KermitThePog says:
Yeah, I've been struggling with the utility of grappling, so I ended up veering more into striking. I'm happy to finish out this adventure, but I recently started running a Zoom game that's been taking up most of my game-brain space. Sorry for dropping off a bit in my responses.
Either way we go, I do want to say thanks to Bob for running this game and the rest of you for playing it. It's my first PBP, and I've had a lot of fun. I wasn't sure how much I'd enjoy it, but I'm glad I played. On the whole I think PBP is a bit slow for my gaming appetite, but that's more just the medium than a criticism of this game.
nezzeraj says:
Personally, I like your setting and the system, but I find the latter doesn't translate well to PbP. The narrative dice system requires so much adjudication, player input, multiple ways to spend dice results, raising and lowering checks, etc., that it slows games waaaay down in this format. Some rolls can take up to half a dozen posts just to resolve a single outcome. I would definitely play this game in person, I am not so interested in continuing this beyond a one-shot.
Awesome, Kermit! Glad you've got a good game going via Zoom. I haven't waded into that realm yet, but maybe I should. I love running games, and I miss actual voice play.
It's interesting to hear both of you essentially say that PbP is too slow for you. Was it the stay-at-home quarantines that compelled you to give it a shot?
But I feel like I've failed at my duty to the art form by not making things fast-paced enough! :) Again, I think part of that is due to Grappling being broken. Like I said, Genesys combats shouldn't last past the fourth round in most cases. But with Grappling, you can easily go two or three rounds with no one doing any damage at all since it's an opposed check with large dice pools.
Second, I may not have been proactive enough in asking players to spend their own symbols. This addresses Nezzeraj's point that it takes multiple rounds of back and forth to resolve dice rolls in Genesys. As I think about it, though, I think y'all have been pretty good about proactively spending your symbols. The problem, I think, comes in when an enemy rolls threats or despairs. I've been pausing to let y'all propose results, but in retrospect, maybe that stalled things out too much at the expense of giving you all more narrative input? Maybe it'd be useful if I run something new in Genesys (or Star Wars) to have a house rule that when an enemy rolls negative symbols, they don't get spent until another PC takes a turn? I'm thinking of situations where the initiative order features multiple NPCs in a row before the next PC slot.
Tl;dr, yes this system requires more back and forth than other ones, and I'd love more input on how to speed things up.
Regarding ending the game, why don't we just narrate it out? Maybe throw in some die rolls where it seems appropriate. Check the IC.