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Old 08-19-2021, 02:20 AM
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ChalkLine ChalkLine is offline
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Running Text-Based Twilight 2000 Games.

Many times we've all been stinging for a game but can't organise a tabletop campaign. T2K is by definition more of a campaign game due to its resources management and travel focus so one-off games usually don't do the trick. As such we often think "hey, I'll just run this online on RPOL or something". Lots of people have, and I encourage you to join one, but what makes it difficult to run in a one-off session is also what makes it very hard to play as a play-by-post or play-by-e mail game. This is because the medium is incredibly slow.

I mean *really* slow. It took me five years to run a very detailed game with two to three "Turn Posts" a week to get the players together, do a small investigation, clear a small group of marauders from the environs of a bridge and then deal with a counter attack. So this brings us to our first rule:

Keep It Small

You have to have small, compartmentalised adventures. They have to be easily resolvable because you will have players either go missing for a while or disappearing entirely. A long campaign is simply impossible given the level of detail that T2K involves unless you are going to gloss over much of the richness of the campaign.
So instead of a long adventure you instead have several small adventures that link to each other. The idea here is that if the thing goes on too long some players will simply become too fatigued to deal with it and drop out. This also gives the players a bit of autonomy; they finish up one area and then can choose the next direction from the choices you give them. Always keep in mind what the next scenario will be however, because here is where the next thing comes in:

Foreshadowing

This goes for any game but is vital for text games. "Foreshadowing" is a literary term for where the writer introduces a plot element early so the reader gets used to it and when it finally features in the script it seem natural that it should occur. If your next scenario features marauders then have survivors of one of their attacks be a feature of some of the NPCs. This links the scenarios together in more ways than just exploration. Foreshadowing is great for mysteries, introducing NPCs and laying the groundwork for large events. Due to its plt-setting nature it makes things seem like to campaign is "alive" and doesn't freeze when the players turn their back.

That leads to the next bit:

The Living Campaign

Because text-based games have to be very focused and you have to provide lots of information in an economical form that doesn't make the reader's eyes glaze over, the important work of giving the feeling that the world is alive and doing other things has to dealt with in most posts, it's not something you can forget and just dump on the players later. In a firefight they should hear artillery off in the distance. When travelling they might hear shooting in the hills or see tracers at night. This needs a bit of practice because it can also be distracting and confusing, the player suddenly doesn't know if a mortar duel twenty kilometres away is landing on their convoy or not. Have one of the last surviving helicopters fly across the far north, its rumbling rotors waking them from their sleep. In one game I had a trio of cruise missile flash over the brigade they were in and keep going. They were headed for France but the players never found that out.

Firm Rules.

Finally I'm going to post my two-decade old play-by-post rules here. Each has a little explanation of why the rule was needed that is usually omitted from the rules page when I play.

Jim's Play-By-Post Rules

1) Do Not Meta-Game
"Meta-Gaming" is where a player uses information or knowledge not available to their character.
This is not that much of a problem any more and usually is exhibited by excited and enthusiastic players. As text-based games are slow many players try and be in as much action as possible or access information (such as another player spotting a sniper but being unable to warn his companions) that is not available to them.

2) Do Not Lie to, Cheat or Steal From Other Characters.
The basic social agreement of gaming is that players will work together. The game is dangerous enough for the characters without their colleagues actively trying to get them killed. Also note that while this sort of behaviour might seem like fun role-playing many players approach this as a relaxation from such behaviour. Please be considerate.
This is a new rule because, hey, I'm 56 and what was cool and edgy when I was 20 is tedious and offensive now.

3) Be Aware Your Actions Have Reactions.
You are not an island, mistreating NPCs will eventually get out, you will find it difficult to interact peacefully with the world if you have a reputation for torture or murder. It's a tough world but there are obvious over-reactions that will impact negatively on your reputations, you have been warned.
I'm not a big believer in making examples of players but sometimes you have to show that the PCs are not always the biggest dog in town, and if they have a bad reputation those big powers will seek them out.

4) You may NOT kill or attack with intent to harm another PC without prior GM approval.
The GM reserves the right to make an empathy roll, if you fail this roll you cannot bring yourself to harm the other player, although you're more than welcome to be bitter and nasty! The GM may well re-roll this without your knowledge as time and the campaign goes on, so you may 'be pushed too far' and be told that you are ready for violent confrontation, but PCs aren't permitted to open up on other PCs willy-nilly.
I use the Cyberpunk 2020 rules (without classes) and one of the statistics is "Empathy". This statistic is you interpersonal stat and is quite important in play, and it's also the sort of "shield" the players has against becoming the evil they strive against. While I hate alignments I think we can all agree that evil really does exist in the world and generally the players are opposed to it. I had to boot a guy who just up and shot another PC during an argument over a triviality, and then another guy used the new 'no attack' rule as a way of sheltering his own poor interaction, thus it was modified again. I try and make it clear that while a player knows that a gun can only do so many "hit points damage" the *character* only sees a deadly weapon.

5) Turns: The GM posts Two times a week, Australian Tuesday and Friday
You must have your response in before then or you are NPC'd for that turn. If you miss three turns without telling anyone, your PC is 'walked offstage' and out of the game. If something catastrophic has occurred, your PC is then brought back on when you can play again.
Turn Posts are different to just posting. The Turn Post moves the action along and is exactly the same as ending a round of combat, and is used for just that during combat. This gives players a firm idea of when things have to be achieved by and how long they can discuss things. Also, people were dropping out without warning or not responding and holding up turns for weeks. I picked twice a week because I had those days off more than any other reason. We had a guy who had a house fire, so you could hardly blame him for not posting, but others just vaporised and I needed a system for everyone to know when they'd be cut out. After this I always was given good warning that a player would have to miss turns

6) Players MUST answer other players
You should always answer any speech directed at your character, even if it's to only post something like 'I ignore John.'
If this isn't instituted some players aren't answered and are stuck waiting for a response, missing turns and slowing everything down. Sometimes this turns into the dreaded 'talking to the air' where players address the air rather than be held up.

7) PCs must NOT 'think aloud' about other PCs. Never post 'Fred thinks John is a total jerk, his plan is stupid and will get them all killed.' etc. It's cowardly, the other player gets no right of response, role-play out your differences and resolve them on the board, that's the name of the game.
We had a rash of this; I had to stamp on it because I was getting a lot of off-list complaints. It's a pernicious thing that many players fall into, the other way of doing it is the PC speaks to an NPC while well away from everyone else, but it amounts to the same thing.
- When in combat, post a combat summary after your post.
The summary looks like:
Who you are,
Where you are,
What you're using,
What you're doing.

Such as:
Private John
In the ditch, crouching, by the wrecked BTR.
M16A2, 5 magazines
Covering Private Fred's advance to the gully.

9) A Rules-Speak Paragraph is A Good Idea.
If you post a long and descriptive turn, you may want to follow it by a 'rulespeak paragraph' after your turn - but before your summary - if you're concerned the GM may get it wrong. Don't skimp on your descriptions, they're the meat of the game, but sometimes a quick clarification of the 'round 1: run to barn, round 2: ready bow, round 3: shoot at brown-haired bandit’ makes things amazingly easier for me to GM out and I hate it when I make mistakes about your intentions.
I know it's hard to come up with thrilling narrative every turn, but please try and make longer posts of good descriptions of your actions for a few reasons. Firstly, they get me really enthused to write the story for you. Secondly, they add so much to the game. Thirdly, fifteen separate posts of "yes", "no", and "maybe" tends to "spam-out" people in different time zones, they get up and there's a hundred posts of drivel that they can hardly inject themselves into. It also is amazingly confusing to GM.

10) Trim your posts.
Only have in your post the text that you are responding to or relates to your post, and only respond AFTER the text and not before.

11) Colour Your Speech.
When your PC talks, the text of his comments should be enclosed within inverted commas and the text should be Blue, this is so other players can sort your conversation from your descriptions. However, if a character thinks something they are written the same way but they are in italics; "such as this."
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