Re: OOC
I had assumed there would be more parties. I am enjoying the solo stuff but I feel like it's somewhat missing the point of being in a party, and I'd like more parties. I'm thinking of ways to encourage this.
NEW I'm going to implement:
* 2nd character, as long as 1 is in a party. If the rest of your party breaks up or dies or you want to leave it, choose one of your characters to be active, the other sits wherever they are (at the stairs from outside if they aren't in the dungeon) until one joins a party. Hopefully this will allow everyone to enjoy both aspects of the game if they want to.
* No Split XP from monsters, everyone gets full xp value! A party of 4 fight 4 level 1 monsters everyone gets 40 xp, instead of it being split to 10xp (what a single PC fighting a single level 1 monster gets.) It's just a small bump, but it's encouragement.
* Combat is sticky. If you enter a room with other players and monsters fighting you are in the fight. You can still attempt to parley, bribe, sneak away, sneak and steal, or run away (becoming lost and possibly having some monsters pursue you) on your first round as you would normally. Monsters fighting will treat you as part of the party and may randomly attack you even if you're hanging back.
EXISTING things I've been doing, but with some tweaks:
* Prioritize Party Threads. I've been replying to party posts first, this hasn't really hasn't made a noticeable difference so far. If I add more players, or slow down in posting (which I'll probably have to do at some point) or implement second characters, this impact will be greater.
* Caller - from the PDF and AD&D someone calls the party actions. In this case that's whoever posts first. That's only been for exploration, wandering, which way to go (glint/no glint) stairs, attacking/sneak/parlay when encountering monsters. It doesn't include attack rolls, it can, but I'll only do that for the party members if they pre-approve it.
I will act off of the first post. If anyone later disagrees, if it's not too late or obviously exploitive ("Oh I didn't want to go toward the glint," after they were injured by a pit) I will retcon it. As the back and forth is taking too long if anyone asks the party if they want to do something, I will assume they do unless anyone posted something else to do after before I got to the first post. The party can always discuss SOP or how the want to handle it next time. If discussions don't solve it, the disagreeing party members can always vote with their feet leaving the party. This is always an issue in PbP with parties, if anyone else has better ideas to solve it, I'm all ears.
* More than 1 encounter in a room. This is currently pretty rare. I've done this in other games and it's worked out well to keep things more interesting. This is a lot more dangerous for solo players though, which I hadn't considered when when doing it originally. Sometimes the monsters may be fighting each other, or neutral to each other instead of ganging up on the PCs though, which can help solo players, though overall such randomness is more dangerous.
* Treasure per PC. Multiplying the treasure found by the number of PCs (monster useful items is per monster, monster numbers are per PCs so effectively it's the same.)
IDEAS. Under consideration
* Morale. This is the chance monsters will run or surrender after they've been injured and/or their numbers have been reduced. While this would make it easier for everyone, it helps parties a lot more as it occurs with reduced numbers (usually half if failed) which won't occur with solos as they're usually fighting 1 monster. It also helps reduce fight lengths, which can drag on a lot with parties. I would probably also apply this to henchmen which would make them less useful, but I'm already making them more useful by allowing them to be retained outside the dungeon. The other downside is monsters running away, while I'd give xp, they could be taking valuable items with them. I tried this in one encounter, I'm not sure about using it though as the flash/pdf don't use morale. This is the one I'm most likely to implement, as I've always liked using morale checks.
* Increase monsters to party numbers. Something like minimum of 2 monsters per encounter, or rolling d4 or d4+1 instead of matching PC numbers. This will make it a lot more dangerous for solo, which is kind of the point. I probably won't do this, but am considering as it feels possibly a bit too drastic, but this is the way OD&D & AD&D was usually played, not adjusting for party sizes.
* Solo playing would be dropped. Legacy only until your character leaves the dungeon, after that you would stop at the entrance and would need to wait until you have at least 2 in a party, and would be inactive if you leave a party until you get another. This would probably require a lot more players to make this work, and is just a stray thought I had I doubt I'd ever feel comfortable actually implementing unless I end up with a lot of players in parties, or the soloing gets to be way too much.