Ironmonger42 says:
The main friction that I see is how slow this can go. If the players come to an intersection, I don't want to just declare "you go right", but at the same time such a decision isn't very fast and thus the time it takes players to say where they want to go and such makes such a style sluggish. Not a knock on the players, but on the style merging with play by posts.
Yeah; everything is slower in play-by-post. That doesn't mean that it's not fun. I have been playing in the
Stonehell game, which is entirely about exploring a dungeon, for more than a year. It's a BIG dungeon; in that time, we've explored a bit of the ground level, most of the first level, and a tiny bit of the second level - we've found and explored between 40 and 50 rooms so far.
What makes it fun? Well, first, an important caveat: while it has never ceased being fun for me, other players have dropped out. Mostly that's because they got frustrated that their characters died in traps, but for some it was also the pace. So it's not going to please everyone. But I think those of us who have stuck with it are really loving it. Nothing is going to appeal to everyone; people drop out of games on GP all the time for a variety of reasons. But there are definitely many people who like dungeon crawling.
Fun things I enjoy about the Stonehell game:
- Mapping. The DM doesn't provide a map (with one notable exception early on, to get us started), we have to draw the maps ourselves, and we have a thread where we share what we've drawn so far. It's hugely fun to compare maps and see how others have interpreted what the DM has described.
- Agency. Any player can announce where they're going, and any player can respond that they are hanging back or going another way. That said, though, it rarely happens that the party splits. Why? Because we're adults, and we're playing in a mega-dungeon: both things incline us to stick together for survival. There have been several times where we've stopped to discuss what the next action should be, but those discussions have nearly always been about role-playing interactions with NPCs, not pathfinding/choosing. There's lots of "How do we handle negotiations with a particular faction we've encountered in the dungeon?" and very little of "Do we go right, or left?"
- Establishing standard actions. In exploring the dungeon, we've found lots of traps (they've killed some PCs). We have learned ways of checking for traps - particularly probing the ground in front of us with poles/spears as we move. "From now on, I will go in front, testing the ground in front of me with my pole." Once we stated that, the DM understood that that's what we've been doing; he hasn't been trying to catch us with gotchas or insist that "if you don't say it every time, you're not doing it." It is enough for us to periodically remind the DM that we are still doing that. "I lead the way west, tapping on the ground ahead of me with Fenwick's spear as I go." We do post such things from time to time, but they are more for role-playing/setting the scene - sort of a "remember, everybody, we're going slow because we have to test the ground in front of us" - than that the DM will kill our PCs if we don't say it.
- Interesting details: Every room has had a purpose and/or a history, provided as part of the room description. Why is this room all charred? Who wrote all this graffiti? How recently was this kitchen used last? There's no "you find an empty-seeming room. What do you do?" Every room has a unique description (which helps us in mapping, by the way - we give every room a name based on its contents).
Quote:
Should I try to avoid using dungeon crawls on PbPs? Is there a way to make them faster without removing agency? Have any of you found anything that works well for you?
No, I don't think you should avoid them.
Things to make exploration (because this isn't just limited to dungeons) faster:
- let anyone decide where their PC(s) is/are going in a post (but allow for other players to say they're hanging back or going a different way in a subsequent post). Traps, if any, affect the PCs who explicitly said they were in the lead.
- make lots of areas interesting and unique. No "this is another 10' square room. It looks like all the others"
- gloss over the "transitions" between one interesting feature/discovery and the next. If there's a 100' corridor before the next door, don't have the party move 10' and then prompt them to see what they do next
even if there is a secret door there. Instead, post something like "You move 100' down the corridor and arrive at a door. You can faintly hear a rhythmic mechanical noise through the door." PCs will come back and try to look for secret doors in corridors if they see that there's room in the map for something to be there.
- It's
okay if players miss stuff!