Post by Slytherclaw on Dec 19, 2015 0:09:43 GMT
Introduction: Guide and PTU
Welcome to the PBP Guide for PTU. What you're looking at is a collection of tips, tricks, and what you might call 'best practices' for running a pbp game that utilizes the Pokemon Tabletop United game system, as collected by a sizable skype group of PBPers. The number one thing that any individual who intends to try and play PTU using a PBP format needs to remember is that PTU is not designed for it. PTU is very much the sort of game that is designed with real time sessions in mind, and the Devs have stated in the past that they don't think PBP is a good format to run the game in. In order to have a somewhat successful PBP game, then, there are a lot of things that need to go right, a lot of important things that any GM needs to consider, and a lot of tips and minor alterations to the game that might not /need/ to happen, but tend to make things run better.
To begin with, a definition: PBP stands for Play-By-Post. it's a method of running and playing in a tabletop game that is pretty commonly seen on tabletop-based forum sites. Simply put, you make posts detailing what your character does, and you make the rolls and the GM details the setting and events around you like they would in a normal real time format. This game method in general has several advantages over real time formats, which is what most people think of when they imagine a tabletop--a bunch of nerds sitting around a table rolling dice and discussing their character's actions in real time (or, in the modern day, over skype or roll20).
Advantages of PBP include: more detailed roleplaying opportunities and interactions, an easy to reference history of what has happened without needing to plan for it, and the ability for several people to play a game together despite their schedules not lining up in a way that would allow them to sit down together for a few hours each week. PBP allow a player with an unusual or busy schedule to sit down once a day, think out and post their character's next actions, and then go on to whatever they have to get done.
PBP has significant disadvantages, as well--particularly when referencing PTU. Because players only post their character actions one at a time, and as they get the time, PBP moves /significantly/ slower than a real time session. What might take a single four hour session in RT may take weeks in PBP, particularly if the posting requirement is relaxed. This results in a set of problems unique to PBP: players often feel like they aren't progressing due to a lack of achievements like exp, levels, etc during slow stretches, games die due to people just slowly forgetting to post and not noticing when its their turn, etc. No matter how fun a PBP game is while it lasts, it's rare for one to finish the full way through without the GM or players getting bored or otherwise dropping. In addition, PBP doesn't lend itself as intuitively to out of character conversations and chatter, even with OOC chat threads, in the way that RT sessions do. PTU itself is such a bloated, slow system that even RT sessions may take hours for a single battle--this problem can be compounded in a format that already lends itself to extremely long waits.
Still, PBP is not a lost battle by default. There are several people who play PBP almost exclusively due to scheduling conflicts or preference, and there have been plenty of fun, interesting games that were greatly enjoyed during their runs. There have also, in fairness, been games that soured fast due to numerous reasons already discussed, in addition to the general reasons that games fail (poor gaming etiquette, scheduling, etc). Those of us who have been actively involved in PBP, on player and/or GM side, have put together a list of what we think are important things for any interested individual who is looking to run or play in a PBP game.
- Timeskips are your friend. Don't be afraid to use them, otherwise you're going to be spending a month on a single day.
- Don't be afraid to let your players level up.
- XP is a precious resource, but being too stingy with it can seriously hurt the player's sense of accomplishment.
- Know what your players are capable of! As the GM it's your responsibility to to balance encounters and know what your players can do. Before building a new counter, make sure you take a glance at your players' sheets to refresh your memory on what they can do--and what they can't.
- Keep the lines of communication open! Feedback is an important tool for GMs and players alike. Don't be afraid to ask for it.
- Have some way to be in communication, like Skype, IRC, or some other message program. Real time communication allows for prodding when someone starts slipping behind, checking in with each other, discussing strategy, etc. Make sure you record important game questions in an OOC thread so you don't have to search a skype log when its important!
- People have limits on how often they can post or generally participate. Know yours, and if you're the GM, make sure to adjust your expectations of posting times accordingly, or make sure that all applicants are fully aware of what you expect in terms of investment.
- Less is sometimes more. Dividing your attention between seven different games, and still posting interest in more games can lead to burnout, cross-contamination of characters, or even just going through the motions. Know your limits! Just because a game interests you doesn't mean you're required to apply for it.
- Don't be afraid to ask around before starting a game. There's a lot of people who generally want to see you do well! Have a game idea, but aren't sure if it'll work? Ask! Recruiting and you don't know anything about how someone is as a player? Ask! Interested in playing in a game, but haven't heard anything about the GM? Ask! If you don't know anyone you trust, yet, ask in the IRC, join a skype group, ask a fellow player in a different game, etc.
- If you're looking at a game advertisement, and there's a dealbreaker--don't post in the thread and complain about it, just let the thread go. If you hate something about the setting, or the character creation rules, or the starter restrictions, whatever. It doesn't matter what it is--it is, respectfully, not your job to correct the GM about their world and their game. If you don't like it, don't try to force the GM to change their rules. Just don't apply.
- In combat situations, try the summary method! Combat by initiative is painful and slow in PBP. Instead, try having your players post their actions prior to their turn coming up, and then write up a summary post at the end that slots the actions into their appropriate initiative with enemy actions. This does limit the amount of information your players have when they make turns (they might want to list an alternative action in case their first one won't work), and as the GM, you might have to make some adjustments. The trade off, though, is that with your players not moving in initiative order, the game will move a lot faster. Instead of having to wait to post until they're online /and/ it's their turn, your players post when they're online. The alternative can be very painful in PTU, with a single round of combat potentially taking a week! Examples of how this method plays out can be seen in Fallout Mon, Geode Islands, Colonizing Therus, and Dark Storm Rising.
- Players--Be preemptive with skill rolls! If you even think there's a chance your GM might ask for a roll, don't wait for your GM to ask. Waiting only means adding more of a delay until the next update!
This is not by any means a comprehensive list! If you have additional tips and tricks that you would like to share with your fellow PBP players, please feel free to post!