
Rennaivx |

I've only recently gotten into PbP roleplaying (like, within the last month), but I'm already IN LOVE with it - I communicate much more easily, and I think more effectively, through text than I do in person. I enjoy it a great deal, I'd like to do more of it, and I know there's a deficit of GMs to players. It's something I'd like to be able to help remedy, so I'm considering attempting to run a PbP module.
However, the issue is, I have very little experience GMing, only a handful of sessions, and I've only been playing for about nine months total. My husband is considering the same thing, but he's never run a session at all.
I feel like I have a reasonably good handle on rules; that's not the issue, because rules can always be looked up. My question is this - how does learning to GM PbP compare to learning to GM IRL? Is it easier, harder, or just different to run a game by posts rather than around a table? Is it something that can be done by a first-time GM, or is in-person experience running a game necessary?
Also, does anyone have any tips or tricks? I've already reviewed Painlord's sticky guide (which is fabulous, by the way), but I'd like any advice I can get from people who have done it. Thanks, everyone!

baldwin the merciful |

There are quite a few threads on the Paizo Board to guide you. It's good that you've read Painlord's guide. You should also read this one:
It is different than being at a tabletop. You have more time to make decisions and look things up, then you do sitting around a table. The storytelling can be quite rewarding (the search function works wonders for continuity). Try to keep it simple at first. Read a few of the more successful games to get an idea of how the flow happens. Under my profile you will see several current and former games that I DM, if you want to take a read. Every DM has their own style and expectations, soon you'll find what works for you.
I would suggest to begin small with a short single module, such as: We Be Goblins. It is easier to plan and tackle a small module before considering the grander plans of a large scale campaign or a pathfinder AP. These boards are riddled with failed attempts. Don't underestimate the time commitment and the work involved, you'll probably end up putting in 3 to 1 time ratio when compared to the players. That may sound daunting, but it can fun. Good Luck.

DMG |

Well, for me, my first attempt went great. I think I just got lucky and somehow ended up with such great players that no matter how many mistakes I made along the way the game was bound to be great :)
My other attempts have failed. On reflection here are some things that I think got me in trouble.
- Over-extending myself and burning out when IRL circumstances changed (work got busier)
- I didn't realize my preferred style of adventures (sandbox and dungeon crawl) are really tricky in PbP
- Reruitment is tricky, first come first serve will not work (unless you get really lucky). There are so many factors of play style and posting speed
I think if you are caring enough to read the guides like painlord and DH, you already have a leg up on most people who start games and don't see them through. If you took the time to make this thread you must be putting some thought into this.
I would say, just do all your prep way in advance (maps in PbP can be a fair amount of prep unless you have a knack for graphics software or something). Be up front about your experience, take your time on recruitment to find compatible and committed players, and go for it.
PbP is a little more forgiving on rules knowledge because you have time to look up things.
The harder part for me is managing the pace, and gauging everyones response without the aid of facial expression, body language, etc. How are you supposed to know if they are having fun? Lol, it can get nerve-wracking.
Edit: I just had a great idea. Run a private solo mini-scenario just for your husband or have him run one for you. Just a couple encounters or something. Get used to the medium that way, the dice rollers, the formatting, etc.

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The most important piece of advice I can think of that's easy to miss when switching from tabletop to PbP is this:
Avoid things that require a full round of posts before you can continue.
Perfect example: initiative. Do NOT make a GM post that announces the beginning of combat and ends with "Everyone roll initiative!" Why? Because now, just when things were about to get exciting, everyone has to make a post that's nothing but a roll, waith for everyone else to do the same, then finally find out whose turn it is. Instead, roll all the initiatives yourself and jump right into the action.
Similarly, Perception or Knowledge checks. If you're going to have everyone make a reactive Perception check, don't say "Everyone make a Perception check" and wait. Instead, roll it for everyone and then deliver the results. Or if it's something like ID-ing a monster where it's okay for the action to move forward prior to resolving a potential check, you can include a spoiler tag in your post that's labeled "Kn(Nature) DC 17" or whatever, with the relevant information inside. Whoever makes the check can read the spoiler and react accordingly, and in the meantime the game hasn't ground to a halt.
But there don't have to be dice involved for this potential pitfall to come into play; sometimes the PCs encounter something, and it's obvious what they'll do next, with no decisions to be made. Don't wait for a round of posts saying that yes, they do the obvious thing. Keep the narrative going until there's a decision to be made.
Hope that helps!

KenderKin |
Click on my profile for my PBP rules.
I usually include the monsters initiative roll in the encounter post.
Looks like this:
Monster initiative 1d20 + 6 ⇒ (13) + 6 = 19
beat that!
Then each person rolls until either one person wins initiative for the group or the monsters get it by default.
Truth

Old Guy GM |

Dead. Spot. On. +50.The most important piece of advice I can think of that's easy to miss when switching from tabletop to PbP is this:
Avoid things that require a full round of posts before you can continue.
Perfect example: initiative. Do NOT make a GM post that announces the beginning of combat and ends with "Everyone roll initiative!" Why? Because now, just when things were about to get exciting, everyone has to make a post that's nothing but a roll, waith for everyone else to do the same, then finally find out whose turn it is. Instead, roll all the initiatives yourself and jump right into the action.
Similarly, Perception or Knowledge checks. If you're going to have everyone make a reactive Perception check, don't say "Everyone make a Perception check" and wait. Instead, roll it for everyone and then deliver the results. Or if it's something like ID-ing a monster where it's okay for the action to move forward prior to resolving a potential check, you can include a spoiler tag in your post that's labeled "Kn(Nature) DC 17" or whatever, with the relevant information inside. Whoever makes the check can read the spoiler and react accordingly, and in the meantime the game hasn't ground to a halt.
But there don't have to be dice involved for this potential pitfall to come into play; sometimes the PCs encounter something, and it's obvious what they'll do next, with no decisions to be made. Don't wait for a round of posts saying that yes, they do the obvious thing. Keep the narrative going until there's a decision to be made.
Hope that helps!
- Keep driving the game forward by rolling Initiative, Perception, adding Knowledge check spoilers, etc.
- Be aware the pace will feel REALLY slow, and its easy to lose interest when everyone is waiting for one person.
- I strongly recommend reading some other games going on. Feel free to read any of mine, and if you have any questions, please ask!
- Make your life easier. I have one player keep track of loot. In Kingmaker, I have a player that does the exploration map. The easier your life is, the more fun you will have.
- START SMALL. A single adventure or encounter - do NOT start with an AP.
- Don't be afraid to take short sanity breaks. Say a weekend or something. Just let your players know up front this will happen.

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

I've given a lot of my tips in the discussion thread of Pain's guide (if you haven't read all the comments on his guide, I'd suggest doing so) and I think you've gotten some good ones here.
To answer your basic question, though, I think it's probably easier to learn to GM via PBP than IRL, though there are of course some differences in how the game works.
In PBP, though, you can take some time to think about responses when players go off the rails (which inevitably happens) instead of having to be ready to wing it IRL. I find it's much easier to run a published adventure in PBP when I can constantly go back and check to make sure I'm not missing something (even though I still do sometimes) vs. IRL, where I prefer running my own adventures as I have a more intrinsic knowledge of the plot.