Storygames and Play-by-Post

Storygames and Play-by-Post

Storygames and Play-by-Post

I’m looking to see what Storygames can be played in PbP style. I’m fortunate enough to be involved in an AW PbP being run by Richard Rogers , but I can foresee some of the difficulties that lie ahead which,  I venture to speculate, should be much like those encountered in trad games, with the exception that combat and conflict resolution should prove much smoother to resolve, given the PbtA mechanics, which involve less fiddly bits than more tactical trad games.

On the other hand, I’m running a game of Swords Without Master as a PbP, and I am having a ridiculously easy time of it, courtesy of the excellently codified rules of SWM… namely, there is a precise order in which narration proceeds: Pass the conch shell, Lord of the Flies-style. 

I’m guessing (as I am new to this genre) that many Story games provide particular challenges that may preclude PbP style play. If there is no Pass the Conch Shell procedure, how would posting proceed?

So, I’d be interested to learn: 1) Does anyone have experience with other storygames in PbP format? 2) What other games have a pass the conch shell type mechanic that could be easily adapted to PbP?

Thanks!

EDIT  Pass the Conch Shell has the added benefit of eliminating the concept of ‘posting debt’ as I heard Rich Rogers say. It adds the problem of grinding the game to a halt, pending the response of a single player, but this is also seen in trad games, when play freezes at a certain initiative count, waiting for someone’s turn… come to think of it, Initiative is a pass the conch shell mechanic. I was in a very successful PbP trad game where a large section was run on initiative order, being used by the GM as a countdown clock for a pending doom…

36 thoughts on “Storygames and Play-by-Post”

  1. (you’re so wrong about my game, and I’m excited to show you that)

    To answer the questions:

    1. I’ve run or played Dungeon World, Monster of the Week, Monsterhearts and Apocalypse World. All of the PbtA games are super in PBP.

    I’ve failed with Archipelago III, but I think it might work with experienced players maybe?

    I’ve also run Don’t Rest Your Head, Breaking the Ice, Lacuna Part 1, Lady Blackbird, and PDQ (does that count as a storygame?).

    2. I don’t know SWM well enough to know what other games use this “pass the conch”, so I don’t know what games to suggest.

  2. (you’re so wrong about my game, and I’m excited to show you that)

    To answer the questions:

    1. I’ve run or played Dungeon World, Monster of the Week, Monsterhearts and Apocalypse World. All of the PbtA games are super in PBP.

    I’ve failed with Archipelago III, but I think it might work with experienced players maybe?

    I’ve also run Don’t Rest Your Head, Breaking the Ice, Lacuna Part 1, Lady Blackbird, and PDQ (does that count as a storygame?).

    2. I don’t know SWM well enough to know what other games use this “pass the conch”, so I don’t know what games to suggest.

  3. Thanks, Richard Rogers ! By all means, show me the error of my preconceptions 😀

    From what I’ve read of PDQ, it shares so much with Fate that I guess it would run very similarly. To me that says more Indie than story game-y, but I think that, in my ignorance, I’m throwing around terms that are probably loaded with meaning… I lack the vocabulary to describe the difference between, say Archipelago or SWM and PbtA, but to me, they’re completely different animals.

  4. Thanks, Richard Rogers ! By all means, show me the error of my preconceptions 😀

    From what I’ve read of PDQ, it shares so much with Fate that I guess it would run very similarly. To me that says more Indie than story game-y, but I think that, in my ignorance, I’m throwing around terms that are probably loaded with meaning… I lack the vocabulary to describe the difference between, say Archipelago or SWM and PbtA, but to me, they’re completely different animals.

  5. Indeed games where you can resolve conflicts in a single roll instead of a long procedure are way more convenient for play by post. So PBTA games aren’t a bad choice.

    Without a codified passing the conch mechanic I usually try to only post when everyone had a chance to react. Or in the order it makes sense with actions snowballing. In more traditional games the GM often has the responsibility to advance the narration and to make sure everyone gets a post in. Which can mean slowing it down sometimes.

    But I have more experience with Trad Games and Freeform when it comes to PbtA than more “indieish” story games.

  6. Indeed games where you can resolve conflicts in a single roll instead of a long procedure are way more convenient for play by post. So PBTA games aren’t a bad choice.

    Without a codified passing the conch mechanic I usually try to only post when everyone had a chance to react. Or in the order it makes sense with actions snowballing. In more traditional games the GM often has the responsibility to advance the narration and to make sure everyone gets a post in. Which can mean slowing it down sometimes.

    But I have more experience with Trad Games and Freeform when it comes to PbtA than more “indieish” story games.

  7. I’m running Vast & Starlit with three other players, and it’s been a blast. Taking out dice and inserting in short, tightly-constructed scene framing works in the favor of play-by-post format. Sharing and passing off narrative authority in a not-GMful game like this doesn’t hurt, too. We’re playing over Google Docs, by the way.

  8. I’m running Vast & Starlit with three other players, and it’s been a blast. Taking out dice and inserting in short, tightly-constructed scene framing works in the favor of play-by-post format. Sharing and passing off narrative authority in a not-GMful game like this doesn’t hurt, too. We’re playing over Google Docs, by the way.

  9. Archipelago might have some problems. You are a lot of the dynamic of the phrases. Of course the can come after a post. But it turns into a very different game then and you either have to break up scenes a lot or have people explain where exactly they want to use the card after a post.

    You might need to learn a new dynamic for online Archipelago.

    Thinking about it Lovecraftesque migth work well. You have kind of a passing the conch thing with the scene rotation and the main character role and the GM role defined with other players providing things loike scene dressing and dialogue. So it should be pretty clear when someone can post.

  10. Archipelago might have some problems. You are a lot of the dynamic of the phrases. Of course the can come after a post. But it turns into a very different game then and you either have to break up scenes a lot or have people explain where exactly they want to use the card after a post.

    You might need to learn a new dynamic for online Archipelago.

    Thinking about it Lovecraftesque migth work well. You have kind of a passing the conch thing with the scene rotation and the main character role and the GM role defined with other players providing things loike scene dressing and dialogue. So it should be pretty clear when someone can post.

  11. Not PbP, but Callisto has an interesting approach to the problems of online games (mechanics and turns) by doing away with the need to wait and making the mechanics dice-less.

    Everything is determined by writing letters (email between two players and the moderator looped in) and reading the News. The news is collected from the letters by the Moderator. Each character has a Narrative Authority, final say in an area, and the Truth of things in that area, and at least one goal.

    The Mod pulls out what is True and that becomes the News. Everyone can read the news.

    To accomplish their goals players need to write letters and follow the news.

    You may end up waiting a bit for a response, or never get one, but merely sending a message within your Narrative Authority is enough to have an effect in the game.

  12. Not PbP, but Callisto has an interesting approach to the problems of online games (mechanics and turns) by doing away with the need to wait and making the mechanics dice-less.

    Everything is determined by writing letters (email between two players and the moderator looped in) and reading the News. The news is collected from the letters by the Moderator. Each character has a Narrative Authority, final say in an area, and the Truth of things in that area, and at least one goal.

    The Mod pulls out what is True and that becomes the News. Everyone can read the news.

    To accomplish their goals players need to write letters and follow the news.

    You may end up waiting a bit for a response, or never get one, but merely sending a message within your Narrative Authority is enough to have an effect in the game.

  13. Thanks for recommending Callisto. I can’t believe that I just got invited to a game that a friend is starting up. Talk about coincidences!

  14. Thanks for recommending Callisto. I can’t believe that I just got invited to a game that a friend is starting up. Talk about coincidences!

  15. Excellent coincidence! Now to shamelessly ask if this excellent friend, truly an unalloyed hero, is recruiting for this game and responds well to compliments.(edited to suck up)

  16. Excellent coincidence! Now to shamelessly ask if this excellent friend, truly an unalloyed hero, is recruiting for this game and responds well to compliments.(edited to suck up)

  17. Hey, guys. Just spoke to my friend who’s trying to get a Callisto game going. He’s hoping to get more players. So if anyone’s interested, please let me know. I’ll start a recruitment thread on the Hangouts group. 

  18. Hey, guys. Just spoke to my friend who’s trying to get a Callisto game going. He’s hoping to get more players. So if anyone’s interested, please let me know. I’ll start a recruitment thread on the Hangouts group. 

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