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- An Argosy of PBEM Advice
-
- -or-
-
- Everything You Ever Wanted
- to Know About Running or
- Playing in Play-by-Electronic-
- Mail Role-Playing Games
-
- -or-
-
- Zen & the Art of PBEMs,
- The Hitch-Hiker's Guide to
- PBEMs, PBEMs on $1.50 a Day,
- etc.
-
- ~~~~
-
- Compiled by Andrew Fabbro
- (afabbro@umich.edu)
-
- ~~~~
-
- Version 1.0
- 5 February 1994
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Section 0: Introduction & Table of Contents
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- This document is a modest collection of advice on the fine and noble art
- of running and playing in play-by-electronic-mail (PBEM) role-playing
- games. It does not cover role-playing games that were specifically
- designed to be played as PBMs/PBEMs (such as Atlantis, Arena, etc.).
- Instead, it offers advice on how to adapt paper-and-pencil RPGs to PBEM play.
-
- To my knowledge, the only net.doc ever previously written on the subject was
- Chua Hak Lien's excellent _Totally Harmless !Complete Guide to PBEMs_. After
- mentioning it rather casually on rec.games.pbm, I was flooded with requests
- for copies. After seeing Bruce Saul and Rob McNeur post other useful
- advice, I decided to compile all this sage wisdom into a formal (ha!)
- document. Everyone concerned was kind enough to grant me permission, and
- thus, the Argosy of PBEM Advice.
-
- However, this document is far from finished. If you have anything you'd
- like to add, or if you are aware of other net.docs on the subject, please
- send them to me (afabbro@umich.edu) so I can include them in the next version.
- Here is your chance to be a big net.star...see your name in little pixeled
- lights...and gain big heaping bucketfuls of good karma. Heck, you might
- even inspire someone to start a PBEM you'd like to play in. The only rule
- regarding material for the Argosy is that the original author must grant
- me permission to include it.
-
- Your feedback and opinions would be happily received at afabbro@umich.edu.
-
- This document has been posted at greyhawk.stanford.edu and
- soda.berkeley.edu.
-
- Contents:
- =========
-
- Section 1: The Totally Harmless !Complete Guide to PBeMs by Chua Hak Lien
- Section 2: Article by Bruce Saul
- Section 3: Article by Rob McNeur
-
- Needless to say, all copyrights held by the articles' respective authors.
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Section 1: The Totally Harmless !Complete Guide to PBeMs
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- by Chua Hak Lien
-
- Once in a while, one will see a post in the rec.games.frp.**
- nesgroups about a PBeM game being started by so-and-so. So you might be
- asking? What is a PBeM? How does one take part? How does one start one?
- Well, this article attempts to answer some of your questions. So
- read on, pilgrim...
-
- I. What is a PBeM?
- +=-=-=-=-=-=-=-=-=+
-
- PBeM stands for Play By Electronic Mail. Basically, in the context
- of RPGs, this means that the game is played with players and Gamesmaster
- communicating and sending moves to each other via email. ( Now, wasn't that
- enlightening? ) It is a good compromise for those GMs and players who cannot
- afford the time to play face-to-face or can't find a game in their area,
- and who don't want to resort to a PBM, or a play by mail, game.
- The advantages of a PBeM include:
- [a] The players won't call out for pizza and make you pay the delivery
- boy for it.
- [b] Your mom won't come in and ask about the female wearing the chain mail
- bikini on the cover of the module you're running.
- [c] No little kid sister breaking into giggles just as Zorkath, Lord of
- Darkness, prepares to scarifice the party to the pit of Infernal
- Dimensions.
- [d] You won't have to clean up your house afterwards.
- [e] No more Born Agains protesting outside your home.
- [f] No more struggling with names like 'Rl'yeh', 'Drizz't',
- or 'Nyarletheop'.
-
- II. How do I get to play in one?
- +=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+
- Hang out night and day in the rec.games.frp.* newsgroups, watch
- out for a PBeM post to appear, and send out a reply immediately. It would
- be good if you had a character prepared, but the most important thing to
- do is to reply AS SOON AS POSSIBLE, because spots for PBeM games are likely
- to fill within 24 hours of the posting, if not much shorter.
- Sending out a post requesting that someone take you in for their PBeM
- is not likely to work. The likelihood of getting a reply is probably about
- the same as that of getting viciously maimed by a group of
- grenade-launching hamsters while jogging.
-
- III. How do I run one?
- +=-=-=-=-=-=-=-=-=-=-=+
- Ahh.. now we're talking.
- Firstly, you have to be willing to put time into your PbeM campaign.
- How often do you want your moves to be? Once a week? Once every two days?
- The length of your moves should be proportional to the time you want the
- players to reply back by.
- Next, ask yourself, do you REALLY want to run a PBeM? Spend long
- thankless nights sifting through moves and answering questions, and roll
- dice all alone in your cold dark room. A lot of PBeMs go belly-up even
- before the first move is sent, mainly because someone just like you thought
- that they did want to play, but lost interest after a week. Make sure
- you'll willing to commit the time involved. It will be just as much as
- that for a face-to-face RPG, I assure you.
- So you decided to run your own PBeM. Well, good. Here are some
- guidelines so that you can preserve your sanity.
-
- [a] Decide on the game system and milleu.
- Sounds easy enough. Keep in mind that for the most part, you'll
- want the game to flow pretty quickly. Avoid rules-intensive games, and
- consider using a system with little combat. Combats are difficult to run
- in PBeMs, and the faster they can be resolved, the better. Also
- decide what supplements or rules-additions will be used.
- Of course, the player should have the basic set of rules that
- you are using, as well as know the background to the milleu,
- if you're using a commercially availabe product. If not, you'll have to
- spent a few hours every night sending out dossiers on why the Quorantigas
- of the Land of bani-Wani stuff crickets up their nose, and other background
- info.
-
- [b] Decide on the number of players.
- How many players do you want? The best number all depends on the time
- you have available and the kind of game you like. Some PBeMs work well
- with just one or two, while others may have up to 10, but this makes
- for an administrative headache as players dissapear, are busy because
- of homework or run off to have babies.
- But you might ask, should there only be one group?
- The answer to that is an emphatic YES. With multiple groups running
- around, you'll be facing the possibility of a brain haemorrage trying to
- remember who did what to whom, when and how. Stick to ONE group at a time,
- and if you're thinking of running a tourament like game, in while several
- solo players run around in a dungeon or similar setting, TRASH IT! You'll
- never be able to find the time to write out all the moves!
-
- [c] Decide on how the players will generate their characters.
- For games with point allocation systems, this is fairly straightforward.
-
- For games which depend on random generation for ability scores or
- stats, come up with a fair system. For AD&D, I use a 80 point system to be
- divided between the six ability scores. For scores below 16, the point
- conversion is on a one-to-one basis. ( A score of 14 requires 14 points. )
- For a score of 16, 16.5 points are required, a score of 17 requires 18.5
- points, and a score of 18 requires 21.5 points. In the case of Charisma,
- the point cost is only 75% of normal, as most players will try to shave
- off points from this score. Any additional points left is converted to
- XP ( 100 xp per .1 ) or gold ( 100 gp per .1 ). Example: Krag the
- Dwarf has these abilty scores: Str: 16 Int: 10 Wis: 11 Dex: 14 Con: 17
- Cha: 10, which makes 16.5+10+11+14+18.5+(10*.75), or 77.5 points. He spends
- 2 points on XP, and the rest on gold, giving him 2000 xp to start with,
- and 500 extra pieces of gold to spend.
-
- [d] Post to the appropiate rec.games.frp.* group.
- So now you're almost ready! The big moment! Now you can actually
- POST and declare to the world that you are starting your very own PBeM!
- Give yourself a congratulatory shake, a pat on a head but not at the same
- time, of course...
- The content of the post should say:-
- i. The rules you are using.
- ii. The movement rate.
- iii. The power level of the characters.
- iv. And some brief background of the game world, if you're feeling
- egoistic and want to show your works to the whole of USENET.
- So post, and prepare to be deluged with mail. You will probably
- find your game oversubscribed and you should savor the moment, because you'll
- probably never ever receive as much email in such a short span of time ever
- again.
- But of course, you might want to stop the flood. So
- do the following.
- i. Send out another post saying you have enough players.
- ii. CANCEL the article with your PBeM announcement.
- The latter should do the trick, but folks from Northern Europe
- will probably still be mailing you for the rest of the week. Anyway...
-
- [e] Decide who to take in
- Yes, this is the hard part. Send your intro to those who have replied
- to your email, and ask them to start sending their characters. You'd probably
- want to include additional material on the tone of the game and the background
- of your world, so that players don't wind up sending Stimpy the clown
- characters for your Neuromancer-inspired universe.
- Not everyone will reply to you. A 50% attrition rate at this stage
- is common, as repliees decide they have better things to do like decorating
- the lawn and watching the goldfish. But don't be disheartened, you've gone
- too far to back up now! Pump out your chest and thumb your nose at those
- who have deserted you, pitying them for missing out the game of a lifetime..
- And now sift through the characters of those who have remained loyal
- and are actually interested. Decide who to take in. Look for good background
- and effort in characters, and who will make DMing interesting for you as
- well. You'd probably want a good spread of characters; not just in terms
- of profession, but in personality as well. Else you may wind up with a
- whole bunch of 'dark, dour men' who clamber with each other to grab that
- unlit spot at the corner of the tavern.
- Avoid characters that hint of munchkinism. Out. No. Ah-ah. Sorry.
- Twelve year old child geniuses with PhD's in Molecular Cell Physics and
- Biology, as well as a black belt in karate, as an example.
-
- [f] Send out acceptance and rejection mail
- So make your choice, and mail to those lucky individuals who have
- been selected to participate. Keep a waiting list as these few may
- decide they want to mow the lawn or watch the goldfish instead and
- drop out.
- Then, prepare the rejection slip. For your convenience, I have
- included this form letter which you may freely use:-
-
- Dear [insert name here],
- I am sorry to inform you that despite the wonderful character you
- have sent me, I am unable to find space to fit him into my game.
- I hope you will be able to find another PBeM campaign as good as
- mine will be to play in. Thank you for your interest.
- Yours Sincerely,
- [ Insert your name here ]
-
- Avoid the temptation to gloat. It makes for bad public relations
- on the net and high medical insurance.
-
- [g] Finalise the characters.
- Ask your players to finalise the characters, and make them fit into
- the background of your campaign world.
- Then, you are ready to begin!!!!
-
- [h] Format for Moves and Mails
- It is advisable to you a standard format for replies to posts.
- First or Third Person, and it's also best that the other players be able
- to read each other's move, so you don't have to spend your time relaying
- mail between players. Third person is best, as it makes it easier to
- read.
- In the subject line of the post, ask the players to tell you
- the name of the character as well as the subject. You may want to number
- moves as well.
- Eg:
- Subject [ Krag: #4 ] At the F.O.U.L Scharwz
-
- You may also want to have players send their moves in a special
- format, so you can easily read what they want to do. An example would be the
- use of '<...>'s to denote actions, '"..."'s for speech, and '[...]'s for
- questions to the GM. You may want to use '{...}'s for 'if this happens, then
- the character does that moves.' For example:-
-
- < Krag the Bloody draws out his Battle Axe +2, +3 against plush beings and
- chops at the giant animated Undead Gund Squirrel >
-
- "Take THAT, you ball of fluscious, fragrant fur!"
-
- { If Krag kills it, he will draw out his crossbow and start shooting at
- those monkeys with the unicycles zipping above him. }
-
- { If Krag is just about to get killed, he will fall down onto the floor,
- twitch his feet and play dead. }
-
- [ Are the Barbie Dolls attacking Mikhol the Magnificent? What weapons
- are the Ken dolls holding? ]
-
- [i] Format for GM's posts
- Of course, you can do whatever you want with your posts.
- But do not abuse your powers. Do not make the players address
- you as 'God'; 'Your Highness' should suffice.
- To make life for your underlings better, however, it is suggested
- that you also use a nice format for your subject line, as in:-
- Subject: [ Nordok, Move # 5: At the F.O.U.L. Schwarz ]
- ( Where Nordok is the name of the game world in this case. Oh? It's
- not as good as Oerth or Greyhawk or Glorantha. Well, sue me! )
- For your post, you might want to write up in the third person
- a story detailing the results of all the PC's actions, like so:-
-
- Krag's axe bites deep into the fur of the Gund Squirrel. Coughing up
- a hairball, it falls to the floor and dissolves into a pile of nylon.
- Then the dwarf draws out his crossbow and begins to shoot at the unicycle
- riding monkeys.
-
- Mikhol the Magnificent casts a spell on the Barbie dolls, changing them
- to Cabbage Patch Kids. They all head off in search of a good plastic
- surgeon.
-
- Toghar bonks the head of the Furry surf Troll with his baseball cap of
- homerun hitting. He then takes out his lasso to foil the escape of the
- windup elephant.
-
- < ZAT! > Krag's first bolt just nicks the head of the monkey. The hairy ape
- hurls a coconut at Krag in return, hitting the dwarf squarely on his
- helmet and stunning him. Krag falls to the ground, unconscious!
-
- Then from the gateway appears the two enemies your party has hunted for
- all this while! You see a man in brown robes holding a packet of french
- fries, next to a huge cat in metal sheet armor spewing dirt from it's mouth.
-
- "Oh no!" Cries Princess Elyria, the maiden you have just saved from
- suffocation from the giant Goofy doll. "It .. it is... the fiendish
- Chip Monk and the Muck-Filled Plated Puss! Oh.. what will we do????"
-
- The Chip Monk raises the bag of fries and casts a spell on Tohgar, changing
- him into a pig even before any of you can act. His lasso drops down and
- the porkine entangles itself in the coils of the rope with it's futile
- struggles.
-
- "Hah! He isn't nothing but a bound hog now!", laughs the Chip Monk.
-
- { Will our heroes survive? Tune in next time and send in your moves by
- Tuesday, or else they won't. }
-
- Postscript: Note the nice use of threats. Use sparingly, but with style.
-
- Postscript II: Also note that in PbeM's, one cannot hear the players groan.
- No more will you hear the comments of philistines who are unable to appreciate
- the greatness of your creations.
-
- Postscript III: All this is a suggested format. Some games have worked
- totally well without with, but it depends on the perspective of the gamers.
- Do you want more functionality in your posts, or storytelling? Find a
- balance that works. A storytelling style basically discards all rules in
- favor of a writeup of events.
-
- IV: Troubleshooting
- +=-=-=-=-=-=-=-=-=+
- [a] Combat
- In two words, FORGET IT. Detailed combat is going to take too long,
- and you'll probably be asked to draw ASCII maps to show the layout of the
- scene as well. Try to avoid combat as much as possible. PERIOD. PBeMs are
- better suited for role-players and problem-solvers than
- hack and slashers.
- If you do need to resolve combat, try to do at least 3 or 4 combat
- rounds per post, or even more. Your characters may quibble, but try to
- come to a compromise which everyone can agree upon, and stick with it.
-
- [b] Rewards / Power gain
- You may want characters to ascend in power faster than in a face-to-
- face game. Give more experience points if or more character points. In
- addition, give points for role-playing and smart moves.
-
-
- Chua
- ----
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Section 2: Article by Bruce Saul
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- From: kitten@scoraz.resp-sci.arizona.edu (Bruce Saul)
- Newsgroups: rec.games.pbm
- Subject: Running an AD+D pbem
- Date: 18 Jan 1994 17:16:25 GMT
-
- A few thoughts on running an AD+D pbem gleaned from my own
- experiences at dmming since September of 1990.
-
- 1. Once a week is just not enough. You have to send out
- two updates a week minimum or your players will lose the thread of
- what is happening.
-
- 2. Whether the player rolls the dice or whether you do is
- less important than what you do with the roll. By this I mean
- draw the game with large brush strokes and with vivid colors in your
- descriptions. Use solid action nouns and verbs in descriptions.
- Exploit fumbles to put the characters in danger, and let their superior
- rolls mean something.
-
- 3. Mystify, mislead, and confuse your players. :-) Well,
- not really. What I mean is deliberately take the game out of the
- ordinary, expected, and documented in order to develop in the mind of
- the player the same uncertainty and apprehension which would be in the
- mind of the character in the game. Don't use easily recognizable
- monsters, or pat spell descriptions, or cliche plot twists. Or if
- you do take a few seconds to make them somehow different. Anyone in
- a pbem will most likely be a veteran of many role playing sessions.
- The standard bar brawl, or stand up fight against orcs is just not
- going to interest them.
-
- 4. Reward the efforts made by players to individualize their
- characters by support in your own postings. If you have an elderly
- Dwarf priestess who is a master chef let her find cook books in a
- library, and have npcs ask for their favorite regional meal. If
- a player creates a style of movement and of speech for their character
- in their postings try to maintain this when you send out an update.
-
- 5. Always let your players be the most important people
- on the scene. If your game starts the characters at first level
- then find a way to isolate them so the only npcs with the party
- are level 0 or advisors. Give them challenges suited to their
- abilities. Never place a higher level Npc with the party as
- 'insurance'. Nothing kills out the fun of a game session like
- a dm run npc who totally outclasses the characters.
-
- 6. Try to maintain a balance in the game in terms of things
- for folks to do. Find challenges for every class of character, and
- make it equally important for each character to succeed. Each of
- your players is taking important time from their schedules to be
- in your game. Give them a reason to eagerly scan their mail list
- for your postings.
-
- 7. Encourage your players to think about the previous
- history of their characters and use the character's past as an
- anchor in developing sub-plots for them. I have a gnome mage
- who has seen his sons die, victims of a plot of chaos. Driven
- to understand why the world is as it is the character seeks to
- become a sage. He actively collects bits of esoteric knowledge and
- speaks of 'when all this is over'. This depth of play is a
- priceless gem, especially when the player has the skill to
- maintain it over several years, as this player has.
-
- 8. Do not needlessly overcomplicate your plots, or
- weave multiple levels of puzzle into a campaign. Remember that
- more communication will take place in a six hour face to face
- gameing session than in a year of pbem gaming. Overcomplicated
- plots drag, and cause players to lose interest. Puzzles are too
- often answerable in a single manner. Creativity and enthusiasm
- are the chief ingredients of a successful pbem. Encourage these
- by having several possible 'logical' solutions to riddles, puzzles,
- or traps. And if your players come up with something which might
- work which you have not previously considered give it a fair
- chance to succeed.
-
- 9. Be understanding in the treatment of error. As a
- dm you are going to forget things about the characters, and the
- players are going to attempt things beyond the scope of their
- abilites. If you make an error, and have it discovered by the
- player be gracious enough to make correction as soon as possible.
- If a player directs their character do something which is
- not possible by the game rules send them individual e-mail explaining
- the relevant rule and ask for a revision of the proposed action.
-
- 10. Be patient with those who cannot temporarily contribute.
- Vacations, mailer problems, and work schedules wreak havoc with a
- player's ability to contribute at times. Learn the ways of each
- character so that you can write for them if the player cannot
- post an update. On the flip side encourage the players to
- contribute by involving their characters in the action through
- careful construction of plot and use of npcs.
-
- 11. Never, never trick your players into doing harm
- when they intended good, or evil when they wished to be the heroes.
- It is the world's easiest thing to create a situation where the
- well meant actions of a character can result in harm to an innocent
- npc. Resist the impulse to do this at all costs. Conversely
- do not confuse your players as to the moral implications of a
- possible action. Most pbem players really want to wear the
- white hat. If there is to be mud on the brim let it be by the
- conscious, and fully informed action of the players. Don't
- screw them over.
-
- 12. Resolve to put the energy into the game which it and
- the players deserve. This is the toughest thing to do. There will
- come days, or even weeks, when you just seem flat in terms of the
- idea of sending out an update. Well, buck it up, and send out
- that update! You have others who are waiting on your posting in
- order to continue the game. In starting the game you have pledged
- to maintain a level of response to player postings. If you find you
- can't keep the game up admit it, and as soon as possible. My own
- game was originally started by another dm. He had to drop out.
- Using the high level of player enthusiasm I was able to put together
- my own campaign.
-
-
- Whew, that is enough for now.
-
- Bruce Saul
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Section 3: Article by Rob McNeur
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-
- [Compiler's note: This article was posted in response to Bruce Saul's
- article]
-
-
- As well as that
- (6) If you want to focus on ROLE-playing, check all initial
- characters carefully to ensure that no-one is trying to start
- with unfair characters (in stats or equipment)
- (7) Try and be available to players every day to answer questions
- and do short updates for situations that only affect individuals
- rather than the whole group
- (8) Inform all players of any house-rules in advance, but be willing
- to discuss them
- (9) Before any combats, get a general idea of what each individaul
- intends to try and do and then try and do as many rounds of
- combat as you can or the whole combat if you can do so without
- needing to get back to the players. The smoother it flows, the
- more the players (and the DM) enjoy it.
- (10) Remember rule 1 ! Always do everyone's dice rolls yourself.
- It really does save arguments, and any players that don't want
- to play that way are probably going to argue about anything
- anyway.
-
- (11) Try and ensure that the DM's email account is going to outlast
- the duration of the game. There is nothing more frustrating to
- both players and DM than the game getting halfway through and
- having to be dropped due to an email account closing down.
-
- (
- / \
- / )
- >>---|-> get my point ?
- \ )
- \ / Rob McNeur
- ( Rob@ccc.govt.nz
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-