| AdamWarnock |
This isn't a recruiting thread, at least not yet.
I've tried running a PBP game on this board a few times, and it's fallen through due to me every time. I like playing, and I would love to get a game going, but I need to find ways to ease the workload of keeping up with everything.
That said, I wanted to know if cutting out the battlemats, and just abstracting the combat a little more, is a good idea? I'd be keeping up with where the players are, but I wouldn't be doing round by round maps.
The other thing is finding a good adventure to run. I have the Anniversary Edition of Runelords, all six of Crimson Throne, Second Darkness, and Jade Regent, and the first couple of Kingmaker, Shattered Star, and Way of the Wicked. I like them all, but I was wondering which one would be a good one to run in a PBP and which one you'd most want to see.
I understand the GMing is a lot of work, but I wanted to try to reduce some of the time consuming aspects so I can (hopefully) keep up the energy to run a game.
| Talomyr |
Hi Adam,
Abstracting combat, particularly the simple ones, can be very effective in freeing up the workload required to run a PbP. That being said, I would still use a map of some sort for more complex/major battles.
You have a few options when it comes to generating these battle maps too. If you have the time, using something like Maptools is best, but creating a map on an excel spreadsheet/google docs spreadsheet is perfectly fine as well.
If you are looking to limit the amount of extra work, I would run an adventure that was designed for the system you are running. (i.e if you are running Pathfinder, run an AP between Council of Thieves and Shattered Star or the Anniversary Edition of RotRL. If you are running 3.5 D&D, CotCT through Legacy of Fire would be the least work).
Finnaly, to reduce the workload to a minimum, only select the number of players the game was designed for (typically 4 PCs for an AP.)
Hope that helped.
Now to answer the question about what AP to run - Run which ever one you like the best as a GM, its absolutely key in maintaining focus as a GM that you enjoy the story as much as your PCs.
As to which one I would like to see? As I was part of your CotCT group, I would be happy to see that game resume, otherwise RotRL or Shattered Star.
Nebten
|
I would stay away from any AP's if you have a history of burning out. Players & GMs need to realize it could take up to 5 years in PbP to get through an entire AP. Any everything gets more complicated as you go up in levels: the enemies abilities & the PC's abilities.
As for maps, I'm all for abstract gaming, especially with Paizo based products. Most of their modules have very simple room structure. Another option would just to use a basic worksheet from Google Docs. This is what I do. It keeps the game simple & fluid. I can update it pretty much anywhere. If you allow the PCs to edit it, then they can move their own characters on their turn, again making your job easier. While it is not a pretty as some of the token & map designs out there, you also won't get burned out having to make these fancy designs either.
Start small and work within your means. If you jump out there offering another AP to run, you'll most likely become another statistic of a PbP game that can't get to the second book.
Then again (if records are up-to-date) you are in over a dozen games, why exactly do you want to run one? Such an overload will affect your interest in maintaining a game as well.
| Spiral_Ninja |
I third the 'try a module first' idea. Might I suggest 'We be Goblins'? Especially with the notice of WBG II due out on Free RPG day.
As for maps, it's up to you, really. I like them, if just for the image. It's easier to show a picture and say here's what you see/where you are, here's where the opponents are and let the players decide where they want to be.
If you just want static maps, imgur is nice.
Movement on maps is harder, and I haven't mastered it yet, however, this is a good one to use (DM Corvus is using it in the CC I'm in) pyromancers.
| GM Mug |
I second Spirals idea, try a module first to solidify what system works best for you without the pressure of an entire AP. Or just state that the goal is only the first module of the AP, and then see how things go from there.
Homebrews could be easier in that you can just make up stuff as you go along, rather than needing to use the prescribed number of enemies and locations etc..
my 2cp
| AdamWarnock |
I have "We Be Goblins" though I haven't read it. I also have a few others from Paizo.
@ Nebten: I'm in eleven games, and only two or three of those move at a good clip. Most have maybe a post a day, with a couple having two or more weeks between GM updates. One of the campaigns listed is the super campaign for one of the campaigns I'm in. I can comfortably play a couple more games, but then I start stretching myself a little too much. (On a side note, I wish players could remove themselves from a campaign.)
@Spiral_Ninja: Ooh! Shiny new program!
*ahem*
Thanks for the link I'll be checking that out later.
| AdamWarnock |
I second Spirals idea, try a module first to solidify what system works best for you without the pressure of an entire AP. Or just state that the goal is only the first module of the AP, and then see how things go from there.
Homebrews could be easier in that you can just make up stuff as you go along, rather than needing to use the prescribed number of enemies and locations etc..
my 2cp
I tried a homebrew first time (two times actually) around. That may be coloring my thinking, but I think in some ways an AP is easier because you can focus on the characters (PC's and NPC's) rather than trying to come up with a good adventure. On the flip side, I've got an idea for a campaign setting, but I'm not sure I can pull it off, and I really don't have that many campaign ideas.
D-Kal
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...I think in some ways an AP is easier because you can focus on the characters (PC's and NPC's) rather than trying to come up with a good adventure. On the flip side, I've got an idea for a campaign setting, but I'm not sure I can pull it off, and I really don't have that many campaign ideas.
I could help you fill in the gaps, if you're interested.
| Doomed Hero |
I occasionally use basic maps to present a frame of reference for distances and where things are in relation to each other. I make them in a googledocs spreadsheet or MSPaint. Basically they say "here's your surroundings".
Then I run combat without them, relying on description only.
It's worked great so far.
DaWay
|
I would recommend go lower levels at first. Higher levels definitely make it more difficult, of course anything can be more difficult when you can summon hoards of demons or bend the fabric of reality to your will.
Speaking as a DM, and for you. APs free up time but in pbp time is on the DMs side. Maybe try going about it slow and do a low-level module or perhaps a story arc for PFS that way some can develop RP, you have the story written, and you don't have to worry about house rules.
| MiniGM |
I think that text based combat works fine. Sometimes you have to put up a map when it is too complicated, but for the most part it works.
I also think that you always roll initiative to, and I recomend lumping combatants into groups, rather than sticking to rigid initiative order. (ie everyone with higher initiative goes first, in whatever order they post)
it also helps to have players that are relaxed, and ask for help if you need it.
| Sylirinight |
I would recommend go lower levels at first. Higher levels definitely make it more difficult, of course anything can be more difficult when you can summon hoards of demons or bend the fabric of reality to your will.
Speaking as a DM, and for you. APs free up time but in pbp time is on the DMs side. Maybe try going about it slow and do a low-level module or perhaps a story arc for PFS that way some can develop RP, you have the story written, and you don't have to worry about house rules.
Try to get a backstory of what you are about to have the PCs do, and have each PC give you a backstory of their character.