Archipelago III has ritual phrases other players can say while you are narrating. With a live (or even virtual) tabletop, where the interaction is real-time, this works fine. But some of the phrases (like That Might Not Be So Easy or Harder or Try a Different Way) seem like they work better if you are able to interrupt the narrating player. They could cause a lot of retconning and backtracking in a play-by-post game. For example, if someone wrote a long post and you wanted to apply Try A Different Way to something early in the post, or if you wanted to veto something about the element you own. Is there a way to make this game flow better in the play-by-post format?

I've looked but haven't found any examples of Archipelago III play-by-post games to see how it's been done in the past. (The link in this answer is broken to an after-play report, not a play-by-post game.)

  • \$\begingroup\$ Which link is broken? I'll see if I can fix it. \$\endgroup\$ – SevenSidedDie Mar 3 '18 at 22:20
  • \$\begingroup\$ @SevenSidedDie "There's a decent Actual Play of a post-apocalyptic game of Archipelago here" (story-games.com/forums/comments.php?DiscussionID=13161) \$\endgroup\$ – Serpentine Cougar Mar 3 '18 at 22:57
  • \$\begingroup\$ You're in good company: It appears that the creator of the game, Matthijs Holter, doesn't know how an Archipelago III play-by-post would be accomplished either: See this comment and answer on his blog. Best solution may be to "hack" the game as Matthijs calls it. Make rules that work for your method of play, rather than trying to make the standard rules fit into a method they weren't designed for. \$\endgroup\$ – lightcat Mar 12 at 4:51

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