Chit Chat.   Posted by Narrator.Group: 0
Thelonius Xander
 GM, 73 posts
 Noble of Baris
 Imperial Warrior
Sat 6 Oct 2018
at 04:27
Re: Chit Chat
Aurelius just jumped in though on the wrong thread (IC). Miscommunication on our part. I have pm him too just in case.
Caladin
Sun 7 Oct 2018
at 18:24
Re: Chit Chat
Iím Just quickly checking in
Wanted to say hello
I will read up Tuesday and post with updates.


IC Day 2 if still intros

And once thatís done I wil. Be moving the adventure to next part after all the PC meet

Please donít forget you should be logging in and posting even if just OOC to say your done and ready for next part to adventures
Narrator
 GM, 210 posts
 Caladin
 Live Free, Die Well
Tue 9 Oct 2018
at 19:10
Re: Chit Chat
Unfortunately I had to drop one player today since he has not logged in for 2 weeks.

I hope everything is ok.
Thelonius Xander
 GM, 80 posts
 Noble of Baris
 Imperial Warrior
Tue 9 Oct 2018
at 21:58
Re: Chit Chat
My apologies for disappearing yesterday. Life got in the way.
Narrator
 GM, 212 posts
 Caladin
 Live Free, Die Well
Tue 9 Oct 2018
at 23:19
Re: Chit Chat
I will update Storyline tomorrow and should read better if confused.
Narrator
 GM, 213 posts
 Caladin
 Live Free, Die Well
Tue 9 Oct 2018
at 23:21
Re: Chit Chat
I read the tread looks fine.

I would continue without worries. I can edit and orginze in next day or so.

FYI
nice first post by Catweazle
Esparam
 Human, 72 posts
 Bet Rogala nobility
 Wizard (diviner)
Wed 10 Oct 2018
at 09:01
Re: Chit Chat
Catweazle should be added to group A for the Spells thread btw :)
Thelonius Xander
 GM, 87 posts
 Noble of Baris
 Imperial Warrior
Wed 10 Oct 2018
at 13:25
Re: Chit Chat
In reply to Esparam (msg # 112):

Done. Thanks for the heads up!  :)
Narrator
 GM, 215 posts
 Caladin
 Live Free, Die Well
Wed 10 Oct 2018
at 13:45
Re: Chit Chat
FYI

I just realized that some info should be under Mechanics

So I will be moving a few posts around and added some game info.
Will not all be today but over the course of this week.
Narrator
 GM, 217 posts
 Caladin
 Live Free, Die Well
Fri 12 Oct 2018
at 15:28
Re: Chit Chat
Active players

Titus Aurelius
Tarrano Grazlak
Esparam
Catweazle


Active NPC

Eldon Thrush

Non-Active NPC

Shandar
Hakon
Narrator
 GM, 218 posts
 Caladin
 Live Free, Die Well
Fri 12 Oct 2018
at 15:59
Re: Chit Chat
Narrator:
This post is intended to help posting move along smoother and faster. The chart below will show when a player is mostlikly to be on line. This is not intended as a commemtment and it doesn't mean they will be always online during the noted time.

 Posting Time Frame
NamestatusTime ZoneWeekdaysWeekendsNotes
NarratorGMEastern8am - 5pmLimitedI'm online all the time but I find that early morning and late evening I have the most free time
EsparamPlayer    
CatweazlePlayer    
Tarrano GrazlakPlayer    
Titus AureliusPlayer    


Its time to get into this game as it was designed.
I could really use this info so I know how to handle posting.

As an FYI I posted for Titus Aurelius. As noted in my Game guild lines I will post for players if needed.

This message was last edited by the GM at 21:57, Fri 12 Oct 2018.

Tarrano Grazlak
 Hobgoblin, 69 posts
 Krangi
 Rogue
Fri 12 Oct 2018
at 20:02
Re: Chit Chat
In reply to Narrator (msg # 116):

I'm Pacific Time zone. Weekdays is kinda random depending on work as i'm on most of the day checking it but not always responding. Weekends I tend to be busy.
Esparam
 Human, 76 posts
 Bet Rogala nobility
 Wizard (diviner)
Fri 12 Oct 2018
at 20:10
Re: Chit Chat
In reply to Narrator (msg # 116):

Central European Time for me. I usually can find time to log in every day.
Catweazle
 Human, 13 posts
 Druid
Fri 12 Oct 2018
at 23:53
Re: Chit Chat
I'm on EDST on the east coast of Australia.

Weekdays: pretty constantly from early AM to 5pm-ish, after which I'm iffy.

Weekends: on sporadically all day from early AM to early evening.
Narrator
 GM, 223 posts
 Caladin
 Live Free, Die Well
Mon 15 Oct 2018
at 20:57
Re: Chit Chat
Hey Esparam

We played one game before where we developed a system using 3.5
It was so the flow would be faster - we did some house rules and guildlines on posting and how to roll ??

Do you happen to remember that stuff ??
Esparam
 Human, 79 posts
 Bet Rogala nobility
 Wizard (diviner)
Mon 15 Oct 2018
at 21:22
Re: Chit Chat
In reply to Narrator (msg # 120):

I know I was co-GM and helping out with rolls and rules (which helped because of the time zone difference), but I can't remember any specific guidelines other than that :/
Narrator
 GM, 224 posts
 Caladin
 Live Free, Die Well
Mon 15 Oct 2018
at 21:35
Re: Chit Chat
In reply to Esparam (msg # 121):

OK I have to get that done soon and before we get into our first fight.

I will look around and everyone should keep an eye out for this in Mechanics.
It will be important because we just can not go straight D&D on combat or one fight will take a month so we have to trim down how we will post and roll so the rounds are smooth.
Esparam
 Human, 82 posts
 Bet Rogala nobility
 Wizard (diviner)
Mon 15 Oct 2018
at 22:21
Re: Chit Chat
In reply to Narrator (msg # 122):

So I went back to the very first campaign we played since it's still up.
It more or less goes like this:

  1. You post at the beginning of each round the list of characters and foes, with their init and damage taken/status in effect.
  2. Players post in OOC their actions, not necessarily in the initiative order, and they post an empty post in IC in the init order. (If GMs can post as a separate character while still allowing its player to edit it, this may make it even faster if GM and co-GMs can pre-post for players.)
  3. When players have the result of their rolls confirmed by the GM, they can edit their placeholder post in IC with flavour text.


This makes it possible for players to write their own flavour text for the round without having to wait for the previous player. The latter will then be able to add their own flavour text later, the whole party already knowing whether it's a hit or miss, etc. from OOC and thus being able to continue the fight.

Late flavour text of course has to be consistent with posts that come after it, there can't be any retro-editing (eg. Thelonius can't cut the goblin's arm if Tarrano, who plays chronologically after him but has written flavour text before him, has shot an arrow in the same arm).

General tips would also be:
  • Players could allow GM and co-GMs to roll for them when a roll is asked (eg: Listen, Spot, Search, and so on)
  • Players should be proactive and roll what they deem adequate without asking for GM to tell them what to roll, based on the action they wish to do. eg: proactively rolling a Climb check to patrol around the camp fire in the mountain. Better to roll an unnecessary check than to slow the game down by not rolling it and having the party waiting for you.

This message was last edited by the player at 22:30, Mon 15 Oct 2018.

Catweazle
 Human, 14 posts
 Druid
Mon 15 Oct 2018
at 22:25
Re: Chit Chat
That method adds incredible complexity and awkwardness into a process that is already made difficult by the nature of play-by-post gaming. There are far simpler methods.
Esparam
 Human, 83 posts
 Bet Rogala nobility
 Wizard (diviner)
Mon 15 Oct 2018
at 22:28
Re: Chit Chat
In reply to Catweazle (msg # 124):

This makes it more complex, but it does let everyone post in their own time without slowing the whole group.

What other system do you suggest then?

This message was last edited by the player at 22:29, Mon 15 Oct 2018.

Catweazle
 Human, 15 posts
 Druid
Mon 15 Oct 2018
at 23:44
Re: Chit Chat
There's a few variations on a theme, but one alternative:

1) Initiative is only rolled to see who beats the monsters. After that, it's us-them-us-them-us-them.

2) People state their actions in their post and roll appropriate rolls. They probably don't know if they hit or not (unless it's really obvious).

3) At the end of the round (the 'round' being when it's the monsters' turn), the DM posts the results of all the actions by players, as well as 'his bit', the monsters' turn.

That's basically it, and there are many additions and caveats that can get added to that without making it a long, drawn-out process. But it is quick.

Additions can include abandoning initiative after the first round (where the quick ones have already used their advantage), and all actions and turns are executed in the order in which players post. That is HEAPS easier on all involved, but some people get quite anal about initiative, despite the fact that it's a pretty pointless statistic beyond round 1.

Also, posting AC's, HP, one or both, to allow players to know when they've hit, but a higher proportion of DM's don't like that. For some reason, they prefer to punish those players who don't cheat by looking at the Monster Manual ;), and choose to keep AC's etc secret :)

Posting in OOC to be placed in IC after DM's have adjudicated just won't work in PBP format. Well, it WILL work, but it will be so slow that combat will be tedious and a chore, rather than exciting and free-flowing.

There are just some allowances you have to make because of the already-slow format of pbp. Having placeholders in IC, waiting for DM's to tell you whether you've hit, etc, is just extra waiting around that isn't necessary.

To cover some scenarios, most DM's who use the above method (pretty much all of them in one guise or another) will allow players to ask if something is dead before making a choice about their own turn, but it does require the DM to be looking in regularly else it slows things down.

Also, when things are running smoothly, if a character's attack is null because the skeleton he was attacking was killed by a previous poster, then the DM can just switch the attack to the nearest other skeleton, etc etc etc.

Many options and variations on a theme, but it saves an enormous amount of time and helps combat to retain some of the fun that it harbours in tabletop gaming.

This is pretty much how it's been done in most 3.5e games I've been in on Rpol.
Esparam
 Human, 84 posts
 Bet Rogala nobility
 Wizard (diviner)
Tue 16 Oct 2018
at 12:08
Re: Chit Chat
I see.

quote:
1) Initiative is only rolled to see who beats the monsters. After that, it's us-them-us-them-us-them.

I play IRL in another setting where the initiative is team-based, and it's true that it could make things smoother to use a team initiative rather than individual initiative. And then actions are done in the order of the posts.

quote:
2) People state their actions in their post and roll appropriate rolls. They probably don't know if they hit or not (unless it's really obvious).

3) At the end of the round (the 'round' being when it's the monsters' turn), the DM posts the results of all the actions by players, as well as 'his bit', the monsters' turn.

One drawback I see with what you describe is that it puts a lot of narrative power on the GM at the expense of the players' creativity. I personally prefer to know the results of my character's action so that I can write and embellish flavour text, rather than just post the action and let the GM describe what happens. This may make things slower, but for me, it would make things much, much more enjoyable. I like to be able to describe a certain fighting style for instance, which adds to the character's substance.

quote:
Also, posting AC's, HP, one or both, to allow players to know when they've hit, but a higher proportion of DM's don't like that. For some reason, they prefer to punish those players who don't cheat by looking at the Monster Manual ;), and choose to keep AC's etc secret :)

Regarding AC and HP, I admit as a player, I prefer not to know (and merely guess). I prefer being told IC that the monster is gravely injured than to know it has 12hp left. This is about being surprised and keeping the suspense alive for me, as I play for the story and unexpected development more than just to roll dice. And thus I prefer those stats to be secret, so they don't spoil the story for me (eg realising this monster has a higher than usual stat because it's elite or important to the story, buffed by an invisible spellcaster or whatnot).

But clearly, for PbP it is not ideal, and if I had to choose between the suspense of the roll's result and the narrative creativity that comes with being able to instantly know the result, then I think I'd choose knowing HP/AC. Although as a wizard, saves may remain an issue.


I'm looking forward to see what the others think about how we should proceed with combat.

This message was last edited by the player at 12:09, Tue 16 Oct 2018.

Narrator
 GM, 226 posts
 Caladin
 Live Free, Die Well
Tue 16 Oct 2018
at 14:32
Re: Chit Chat
Esparam:
quote:
1) Initiative is only rolled to see who beats the monsters. After that, it's us-them-us-them-us-them.

I play IRL in another setting where the initiative is team-based, and it's true that it could make things smoother to use a team initiative rather than individual initiative. And then actions are done in the order of the posts.


I would like to tackle this one line at a time.

I think one Initiative Roll per combat sequence.

A combat sequence is when initiative is needed. And ends when no more Combat Actions are taken.

I like this better then group initiative because it allows a player or creature to hold an action and gives an equal chance.

For example if a group of goblins win and they all team up against one player he could be out before the fight even begins. Same of course goes for the creature. But if we all roll and go in order of an 'Initiative List' it allows a player to move over and heal, or stand in the way of an opponent to protect etc etc.
I just find old school D&D style 'us-them-us-them-us-them' to be less fair all around.

I will say that if any two groups meet I would take out wizard first, If undead the cleric, If terrain was an issue the range fighter, etc etc. just like any player would.

Give this some thought. Please post what you would like Group Initiative or Individual Initiative

I will say we do not roll every round once a pecking order its given we follow that order unless an action is on hold which moves that person next on list or something effects the order. There are advantages to this. We can also say that every 5 rounds calls for a new initiative roll or some other house rule.

I'm just not a fan of Group Individual.
Narrator
 GM, 227 posts
 Caladin
 Live Free, Die Well
Tue 16 Oct 2018
at 14:53
Re: Chit Chat
Esparam:
quote:
2) People state their actions in their post and roll appropriate rolls. They probably don't know if they hit or not (unless it's really obvious).

3) At the end of the round (the 'round' being when it's the monsters' turn), the DM posts the results of all the actions by players, as well as 'his bit', the monsters' turn.

One drawback I see with what you describe is that it puts a lot of narrative power on the GM at the expense of the players' creativity. I personally prefer to know the results of my character's action so that I can write and embellish flavour text, rather than just post the action and let the GM describe what happens. This may make things slower, but for me, it would make things much, much more enjoyable. I like to be able to describe a certain fighting style for instance, which adds to the character's substance.


This one I think is actually easy. I post the DC/TN and or AC etc etc for each creature. So a player makes his rolls and posts. You know right away if you succeeded or not (not needed to wait for DM). No need to hide it in most cases. If the DC/TN and or AC needs to be secret then we will have to play it as it goes.

I'm also worry about players over stepping or assuming actions out of turn. The first player says he chops of the hand of the target because he rolled a 20 and max damage, Yes it's a great hit and Yes maybe the creature is dead (which is fine to say the hand was removed). But what if the creature was alive, you now just said he has no hand ?? can he still attack - realistic NO - and he would take negatives for the loss of a hand etc etc. This is the point we need to set an understanding before we get to combat.

I want players to have full control over THEIR characters and actions but the descriptions need to be done so it's fair all around. I can list Hit Points so if a player did enough damage he/she can post without worries.

Again in some cases the Hit Points will be secret and we will need to adjust accordingly.
Narrator
 GM, 228 posts
 Caladin
 Live Free, Die Well
Tue 16 Oct 2018
at 15:19
Re: Chit Chat
Esparam:
quote:
Also, posting AC's, HP, one or both, to allow players to know when they've hit, but a higher proportion of DM's don't like that. For some reason, they prefer to punish those players who don't cheat by looking at the Monster Manual ;), and choose to keep AC's etc secret :)

Regarding AC and HP, I admit as a player, I prefer not to know (and merely guess). I prefer being told IC that the monster is gravely injured than to know it has 12hp left. This is about being surprised and keeping the suspense alive for me, as I play for the story and unexpected development more than just to roll dice. And thus I prefer those stats to be secret, so they don't spoil the story for me (eg realising this monster has a higher than usual stat because it's elite or important to the story, buffed by an invisible spellcaster or whatnot).

But clearly, for PbP it is not ideal, and if I had to choose between the suspense of the roll's result and the narrative creativity that comes with being able to instantly know the result, then I think I'd choose knowing HP/AC. Although as a wizard, saves may remain an issue.

I'm looking forward to see what the others think about how we should proceed with combat.


I don't see this as an issue I only keep key info, spell lists, and these type of things secret to keep the challenge up. The info on a goblin, or any other adventure encounter can be open knowledge The stuff that should be secret are thing that have a counter effect if failed, like a trap. Or the lead villains.