Guidelines for Posting.   Posted by Storyteller.Group: 0
Storyteller
 GM, 15 posts
 Issuer of Cow Points
 User of Awkward Words
Wed 19 Jun 2019
at 03:32
Guidelines for Posting
Play by Post games have a unique set of challenges compared to table-top sessions. First and foremost, things move a LOT slower. This even becomes more apparent in combat scenes. In order to maintain pacing in this game, I would like to advise a few guidelines for posting.

1. Posting Frequency
  I would recommend that each of us post at least once per day if possible. This allows us to maintain pacing, especially when we start fighting monsters. Theoretically, this should allow us to go through a single round of combat each day.

2. Post Length
  More than a single sentence, less than two paragraphs. Give enough detail and dialog to help it stay engaging, but you don't need to write a novel.

3. Colored text
  Pick a color for when you talk in-character, and use quotation marks. (Ex. Jon says, "Oh no! Another locked door!"). Also, try to pick and keep the same color, and preferably one that is different from someone else.             (On that note, Orange is already taken...by someone who loves chicken sandwiches)
  If you need to say something Out-of-Character in your role-play thread, please use the format - OOC: insert text here. Please use Yellow.

4. 3rd Person Perspective
  This tends to be the most flexible perspective when dealing with multiple posters in a thread.

I will cover additional items as the game progresses, or issues arise.

This message was last edited by the GM at 03:28, Mon 24 June 2019.

Storyteller
 GM, 47 posts
 Issuer of Cow Points
 User of Awkward Words
Tue 30 Jul 2019
at 15:12
Guidelines for Posting
Narrative Power

One huge difference in PbP games compared to live table-top sessions is with the tremendous power and advantage the players have with narrative drive and pace. This really stands out when you have your characters interact with the world and environment. I cannot describe every detail of the world you are exploring, so I would encourage you all to feel free to create props in your narratives that you may interact with.

Props can include:
   Physical objects. Items that could exist within the context of the scene.
   Non-player-characters. NPC's that I have not specifically named, but could easily be within the context of the scene. These characters should not be directly tied to the plot or narrative of the scene, but can add further interactions if appropriate (ie. the waitress in a restaurant, pedestrians on a crowded street, etc.). If needed, I will take control of the NPC once you have drawn attention to it.
   The Five Senses. Smells, sounds, and the like can also be described freely, once again if it fits with the context and narrative on the scene.

Ultimately, be creative with the scene you are participating in, so long as a prop does not give you an edge with the mechanics of the game. Think of this as a cosmetic enhancement to the scene, it's pretty, but superficial in terms of how it will affect the mechanics of the game. If you want a prop to affect a game mechanic, or the narrative of the scene, please run it by me first, and we'll work out the details.

Reactive Storytelling

Narrative power allows the players to really take the reins and push the story forward. I have found it a bit easier to manage a game when I am responding to a player, rather than trying to get a response. To that end, I will be running the story in a reactive method, only really pushing the plot forward if things start getting too slow, or slowing things down if you're moving past critical plot points. The power is in your hands to explore the story now. :)

This message was last edited by the GM at 23:43, Tue 30 July 2019.