sean_don4 says:
... no-prep (or low prep) ...
The level of 'prep' you are wanting/willing to put in will affect the answers below.
'Low/no prep' games can actually require a fair bit of prep to get them going. Once done they can run with little prep needed afterwards. The more you know about the world and the people in it the easier it is to go off-book and improvise.
DW and its ilk are designed for 'no upfront prep' and then lots of scrambling once things start, then continuous low levels of prep as the game plays.
PbP might incline one to a little more pre-launch prep, but that depends on the GM and will affect the type of group you get.
sean_don4 says:
... slow play-by-post game (1 to 3 posts a week, M W F) ...
A slow pace like that (1 per week) would heavily bias the answers below towards avoiding too much 'session zero' or player input stuff before the game is running. That will take forever and lead to fizzle. Asking questions and building on the answers would need to be done further in advance since the answers can take a long time.
sean_don4 says:
... What advice might other GM's have on how to handle the initial premise, such as 1) What is the quest or villain? 2) How did you all meet? ...
It can be beneficial to have an initial premise, quest, and villain in mind when you pitch the game, so people can know what they are signing up for.
But there will be plenty of time during character creation for the GM to build something based on the characters and what the players say and show interest in during that process. Be flexible and change the ideas you come up with as the players 'change their minds and reject ideas they talked about', players are fickle.
sean_don4 says:
... How are you bonded? ...
Bonds can take a really long time in PbP, they are meant to get the game up and running quickly at the table, but do the opposite here.
Maybe let the players add any Bonds that jump out at them --mostly ignoring the suggested ones-- and then add more Bonds as they play. Don't wait for them to be done before you start.
sean_don4 says:
#1 Might these things be worked out play-by-post via a Session 0 thread? For example, "What kind of villain does everyone have in mind?" Or is that likely to fizzle
The important session zero stuff is 'social contract' type stuff, much of that can be done in the recruitment thread and then quickly covered in a 'safety' thread (line&veils/x-card and such).
Villains can come out of character creation, which is part of session one by DW rules.
sean_don4 says:
#2 Would it be better to jump into in-character and asks questions as we play? For example, "You're all at the local town tavern and you hear noises outside. Henry, since you're by the window; what do you see?"
Probably, but it depends on the group and how long character creation takes and how much you got out of that process. You might already have these answers.
You don't have to completely complete character creation before you start, you only need enough to get things going. But don't cut players off if they are enjoying themselves.
Questions like "what to you see" can be quite intimidating. Especially at the start of a game with no presented prep. Be gentle, offer suggestions, don't force one player to answer (spotlights can be bad (blinding)).
sean_don4 says:
#3 Or should I at least prep the initial premise. For example, "The town is being attacked by fire breathing flying elephants. What do you all do?"
Having a premise to present can help with recruitment. But is not required.
You should at least have a fallback premise that you can use if nothing comes out of character creation. This can be 'just enough to get things rolling', it does not need to be big thing, especially since it might never happen if something does come up during character creation.