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44

When I've played (or joined in others playing) these quiet characters, the best way to run them is have an almost noir style internal monologue. "I looked at the wall, and frowned. I wasn't certain, but there might be something behind it. Best not to mention it though, I'd look like a chump if I was wrong." is much more interesting than. "..." ...


34

These are not players in your group. They are casual inconveniences that are making you regularly not play. They're not even apologetic inconveniences – they don't have even the consideration to answer your messages, let alone the consideration to show up so the group can play. Kick them from the group. You are dedicated to this game, as evidenced by ...


26

There are several things you can do. Most of them are not too great for your game, but unfortunately, people who don't help the group succeed are often more detrimental than I think they realize. Aim for a cooperative solution The first thing I'd do is send them a message explaining why their absence is a problem. If they're new, explain that an RPG ...


21

Use out-of-character discussion to let the other players know you're engaged and not bored. This is more important in online gaming because you don't have any body language, eye contact, or other social cues to work with. In particular, tell them that you're playing a loner. Engage with the group in-character privately, when NPCs aren't around. Keep your ...


14

I play online almost exclusively these days, using MapTool. I DM two campaigns, and this particular issue comes up often enough. First, you have to keep things interesting. Try to design combats with more than just "attack roll -> damage roll". It's not a simple task, but it's really important to make combats interesting. Add some ranged enemies, healing ...


11

These players have repeatedly missed your scheduled games (I assume you have a regular meet time and/or you set the game's schedule on the Campaign Info page). They do not respond to your attempts at communication. They've already quit your game in every sense except hitting the Leave Campaign button. Give them the boot, and find a replacement. Just this ...


9

There's two ways to make the loner character work in an rpg. First, descriptively. Constantly narrate HOW you do things, the gestures, the attitude that comes across in your actions, along with the internal monologue. (Brian Ballsun-Stanton's answer is very good about this). Second, have small conversations instead of big ones Get aside with another PC ...


8

Usually I either describe the dungeon verbally, only drawing out the rooms that the players interact with, or I draw the overview of the map on another sheet of paper. I think the problems you're having are a symptom of using an online table. Here are some ideas. Do the dungeon verbally .. err... textually. Describe rooms to the players. Load them up ...


8

Using Roll20 Fog of War: I found this aspect of Roll20 is nice if you have the time to set it up correctly, but I didn't find it added a lot of value for my players. I've taken the approach of drawing my map out as we go, without using Fog of War. That way I only have to add the details that are necessary as we go, rather than drawing out every detail and ...


6

Let's combine some of this into a compendium. Play-by-chat has been at least 80% of my time spent as a GM. It is a fun way to play because it allows immersion and in-character roleplaying to have more depth by allowing players to write their words and actions, which most people are quite comfortable with. But like all other RPG sessions, you need players. ...


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 ...


4

You say: The whole map feels like just one big encounter map if we "walk" through it. Instead of specific areas being unique encounters (like "the Torture Chamber is plagued by ghosts" or "this Slime Pit is the home of a Solo Monster") my players start leading the monster into other parts of the map, sometimes making the long encounter way ...


4

It sounds like you're not wedded to IRC at all, just the concept of a custom play-by-text RPG tool, considering you say that "Roll20 is essentially the same thing". Roll20 is currently popular, but by no means the only example of a RPG-focused application. Most of the popular ones are stand-alone desktop clients, and yes, they do have a lot of excellent, ...


4

Rpol.net is a great tool for this purpose. Not only are all posts made in the name of your character rather than your account name, but all posts are only visible to the people the GM allows. Except of course for moderators and the site owners. It is also free.


4

Roll20 has private forums for each campaign, and no site policy on the language you use there. While Roll20 has subscriptions (US$5-10 per month or US$50-100 per year), they are not required to play – rather, the subscriptions add convenience features. I have seen both German and Russian language games looking for players in Roll20's LFG forum, and ...


3

RISUS is perfect for your needs RISUS is system-neutral, so you can use it in any setting at all. I've used it to run fantasy one-shots, a modern crime game, and a futuristic robot-fighting campaign. Interactions are resolved by rolling a d6 per level you have in the skill you're using. In combat, you use opposed rolls and the loser's skill drops by one ...


3

As you note, PbP games have a tendency to peter out within a few months, but some great ones last and there are definitely things you can do to maximize their chances: For the GM One of the biggest factors will be recruiting great, reliable players. Assuming you don't already know them, Clearly spell out your expectations (for post frequency, ...


3

Secrets to running a play by post game? I would sat the first is having a game YOU LOVE. (If you do not love the theme, world, and such, the game will not thrive). Administration falling off the interest wagon is the number one game killer. You want to have plot- and hooks for people, running a game that's about social intruige- make sure you guide ...


2

It's not nearly as common as Play-by-post games, but I've certainly seen posts recruiting for play-by-chat games on the Paizo forums. It's especially a good fit since you're looking for Pathfinder players.


2

TheTangledWeb.net has some fairly active games, although not sure how many, been a while since I tried making one. If you want pure PbP, OngoingWorlds.com is decent, I've recently started writing there. It's not geared towards tabletop PnP persee, just PbP.


2

Years ago, when the public internet was young (around 1998 to the early 2000's) my wife would play a lot on Yahoo Groups. Then, they would have live sessions on Yahoo chat. I think ychat is long since dead though. But anything like yahoo groups (google groups, a wiki as suggested by @wraith808 or a forum) would work. I like Wraith's rules. If you get in a ...


2

Those players are ideal for secondary characters. One way is for their characters to be secondary PCs, who have a standing reason for not being around the party. Bart the Big is a mercenary caravan guard, but between jobs he stays with his traveling friends, with which faith always seems to gather him at funny moments. Christina is a young wizard ...


2

I have used various forms of group chat software over the years, both for gaming and for work. Here's some things I've seen implemented, some that have to be built into the software (but you can find software that will do it) and some that are etiquette-based. 1) PTT (Push to talk) - as long as you hold a key, you can keep speaking. First on the button ...


2

For planetside adventures, I recommend "Star Worlds - The Streets of Mos Eisley". This is a hack powered by the Apocalypse engine. It has the most faithful character classes to the Star Wars movies, plus hirelings, adversaries, vehicles and spacecraft, and a great keyed map of the infamous spaceport. When you take those vessels into space, I recommend ...


2

I would suggest you try Star Wars World, a hack of Apocalypse World. You can download the rules from here, though discussion is held on the story games site in the link above. In general, the Apocalypse World engine satisfies a lot of the need to have it in an interactive environment not meant for RPGs, i.e. It uses 2d6 for resolution, with 6- meaning a ...


2

Playing becomes very boring since it's a mess to constantly move the character minis on the map every time they wish to check something and I constantly have to fiddle with the Fog of War. Some rooms that only have loot feel like a hindrance instead of a reward as we have to laboriously move minis through them while I remove the fog. The Fog of War ...


2

The truth is, most RPGs are suitable for playing on a forum. I've been playing D&D 5e over at Myth-weavers and rpol.net for a few months now. If you visit that site, you will find many RPGs being played, with free rules, few or no pictures etc. However, I've only really been playing dnd 4th and 5th edition on forums. 4th edition requires lots of maps ...


2

Tool to make reading a forum easier That would depend on the specific forum software, and would be better asked in uh 'super user' or one of the other stack exchanges relating to internet or computer use. Play by Post (Roleplaying in a Forum) The best forum to roleplay in that I have found is mythweavers.com. It has a forum software that allows each game ...


2

I ran into this issue a lot when my group was running purely in text. In combat, you have to urge players to think about their next move before their turn comes up. Players who take a long time to act may cause others to alt-tab and browse or otherwise get distracted. I had to keep a sense of urgency in order to maintain order at the table and keep the ...


2

They take 5 to 10 minutes to think and decide what to do and soon they start losing interest in combat. This seems to be the core of the problem. It shouldn't be necessary to take 5-10 minutes for combat, especially Savage Worlds where combat turns are relatively quick and can be done in a minute or less. You didn't say whether or not this delay was ...



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