May 22, 2018 5:13 pm
Some ideas I had to make the game run smoother on a PbP format.
1) I'm still new to the system, so I will make mistakes and do things wrong. If you see something like that, please let me know ASAP.
2) This is a cooperative game way more than your "standard" D&D game. I have a plot in mind, and if you stray too far from that path, I might gently nudge you back in the right direction. That being said, there are no railroads, so feel free to take the game where you want it to go. Along these lines, there are some "encounters" you're going to win and some you're going to lose, despite the dice. That's ok, it's all part of the plan.
3) Initiative - The FFG initiative system is a mess IMO, and doesn't work for PbP. In general, this is how it will work. I'll roll a single Initiative check for the enemies and you each roll one for the PCs. Any PC that beats the enemy can act (in any order), then the enemies act, then all the PCs act (in any order). Yes, this means that a fast poster can possibly act twice before a slow poster can act once, but I think it's the best way to move combat forward.
4) Passive checks - Given the dynamic nature of the dice system, it's hard to do "passive" checks compared to a d20 system, and the Passive check rules in the books are kinda dumb. So here's what I had in mind. When the group enters an interesting location, I will call for a Passive check. Pick out something from my description of the location, and then pick what skill your character will use to examine that thing; I encourage creative use of skills here, and a narrative description of your characters actions to open the scene. Based on your rolls, information will be given, which may prompt further checks, but in general, this intro "Passive" check is your main way to examine the environment. Since I want this to be a cooperative game, you can safely assume that any location description that doesn't call for a Passive check, doesn't have anything worth wasting your time examining with checks.
5) Pace - In order to keep the game moving, I need you guys to be proactive with skills and rolls. If you want your character to do something, just go ahead and roll it. Assume most tasks are Average difficulty, and be liberal with setback dice. If it's something vitally important, I can retcon the difficulty and the roll later.
6) Combat - For anything short of a boss fight, I will set out the relevant stats (defense, wounds, etc.) for all your enemies at the start of the fight. That way, on your turn, you can just do all the book keeping and make a more descriptive post. I shouldn't need to tell you that you dropped 2 minions after you attack, you should have already done that on your turn. Furthermore, at the end of your combat check, if you wanted to post a quick summary of the status and location of the remaining enemies, that will help the next person to act.
7) more to come!
1) I'm still new to the system, so I will make mistakes and do things wrong. If you see something like that, please let me know ASAP.
2) This is a cooperative game way more than your "standard" D&D game. I have a plot in mind, and if you stray too far from that path, I might gently nudge you back in the right direction. That being said, there are no railroads, so feel free to take the game where you want it to go. Along these lines, there are some "encounters" you're going to win and some you're going to lose, despite the dice. That's ok, it's all part of the plan.
3) Initiative - The FFG initiative system is a mess IMO, and doesn't work for PbP. In general, this is how it will work. I'll roll a single Initiative check for the enemies and you each roll one for the PCs. Any PC that beats the enemy can act (in any order), then the enemies act, then all the PCs act (in any order). Yes, this means that a fast poster can possibly act twice before a slow poster can act once, but I think it's the best way to move combat forward.
4) Passive checks - Given the dynamic nature of the dice system, it's hard to do "passive" checks compared to a d20 system, and the Passive check rules in the books are kinda dumb. So here's what I had in mind. When the group enters an interesting location, I will call for a Passive check. Pick out something from my description of the location, and then pick what skill your character will use to examine that thing; I encourage creative use of skills here, and a narrative description of your characters actions to open the scene. Based on your rolls, information will be given, which may prompt further checks, but in general, this intro "Passive" check is your main way to examine the environment. Since I want this to be a cooperative game, you can safely assume that any location description that doesn't call for a Passive check, doesn't have anything worth wasting your time examining with checks.
5) Pace - In order to keep the game moving, I need you guys to be proactive with skills and rolls. If you want your character to do something, just go ahead and roll it. Assume most tasks are Average difficulty, and be liberal with setback dice. If it's something vitally important, I can retcon the difficulty and the roll later.
6) Combat - For anything short of a boss fight, I will set out the relevant stats (defense, wounds, etc.) for all your enemies at the start of the fight. That way, on your turn, you can just do all the book keeping and make a more descriptive post. I shouldn't need to tell you that you dropped 2 minions after you attack, you should have already done that on your turn. Furthermore, at the end of your combat check, if you wanted to post a quick summary of the status and location of the remaining enemies, that will help the next person to act.
7) more to come!