I’m assuming you already know how to format your post on Paizo for the most part, but if you need assistance there, please let me know. For Play by Post games, there are some standard usages that I want to follow in this campaign.
[ quote ] or quoted text, are used when you want to make it clear who you’re talking to, or just want to refer back to a prior post that might have gotten lost in the shuffle. You can also use the [ url ] tags for the same purpose though quoting the material is often more specific and helpful. Feel free to do both of course. Things can get confusing over time, so keep things as simple and clear as you can for your reader.
[ b ] or bold text is for things you say out loud. Please additionally wrap your text in double-quotes, “ “, for greater clarity. This is for things your character is saying out loud to others. Whispering usually uses the [ smaller ] tag while shouting uses the [ bigger ] tag.
[ I ] or italic text, is for thoughts your character is having, though it’s also frequently used for inflection on a word or two as well. No need to use quotes with thoughts. To further confuse things, telepathic communication is often designated by using both the [ b ] and [ I ] tags at the same time (and with quotes as well).
[ ooc ] or blue text, is used for Out Of Character communication. Please use this for anything you might want to say in your post that’s from Player to Player/GM as opposed to Character to Character/NPC. It’s not used to describe what your character is doing, plain text is fine for that, unless you’re noting some mechanic or other rule of course (and if you’re doing that, [ url ] links are helpful).
[ spoiler ] tags are for anything that would run really long and/or generally isn’t for everyone’s consumption. Your character status in combat for example would be put in a spoiler. Also information given by the GM to a specific player or group of players (or to the GM) can be put in spoiler tags.
Finally, please use Third Person Limited (link) when describing your character’s actions and thoughts. It seems the best for PbP’s style of storytelling and is what is most commonly used.
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The Rules and Spacing:
Generally I play by the rules (Pathfinder 1e). I may however change a rule now and again for the story. The story is what is important - the story the players and I are writing together. If that story conflicts with a rule on occasion I’m likely to ignore or modify the rule for that instance.
However, the rules are there so we all know what to expect out of our environment so it will not happen with any frequency and will generally be minor and obvious. Allowing the big-bad a death scene before succumbing to that critical hit which killed them is a good example.
Another example of a change in rules is how I handle diagonals for reach weapons and larger creatures with reach. Instead of the usual template, I allow reach to go to the corners. So you cannot ‘sneak up’ against someone with that sort of reach by just moving in diagonally. This changes their threat range, so it applies to AoO’s as well as regular attacks.
Note: In past campaigns I’ve used ‘soft’ corners, so you can bypass defenders by 5’ stepping around a corner, or attack without cover. In my age, I’m drifting back to the traditional ‘hard’ corners, especially with doors. The assumption is that the doorway is less than 5’, and the door itself may be in the way. They provide cover, even for adjacent combatants and can’t be traversed - except head on. So, for example, someone can stand in the door and force a tougher acrobatics to get through.
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Game Master and Player Commitment:
As the GM I will do my best to be available twice a day or more. I expect players to post at least daily and more often if we’re on a roll.
There will of course be exceptions caused by real life, but I will let your character get left behind. What occurs in the meantime will vary depending on your consideration for others. If you know you are going to be gone, just let me know and we'll work around it. If you are repeatedly absent, particularly without warning, I may ask you to step away from the table.
If you are absent during combat and you are holding us up, I will Delay your action or chose an appropriate action for you, whatever seems to make the most sense to you character. I will also try to leave time for folks to catch up. I know we all have other responsibilities.
If you are absent for ten days without notice, I will assume you have quit the campaign and may replace your character. That said, if you want to leave, even temporarily, please let me know so we’re not waiting on you or left hanging.
I will usually go with whatever any TWO players suggest in character when there’s a situation requiring a party decision as we have four players. Some decisions are more important and I will wait until everyone has had their say. If you feel you are being repeatedly left out of the conversation, please let me know and we’ll find a way to solve it.
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Improvisation and Gaming Style:
Most of what we’re going to do here is improvisation. Sure, the AP tells me what we’re going to do in a general way - the bones of the campaign. But much of the actual content boils down to what we all do on the fly. The best way to make that work is to follow the basic improvisational process, “Yes… And…”.
The idea is simple. If someone suggests something, support it and add to it. Unless the suggestion is totally anathema of course. For example, there are two doors. Someone says, “Let’s try this door.” You’re likely to check them both eventually, so go ahead and agree adding, “I’ll open it.” It moves the adventure on and avoids useless arguments over minutia. We are adventurers!, let’s try not to get bogged down in things that don’t really matter.
A counter example might be one party member trying to make a deal with a demon. It may very well be something your character would never do. In that case, consider “Yes, but as part of the deal, the demon cannot perform an evil act during our engagement.” But if even that isn’t going to fly, go ahead and oppose it, “Are you kidding? A demon?! It won’t keep its word. I refuse to be a part of this, and I don’t think you should do it either! Let’s kill it!”
Just make the rejections rare if you can and always suggest an alternative course of action.
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Combat and Dice Rolling:
Perception
Occasionally I will roll perception checks for the party, though usually I’ll simply take-10. For example I’ll have you take-10 every time you enter a room, situation permitting, or immediately after combat if you’re initially interrupted. When leveling up it is important to let me know if your Perception has changed (also spellcraft and initiative, see below).
Spellcraft
Technically you cannot take-10 while identifying magic items as you must concentrate on the spell and are thusly ‘distracted’. However, to help keep the pace moving, I’ll be taking-10 on your behalf every time you find a magic item and have the time to cast Detect Magic so I may describe it fully. This does not count against your once a day attempt per item, violating yet another rule (scandalous)! So if you find a magic item I have not identified for you already, feel free to roll a fresh check.
Initiative
When combat begins I will roll initiative for all combatants including the PCs. Actions will be resolved in initiative order. Players are encouraged to post ahead of their turn (including likely options). If a player has posted before their initiative and things substantively change before their actual turn comes up, they are free to change their action with a new post as long as it’s done in a timely manner. I will adjudicate as needed and try to make sure everything blends more or less together. It won’t be perfect, and doesn’t have to be, but if I get it wrong, like doing something your character wouldn’t do, please let me know so I can improve.
Attack modifiers
You should modify your die rolls as appropriate for cover, flanking, higher ground, shooting into melee, attacking from prone, etc. While being prone is technically an AC modifier, please feel free to calculate it in. Please make sure you note the modifications in detail so I know what modifiers you’ve applied so nothing is doubled up.
Here (link) is an example of what I mean. See the basic ‘always on’ bonuses listed in the spoiler, and other ‘situational’ bonuses listed with the attacks. Ideally I should be able to figure out your attack and damage bonuses without having to look at your character sheet and delve through all the abilities. I should find it from just researching your spoiler and attack line.
Format for Posts You do not need to post the round and your initiative. In fact I’d prefer it if you didn’t. I’ll keep track of your turn order, and I’ll even try to do it right. Please do list your current status at the top or bottom of your post however. Your status should include: current AC including flat footed and touch, CMD, current HP, any equipped weapons, current conditions, and any other pertinent topical information (like the spells you have memorized or the arrows in your quiver). Please use spoilers for things that would scroll long. Here's an example (link).
Dice rolling
Dice rolling is done via the Paizo online dice roller. Feel free to roll dice for a skill, save, attack, etc, anytime you think it is appropriate. I appreciate it when you explain any situational modifiers that alter what the roll would be from your profile like this (link).
End of turn This is really important. Once you post and your initiative passes, your turn is over. A friend of mine once said, "I play the villains perfectly and I expect you to play your characters perfectly." You have one chance to be perfect, please be careful. There is, mostly, no going back - things are slow enough with Play by Post, I don’t want to slow it further by covering the same ground twice. Decisions matter. If a mistake was made, we’ll just have to fix it next time.
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Etiquette:
Play your character
Have fun! Enjoy your creation. Listen to the advice of others, but do what you want. However, be sure to play your character as built. The 8 intelligence fighter should probably not be figuring out the puzzles. The 7 charisma dwarf should not be the lead diplomat (or at least shouldn’t do it well). Feel free to assist, but remember who your character is and play them accordingly.
Play your own character
It's fine to make general requests in character: ask for a flank, suggest a tactic, beg for healing, etc. Please refrain from "Next turn you should cast cure light wounds on me, pull out your mace, and take a 5' step to the northwest to help me with flank." Let everyone play their own character in their own way.
Don't play other characters
You control only your own actions. You might think your diplomacy roll of 20 will make the innkeeper cut you some slack, but maybe it won't. There are things going on behind the scenes and I will not reveal all of it. NPC's might actually try to deceive you, have hidden grudges, or any number of unknown ideologies.
Try to advance the action
Play by Post is slower than Face to Face gaming and as such you should be active with nearly every post. Before pressing submit, consider whether or not your character is actually doing anything in your post. If not, you may want to reconsider. Naturally, role play is doing something as surely as swinging any sword or spell. Have a great thought bubble? Try and find a way to make it into a short speech so other characters can join in without having to make Sense Motive checks to read your mind. Be ‘active’.
Cheating
There are no real world rewards or prizes for ‘winning’. Another friend said, “I'd much prefer to stab [you] in the heart with my sharp wit then kill [you] with a dragon.” If your character dies, then they have more character. They'll make it back to the world somehow if you want them to, or we can try something new. If you're not having fun, don't cheat to fix it. Talk to me and we’ll fix it together.
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Spell Durations:
Tracking spell durations is a hassle. How many minutes did we search? Do we cram something in every minute or do we take a moment to breathe? Nope - can’t stop - spells are going, RUSH! It’s tension and tracking we don’t need in this campaign and so I’ve adopted a simplified system from a fine gamer Delmoth who also adopted it from another GM and so on back to the old ones.
24 hours: all day
1/hour level: 1 full dungeon
10 min/level: 3 encounters
1 min/level: 2 encounters
1 rd/level: 1 encounter
Once you reach level 10 durations step up one step except for 1rd/level (so 1h/lvl lasts all day for example). Extend spell metamagics increase one additional level. Spells that get split (like water breathing) to multiple targets step down one level.
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Magic and Mundane Crafting:
To encourage crafting (link) we will speed up the time it takes to accomplish basic tasks. Where it says 'week' substitute 'day' so all mundane crafting is done 7x faster than the standard rules.
When scribing scrolls (link) or brewing potions (link) there is text that requires that the creator must have prepared the spell and that the spell is used when the creation process is finished. I will not enforce those rules in this campaign. You still need to use the spell components as normal, but you do not need to memorize the spell and you do not lose the slot when the item is made. This is to encourage the manufacture of these minor magics with as little inconvenience as possible. You do still need ‘access’ to the spell.
As for crafting more complex items I am shortening that time as well. I’ll look carefully at the item and consider all its variables, including price. Then I’ll hand-wave the duration to a few days - a week at most. Basically, the speed of plot. Crafting while traveling does reduce your headway, it’s assumed you’re crafting every morning and evening (4 hours a day). You can double that by crafting faster (+5 to the craft DC).
Some items will also be available off the shelf here and there as well - but you will have some trouble finding magics on the road. Crafting is a very good idea in this campaign.
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There are no Group Service hero points to be gained. You may not use Hero Points for Special attempts. There are no GM Hero Points and no Antiheroes. Also, I’m not a big fan of the hero point feats so let’s give them a miss as well.
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Accounting and other tracking:
I have a Google Sheet that we will use for tracking, which can be found here (link). The sheet tracks a number of things which are helpful to me as a GM - and of course helps you keep track of all the loot you’re about to acquire and the people you’re about to meet. Also a running calendar so you can see where you’ve been.
I am not going to worry about a few gold here and there spent on things like bar food and petty bribes, but anything more than a few gold should be carefully tracked on your character sheet along with your other equipment. This tool does not track what happens to the items & gold once they hit individual characters - it is purely a macro or party look at wealth.
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Special thanks to all the GMs and Players over the years who have contributed to this document in one form or another.