Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Looking for advice from sage KF DMs.

Some people I've not played with in a while have expressed interest in playing via Discord using a play-by-post style system. This would be good for them as it means there wouldn't be a need to sync schedules. They would just add posts when they feel like. I have my doubts that it could work.

Obviously I'd have to use a very rules lite system, though which I'm not sure. Part of me is even tempted to reduce combat to single roll resolution because I'm imagining a situation where combat takes weeks of real time as we wait 8 hours for someone to take their turn, only to miss or do minimum damage, then wait another 12 hours for the next guy and so on.
Yeah, the only way this works is if everyone involved has their shit together, thoroughly reads everything that's posted, and responds in a timely fashion, and that can be a big ask. If you are 110% sure these people can meet those requirements, it's worth a try, but if one or more of them is the sort who tends to forget to respond to messages or is generally flaky, I would say it's not gonna work.
 
If people have radically different time zones and such, then play by post is going to want to avoid large group fights and such. You can try and run a setting in such a way that it's easy to justify someone's character not being present at a moment's notice, but even with play by post stuff you're still going to want to communicate with people about when they'll be around for something more than a sporadic message. I'm currently involved with a hybrid game where there is a scheduled meetup but a lot of less pressing downtime stuff is just done in text between games, and that's working fine.
 
Looking for advice from sage KF DMs.

Some people I've not played with in a while have expressed interest in playing via Discord using a play-by-post style system. This would be good for them as it means there wouldn't be a need to sync schedules. They would just add posts when they feel like. I have my doubts that it could work.

Obviously I'd have to use a very rules lite system, though which I'm not sure. Part of me is even tempted to reduce combat to single roll resolution because I'm imagining a situation where combat takes weeks of real time as we wait 8 hours for someone to take their turn, only to miss or do minimum damage, then wait another 12 hours for the next guy and so on.
You're on the right track there. You can do more complex systems, but for that you'll need a round timer. Tell them: if you don't declare your action until <timestamp>, your character makes a basic attack against their closest enemy. And have the DM doing all the rolling, so the entire turn happens within a single 12-24 hour period.

After that, all the usual hacks for speeding up and shortening combat apply. Have enemies flee, surrender or be overrun when they take too many losses, use 1 HP (or equivalent) minions so any successful attack takes them down, and double both incoming and outgoing damage.
 
You can try and run a setting in such a way that it's easy to justify someone's character not being present at a moment's notice
How would you do that? I've run mission style games where a player not being present for a session could be handwaved (imagine something like MASK, Star Trek, or the Mission Impossible TV show where a different team of specialists is formed each episode, but with recurring characters.) But justifying disappearing at a moments notice I'm not sure.

Closest I can think of is just having characters fade into the background.
 
I think I might've found a worse RPG podcast on YouTube. Even without the retarded political takes. They are 40-year-old boomers trying to be zoomers. The forgotten realms' episode they spent over 10 minutes talking about a board game based on jaws in a 40-minute-long episode. Then the review comes down to the forgotten realms. The setting is more boring than even the boring Greyhawk and Dragonlance. Spoiler alert, they hate every Dungeon and Dragons setting but spelljammer and planescape. They hate Dark Sun and Ravenloft for being too different from D&D setting and tone wise. Other hot takes on different games are just as bad. They think the setting of cyberpunk 2020 is too depressing and Shadowrun too serious. Rift has too much content and freedom.
 
they hate every Dungeon and Dragons setting but spelljammer and planescape
Why do those get a pass?

I'm no expert, but I thought Spelljammer was the goofy setting with musket weilding space hippos, and planescape is all abstract and weird? How are those less of a departure than, say, Ravenloft with is DnD but with gothic archways?

They think the setting of cyberpunk 2020 is too depressing and Shadowrun too serious.
Retarded take if true. The major problem I have with Shadowrun is that the magic overshadows and overly dilutes the cyberpunk stuff. I don't see how Cyberpunk 2020 is depressing because it's basically the world live in today, but with cool jackets and chainsaw arms. ...Okay, I've convinced myself Cyberpunk is depressing. Good take.
 
The major problem I have with Shadowrun is that the magic overshadows and overly dilutes the cyberpunk stuff.

1709084840176.gif 1709084890693.jpeg
Honesty the magic feels unnecessary to the Shadowrun setting. Even the fantasy races and monsters could've easily been explained by the widespread spread of civilian gene splicing. Even the magic could've easily been nanotechnology machines and psychic powers in the universe.
 
Looking for advice from sage KF DMs.

Some people I've not played with in a while have expressed interest in playing via Discord using a play-by-post style system. This would be good for them as it means there wouldn't be a need to sync schedules. They would just add posts when they feel like. I have my doubts that it could work.

Obviously I'd have to use a very rules lite system, though which I'm not sure. Part of me is even tempted to reduce combat to single roll resolution because I'm imagining a situation where combat takes weeks of real time as we wait 8 hours for someone to take their turn, only to miss or do minimum damage, then wait another 12 hours for the next guy and so on.

Use side-based initiative. Everyone states what they're going to do. Then you send out the results in a single email. If something conflicts - e.g. the Fighter kills the orc before the Wizard pops off magic missile, just make it clear that you'll resolve it in a fair way, like have the wizard cast magic missile at a different monster, or retreat, etc. But you won't be going back and forth via email to fix things.
 
I'm no expert, but I thought Spelljammer was the goofy setting with musket weilding space hippos, and planescape is all abstract and weird? How are those less of a departure than, say, Ravenloft with is DnD but with gothic archways?
From what I have been gathering from the podcast. They like it when games don't take themselves seriously, but they also like games being grounded by being about characters having full-time jobs in a fictional setting. Instead of games being based around gig economies, because it reminded one of them of covid 19 lockdowns. Not even kidding.
 
Been playing an Awesome campaign of Star Wars FFG RPG set in the Old Republic. Finished our first Campaign a while back and kicking up a new one just this past month.

Been playing a Mandalorian Gunslinger/Tracker. Basically if you combined a Western Gunslinger with a Predator. Got Wrist Blades and a shoulder mounted Blaster Rifle that is completely hands free.

Last campaign we had a speeder chase where we tied a cart to a speeder and used it to launch a Wookie into a tank, had to balance test an elevator, and raided the Jedi Temple on Coruscant were we flash banged some younglings and got into fights with Jedi Sentinels while we where trying to steal Jedi relics.


All in all its a good time.
 
using a play-by-post

No. No no no.
I don't care if it provokes attacks of opportunity, lowers your defenses, and fucks your attack, do not walk but RUN from this.
I cannot think of a PBP that has made it out of the first module, many fail by like 3rd or 4th round of combat. The only PBP things I have seen with any longevity are narrative games with few-if-any-rules.


That said, this the TTG games thread and if we were going to good, sensible things that made sense and were a good use of time we wouldn't be in this thread. So time to focus on harm reduction.

First thing is you need a dicebot or similar. There are some websites (or were at least) that would do GUID'd dice rolls, but there are dicebots you can invite your Discord. Of course this comes with the usual caveat of the dicebot is not in your server and by necessity sniffing your packets. You can do things to limit this like make the dice bot a custom role with privileges only on a "roll here" channel, or do what I have done with is just have a separate server with the bot just for dice roles.
I believe the one I most recently used was "Dice Maiden" or something and my bank account if hasn't been stolen.

Anyway, I would also recommend you move to something with THAC0. The reason for this is THAC0 can act as a "save vs. damage" for PBP - this way your players are rolling nearly everything and you're basically just narrating and confirming hit or miss (and IIRC one of the dice bots I was working with could be told what target numbers for rolls and respond hit/miss)

And as others have said, unless you want your first combat to drag for years, you need to have mandatory "respond by X:XX GMT XX/XX/XXXX or your character autobattles"

Do everything possible for combat speed:
Side based initiative, lower HP for PCs and monsters and probably lower attack damage. In fact maybe just use static damage values.


Actually if you want to do a test run to see if anyone will flake out loljk someone will flake out, so if you want to see WHO will flake out first and how soon, get yourself a digital version of the Castle Ravenloft boardgame (actually maybe do Tomb of Annihilation because it has progession) to run the players through: Its cooperative, most attacks deal 1 damage and most monster have 1 or 2 HP and monsters have open stats and logic.
If your group can't PBP a Ravenloft adventure, they will never get anywhere with something more complex.

The other issue I'm going point out is PBP really kills one of the best things about TTRP, which is the party coordinating. If people are just logging on once a day to do whatever, it limits the options they have to give ideas and get feedback.

If you're doing PBP, I'd recommend something more adversarial in nature where the inability to talk before acting with fellow players is less of a liability.
Diplomacy is popular for this sort of thing - you could just reskin the board to be about orcs and elves or w/e.
 
Last edited:
How would you do that? I've run mission style games where a player not being present for a session could be handwaved (imagine something like MASK, Star Trek, or the Mission Impossible TV show where a different team of specialists is formed each episode, but with recurring characters.) But justifying disappearing at a moments notice I'm not sure.

Closest I can think of is just having characters fade into the background.
You're never going to get that sort of total drop in/drop out without something tailor made for it and the mission style/mercenary thing certainly helps out, but even when a session ends mid event you can often find an unglamorous task that the character would be suited to and just say they're doing that if you need to justify slotting them out. It is a little difficult for me to give examples of this that aren't overly specific, and you're always going to have some situations you can't work your way out of.
 
View attachment 5763180View attachment 5763184
Honesty the magic feels unnecessary to the Shadowrun setting. Even the fantasy races and monsters could've easily been explained by the widespread spread of civilian gene splicing. Even the magic could've easily been nanotechnology machines and psychic powers in the universe.
The magic is the conceit of the setting, "what if we put D&D in our Cyberpunk?" was the whole basis for it, so that's what you wind up with. Can you easily remove/retcon it? Sure, if you want. But unless you're a big fan of the system itself, at that point you may as well just find any generic cyberpunk genre RPG to play.
 
The magic is the conceit of the setting, "what if we put D&D in our Cyberpunk?" was the whole basis for it, so that's what you wind up with.
Unexplained Genetic Expression is one of the most lazy writings I have seen in a role-playing game. I understand magic returning mysterious but magic races being born out of nowhere, dumb when the cyberpunk lore alone has nanotechnology and advanced Genetic engineering. If you are not going to explore magic and magical races, those elements stick out like a sore thumb. In particular, the newer edition introduces BLM bullshit in a setting where orcs and elves exist.
 
Unexplained Genetic Expression is one of the most lazy writings I have seen in a role-playing game. I understand magic returning mysterious but magic races being born out of nowhere, dumb when the cyberpunk lore alone has nanotechnology and advanced Genetic engineering. If you are not going to explore magic and magical races, those elements stick out like a sore thumb. In particular, the newer edition introduces BLM bullshit in a setting where orcs and elves exist.
That's not an argument against UGE, it's an argument against shitty writers after all "nanotech did it" is fundamentally no different to "magic did it" unless you have good writers to spin it how/why either did it.
 
https://youtube.com/watch?v=eAyIHqjsVYghttps://youtube.com/watch?v=E4UILOrqZAshttps://youtube.com/watch?v=JlHfRkUVcf4I think I might've found a worse RPG podcast on YouTube. Even without the retarded political takes. They are 40-year-old boomers trying to be zoomers. The forgotten realms' episode they spent over 10 minutes talking about a board game based on jaws in a 40-minute-long episode. Then the review comes down to the forgotten realms. The setting is more boring than even the boring Greyhawk and Dragonlance. Spoiler alert, they hate every Dungeon and Dragons setting but spelljammer and planescape. They hate Dark Sun and Ravenloft for being too different from D&D setting and tone wise. Other hot takes on different games are just as bad. They think the setting of cyberpunk 2020 is too depressing and Shadowrun too serious. Rift has too much content and freedom.
So I've decided to take a listen to their Dark Sun podcast, since we've also covered it at one point, and it's a pretty big shitshow. I think the biggest case against them as players or as GMs is that they like this one Swedish RPG simply because it allows them to recreate the 1980s where they were there man. They also mention that they liked running it in the town they grew up in, even as they lied about how it really adds to their visuals. It really tells me just how creative they are as a whole; they can't envision anything but what they explicitly have seen, and are so parochial they only show hype when it relates specifically to what they can see. They even try to argue that this is a way to share life experiences, which is what the fuck.

Also apparently they find making characters "boring as shit", which I find odd for a group of people who've allegedly gamed for that long. My experience is that designing a character concept and putting it down is among the more fun moments before the actual adventure. But to them they just see it as tactical fiddly work, and apparently these idiots don't talk among themselves when they do it. They then less than a minute later claim to have fun making characters... okay.

Also very fucking damning they're proud of the GM not using dice, and just being the narrator for their shitty story. Reminder these people allegedly played DnD for 30 years.

Oh, I should mention they wasted over a third of the run time tarding on about this Swedish lite RPG called "Tales of the Loop" rather than the fucking setting they use as the title.

So anyways what do they think of Dark Sun? They hate it for petty reasons. They hate that the magic equivalent is mostly psionics, which is amusing since they're less broken than normal casters even outside of Athas. They also clearly forget that you can be a mage that seeks to preserve rather than ravage; you'd just be feared and hated by locals. They then try to use the well known fact that Lorraine Williams refused to allow play-testing since she was a shit CEO who only wanted to line her pockets, but that's a case of okay, same issue's with Spelljammer, which they like. But the core of it is literally this: It doesn't look like the DnD they want... even though Spelljammer is basically Buck Rodgers made out of spite.

It's also retarded given they took a game made by the Swedes and made it look different by taking it to their shitty 1980s New England. Also apparently you can't be scary with DnD, so Ravenloft is bad. Last thing I'll chart since they have no good arguments is that the modules and support is lacking, but given the hypocrisy for doing this with "Tales of the Loop", pardon me for just telling them to suck it up and invent your own adventures in between the module to get to the levels needed.
 
The other issue I'm going point out is PBP really kills one of the best things about TTRP, which is the party coordinating. If people are just logging on once a day to do whatever, it limits the options they have to give ideas and get feedback.
He said the idea was to play over Discord, which means besides the channel dedicated for the in-game narration, there can be an OOC channel for the players to coordinate and chat between posts. So that part at least isn't a problem. In fact, I've seen PBP games being played like that without much trouble, although the GM needs to be good at keeping things moving, and the players need to trust the GM will have the characters do minor actions like looting and searching on their own.
 
He said the idea was to play over Discord, which means besides the channel dedicated for the in-game narration, there can be an OOC channel for the players to coordinate and chat between posts. So that part at least isn't a problem.

Back in the day I ran some successful text chat games on IRC. That's not play-by-post, because everyone would be logged on at the same time for a couple hours and could talk/coordinate in the OOC channel during session as well as hop on before/after/between sessions if there was something pressing going on.
Having a set session time where everyone is on is exactly what @Judge Dredd 's group wants to avoid from the description I read.

The problem with PBP is everyone wants to log in once a day/once every other day (if even that) so if there's the OOC coordination thread/channel, there is zero opportunity for back and forth unless you pause the game for a day or two while the OOC chatter & decisioning happens. This means everyone not involved is waiting, interest fades, etc.
The best you'll get without the game grinding to a complete halt is people announcing what they are planning to the OOC and everyone else has to pretty much roll with it because that person won't be around to respond for like 12-14 hours.
 
Also apparently they find making characters "boring as shit", which I find odd for a group of people who've allegedly gamed for that long. My experience is that designing a character concept and putting it down is among the more fun moments before the actual adventure. But to them they just see it as tactical fiddly work, and apparently these idiots don't talk among themselves when they do it. They then less than a minute later claim to have fun making characters... okay.
They don't actually like RPGs, they just pretend to because it is hip and trendy. They are gentrifiers trying to shove their own preferences into an established neighborhood.
 
Back
Top Bottom