system with a focus on collaborative storytelling that allows the player to write a paragraph detailing an entire ...


10

Roll20 is another online tabletop - recently out of kickstarter - that operates with Google+ Hangouts. It's got good card support, including recently added hands and more features. The changelog has more details, including: Better support for multiple decks. Switched from the "drag upward" draw motion to just "click" to draw. You can now deal ...


9

It sounds like Obsidian Portal might suit your needs. If you take a look at the features list on the signup page: Free to use GM can have secret pages The wiki can be public or private No mention of page or user limits Site hosted by Obsidian Portal and is out-of-the-box Maps and images can be uploaded Special map-handling tools included NPC and PC ...


8

The Tabletop Forge hangout app includes what they call a "table" - this is something you can roll random results from. It includes a default table that doesn't replace items rolled called Card_Deck-Default, which contains a standard 52-card poker deck plus 2 jokers. You can draw publicly from this deck with /table Card_Deck-Default, and draw without ...


8

You mentioned this at the end of the session. If they were honest they'd not have fudged in the first place, so the problem is now that either they'll ignore that, or if they are clever, just get more subtle and fudge unimportant rolls down so that the important rolls can be pushed up without suspicion. Suspecting your players can poison a game. You've said ...


7

Code of Unaris was specifically designed to be played in chat across the internet. The rules even incorporate the ability of one player to "hack" the GM's typed messages by replacing single words under certain conditions. I don't think it's easy to get anymore, but you might find it around.


7

Rob, I was trying to stay clear of this question, but many of the major advantages have not been mentioned. SOme of these have been touched on in broad strokes, but deserve more attention. I will mention a few that have been mentioned for the sake of completeness. 1) Actual Roleplaying Potential. The term roleplay existed before it was coopted by the ...


7

An IRC server would be the easiest answer. Pick a server, create a room, and have everyone connect to it with their character name as their /nick. All you need to do is denote some form of "This is how to talk OOC" (such as simply putting 'OOC' before each line), and you're good to go. You can even look into dice-rolling bots and/or a server which already ...


6

I ran a PBeM game for several years, and have done a number of successful and "failed" with others. I've only done free-form this way, though. (I call it "Collaborative Fiction" when talking to non-nerds.) One of the keys to keep things going is to be continually recruiting. New blood keeps things alive. For a free-form PBeM, I'd suggest at least 6 players ...


6

4e works quite well over Google Wave. The RPG-Bones applet has a very acceptable interface for a battlemap. Trust your players. Don't worry about cheating. Just agree on what level of die roll honesty the group wants at the start of the game. My preference is: "You may always choose to fail any roll" but some groups may choose to play "just call them as ...


6

Since this question was originally asked, more options that might give a better solution have become available. Specifically, the Roll20 online virtual tabletop. With Roll20 you can invite people by email address and they can play as their character while in-game. Some tools make it much easier even for new users, including irc style chat, voice chat and ...


6

http://math.stackexchange.com/a/432850/83542 The chance of 84 successes out of 118 rolls when the chance of success is 50% is: 0.00000236224 Which is unlikely, yes, but not impossible - What you have to realize is that there are a lot of roleplayers out there and when we all roll, one of us is going to have that lucky streak. To give you a bit more feel, ...


5

I still don't really see what google wave can do that a wiki or a dedicated forum cannot, if not in real time. Both allow big chunks of text, easy responce and a way of managing content. If I really wanted I might consider some of those game websites (such as obsidian portal) that combine forums and wiki's into one smooth package.


5

Kazekami Kyoko Kills Kublai Khan is specifically designed for asynchronous online play. S/lay w/Me may also work. Personally, the lack of nonverbal communication in online play kills most "story" games for me. Conversely, D&D 4E, using appropriate tools, keeps the same feel online it's got offline (a very boardgamey feel, that is). Some friends of mine ...


5

We tried this type of game over a BBS, way long ago, and it was challenging, to say the least. Now, you may not mean the slow-turn-around time that is BBS playing, but here are the problems that stick to memory anyways: The biggest challenge is the system's dependence on dice rolls for determining action results. Your best bet is to minimize the use of ...


5

Any game that has a heavy role playing element instead of a heavy rule/tactical element would be suitable. General musings I would go for plots that involve investigation, interactions, politics, and mystery rather than combat and tactics. Combat needs to become more descriptive rather than visual (no map or figurines) but that makes it more realistic. ...


5

www.roll20.net is a powerful tool and not so crazy complex. Yes I tested for the fudge dice and it works great. You get GM notes and everyone else gets to see public info on characters, and they do have hand drawn or drag and drop web search built in for various bits. I'm trying to build something right now, but I am a complete noob to PnP RPG's. This in ...


5

A few examples go a long way with Microscope. "Clear on the rules" is actually a little less important, as Microscope rules work well if introduced as you go. (Microscope is a very easy game to demo at conventions.) There's some advice at the back of the book (p59-62) on running beginner's games, and I strongly recommend you follow it online. What will ...


5

Considering that the conversion/migration from www.avidgamers.com was to a subdomain of the original domain to ag2.avidgamers.com... it wasn't much of a migration. It's been 5 years... everything went dark in 2007. From the few posts I've read where people were asking about the site and where it went/why it went down, there doesn't appear to be any single ...


5

If your online tool is real-time and you know lag isn't a problem, you can use a clause in the game itself to resolve the problem. A player who fails to reveal their die on command after having the chance to choose it automatically loses initiative (p. 74). In chat, you can do like so: Seneschal: A fight! Okay, moving to combat rounds. Ready? Player ...



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