Silaedriel:
Are there particular changes that DMs make for forum play that make things better?
Maps are cool, and take advantage of the tactical nature of the game, but I would only use them sparingly. When you do use them though, make it cool. If everyone is playing on a boring 100' x 100' grid what's the point? Add in some terrain features, some items that might be worth exploring or avoiding. Put in some elevation changes, some stuff like pillars and low walls (or trees and bushes) that block lines of sight. And lastly ... don't be afraid to turn the lights off. Make those suckers plan ahead with lanterns and torches. I've been in a few games where it was always assumed that we could all see no matter what (and if we're all special, then no one is ... because it made
infravision useless).
Figuring out the range and placement of the encounter is definitely a plus, but depending on how much of a stickler you are for story, maps can also drag the game down a bit. Sometimes, the presence of a battle-map strips away all of the prose that otherwise could have been present.
The posts from your players devolve into variations of: I move to K7 and attack.
^^ That is player-dependent though, and usually you can get ahead of it by outlining what sort of posts you are looking for.
But for as cool as they are, outside of combat ... I would skip a map entirely and just handle that part narratively.
Otherwise you will get the dreaded, "I will move silently forward 10', check for traps, detect noise, look for secret doors, and then hide in shadows ... what do I see?"
Tempo management. Maintaining an acceptable tempo in any PbP game is essential. PbP games — not unlike sharks — need to maintain forward momentum or they die.
Don't be scared to kick the story in the pants once in a while. Sometimes a group of players in a PbP game will post what they
might do, or they will spend a lot of time letting another PC know what
should happen.
If I had that situation where all the players have weighed in on what they
might do if only
such-and-such happened ... then I would move the story forward in some logical way that gives the players something new to react to.
Paralysis by analysis. Similar to the above, this one basically boils down to player inaction, or saying what you think, but never committing to a course of action. This usually happens during IC discussions about what to do next. A lot of talk will occur, but very little in the way of decisions.
It just happened in one of the games I run, let me give you a for instance:
The party had just finished an encounter, two of the members earned enough experience to level up. The crossroads — not a literal crossroads, but a decision point — was: do they continue on? Seek out the next logical part of the adventure? Or do they retire to the town for a day or so and allow their comrades to advance? [<-- I am a jerk and am requiring training to occur]
Each character weighed in with what they would prefer to do ... and there the game would have sat
ad infinitum. All of the opinions had been cast ... but no one would have made the call. In that instance, I took the majority of 'votes' on the matter and the the next scene began. Players are often far too polite with each other to discuss things like that IC. No one wants to be the assertive guy telling every other character what to do, I think. And I guarantee, if you
did have a player that bossed other characters around, one of the other players will
immediately become a contrary jerk. Disagreeing with everything that comes his way because 'well, that's what my character would do.'
Just like Sweet Brown said: Ain't nobody got time for that.
^^ Same goes for splitting loot. Do that in OOC. If you do that in IC it will likely take a week-and-a-half to figure out who gets the potion and whether or not you are selling the dagger.
And finally, bookkeeping. Although I will freely admit ... his one is a pet peeve that not many share (as in, it bothers me more than it should). In games that I play in, I am
keenly aware of when folks aren't tracking the stuff they need to be tracking. A large portion of the game is resource allocation, after all. Hit points, XP, spells per day, gold coins spent at the inn ... all of that. If we're not tracking that stuff ... what's the point? I mean, I guess it's cool if it's a game where no one has to, but if most are, and a few just
aren't ... that's when it really bugs me.
In games that I run, I avoid this heartache by simply doing it for the players and then I post the trackable stuff in a separate thread where they can all easily reference the info. It's a little more work on my end, but it saves me from wondering if each and every sheet has been modified when it was supposed to be.
For all of that though, YMMV. There are a thousand ways to skin this cat, and my way isn't the only one.