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…

Sword and Sorcery Fate: Session 3

Sword and Sorcery Fate: Session 3

Sword and Sorcery Fate: Session 3

Ran another session of the game. I am feeling like Fate Freeport adds a level of complexity that is unnecessary to the genre… namely weapons with damage modifiers and armor as free taggable aspects. The concept is great, for a D&D game, certainly, where gear plays a prominent role.

For S&S though? I think it’s just more math into the equation. Conan can kill you just as dead, and just as easily with a broadsword, a tulwar, a dagger, or his bare hands… He can be wearing chain, furs or going au naturel, and he seems to avoid bodily injury with the same degree of success…

My players, however, seem to love the idea, so, we’re going with it…

We had an interesting combat scene that again highlights my ambivalence with the system. 

A PC had a single combat duel with an NPC, naked save for loincloths, armed with short spears, standing on a large tree trunk across a 15 foot deep pit, with an angry gigantic centipede waiting at the bottom .

On the one hand, I don’t think we could have used a better system for this combat, unless there’s a S&S PbtA game out there that I’m not aware of.

On the other hand, combat exchanges would become sort of a bidding war. Initial totals were rolled and calculated, then it was: “He tags the Slippery When Wet aspect of the trunk. Well, I invoke the Off-Balance boost to re-roll. Hmm, still tied. Well, now I invoke my Blood of Elder Giants Runs Through Him aspect, so now I’m winning by two…”

I dunno. Maybe I’m using the mechanics wrong, but after a protracted transaction of this sort, narrating the results is tough. It just takes me out of the fiction. 

A similar thing happened, where the NPC tried to throw the PC off the trunk and into the pit. Fortunately, that ended well, as, after tagging a few aspects, the PC wound up throwing the NPC off the trunk, to a well deserved death by centipede…

Maybe the fix would have been to stop the regular fight mechanics at the point where they began grappling and reduced the outcome from that point on to one roll, Burning Wheel style, discussing the stakes before hand.

Whoever wins this roll, throws the other into the pit… Tag all the aspects you want and can, but it’s all come down to this one moment.

Make Every Roll Count is one of my favorite BW principles. Maybe should have applied it here.

All in all, though, we’re having a fun time.

Okay, just played the second session of my Swords and Sorcery Fate game.

Okay, just played the second session of my Swords and Sorcery Fate game.

Okay, just played the second session of my Swords and Sorcery Fate game… much better. As was suggested to me, I let the players handle all their math and keeping track of their own inherent and generated Aspects. 

In addition, combat involved a single monster, as opposed to a dozen warriors on the previous session (huge mistake). Went really smoothly. I liked it a lot. Three warriors taking on a Demon-Ape, with one of them jumping onto the beast’s back, just like in the iconic image belowl. Very Conan, much ape. Wow.

Short and exciting combat. Hit all the right notes.

There was a short Challenge, involving stealthily stealing some gold ingots from the head priest, while he slept in the chamber. Worked out well.

The one thing that I didn’t like is that we tried social combat before that, to bribe/convince a priest to provide access into a forbidden temple. I don’t know. The mechanics didn’t shine. It seemed really disruptive and intrusive. And I say this as a guy who really likes Duel of Wits in Burning Wheel and conflict mechanics in Mouse Guard…

Still, overall, a much better experience than last time. Maybe I’m getting a better grip on Fate…

Thanks to Richard Rogers  for pointing me in the direction of PDQ#.

Thanks to Richard Rogers  for pointing me in the direction of PDQ#.

Thanks to Richard Rogers  for pointing me in the direction of PDQ#. I had heard of it before, but hadn’t read it. It seems to occupy a place between Risus:The Anything RPG and Fate.

PDQ# is more complex than Risus, but doesn’t deal with the constant Aspect creation that powers Fate.

The use of either 2d6 or 3d6 rolls to resolve conflicts adds an interesting, more level playing field than the simple Cliche dice stacking of Risus, plus incorporates a healing mechanism, which is lacking in Risus. The Fate point economy equivalent in the form of Style dice is very nice and very elegant. 

The fact that the basic game is free, is really nice. Although it is a bit hard to read, it’s only 28 or so pages long. http://www.atomicsockmonkey.com/freebies.asp#pdqs

The fact that the rules come from a Swashbuckling game, focusing on musketeers and pirates is a bonus!  Plus there is a Swords and Sorcery conversion (Jaws of the Six Serpents), with a second book of adventures for that setting is a second bonus to me. (There are also conversions for D&D/Tolkien fantasy play and superhero genre, but that’s less my personal preference.)

It seems Jason Cordova should give this a try sometime, since he seems to be having the same ambivalence towards Fate as me (I want to like it…)

The only drawback is that you’re making me spend money on games, Rogers!!!!!!  😛  Now I have to buy Jaws of the Six Serpents and Swashbucklers of the Seven Skies.

(Yeah, like I really need an excuse to buy new RPGs..)  😀

EDIT: Forgot to add that I really enjoyed how it incorporates story mechanics like Damage generating Story Hooks and other mechanics akin to Compels in Fate.

http://www.atomicsockmonkey.com/freebies.asp#pdqs

Hey, guys.

Hey, guys.

Hey, guys. Gonna try a little experiment: Running Epidiah Ravachol  ‘s Swords Without Master as a PbP. We’ve got 4 players already, and hope to start the actual game sometime tomorrow. Spectators are welcomed. Feel free to visit. Just click the join button and I’ll approve the invite. I think perhaps Richard Rogers will be especially interested, as I hear PbP is one of his particular areas of expertise.

WARNING: Much bitching and moaning ahead…

WARNING: Much bitching and moaning ahead…

WARNING: Much bitching and moaning ahead…

I ran a Fate Freeport game last night, but with a Sword and Sorcery theme. I used the World of Xoth and one of the published adventures in The Spider God’s Bride. I had 4 players on Google Hangouts, using Roll20 to write down Aspects and such.

The tone was perfect for Swords and Sorcery. I credit Xoth for that, as well as the wonderful creativity of my players, who know the genre front and back. Our touchstones for tone were; the Ancient World, Conan, Spartacus (Starz series), Imaro and Tarzan….

Running the game, however, proved no easy task.

It must be said that Fate Freeport is, IMHO, a better version of Fate Accelerated. Instead of the approaches or skills, one uses the classic D&D stats: Str, Int, Wis, Dex, Con, Cha. This cleverly capitalizes on the deeply ingrained D&D knowledge we possess, so we always knew what to roll for each action.

The problem was the overwhelming amount of Aspects that I as the GM had to keep track of. 3 scene aspects to start, plus each action, be it an attack or create advantage, usually generated 1 aspect with at least 1 tag on it. If two free tags were created, that only increased the bookeeping. After a single round of combat (each player acted once, plus the bad guys), you wound up with the original 3 scene aspects, plus as much as 4 new aspects. 

Add to that the convoluted math. +2 for the skill, -2 on the dice, plus tag a boost from somewhere, compared to your roll of +1, plus skill of +3, plus +2 from a stunt, plus a tag from another boost, so you succeed with style, that creates a new aspect with 2 free tags….

I swear it was like running freakin’ Mathfinder, only the combat felt much more exciting, with interesting descriptions, grappling, jumping, throwing nets and stuff you generally do not do in Pathfinder or D&D because the mechanics clearly do not support it. 

Having said that, combat still lasted about an hour… 

I dunno. It was fun, but maybe I just need either to play it and not run it, or just look for a lighter, or more Story Game focused system. Maybe if the math could be more automated… I need to play around with Roll20 and write some better macros. 

TL;DR –  Fun session of Fate Swords and Sorcery, but too much math and Aspects makes even a lite version of Fate still a chore too run. I’m either using the wrong system for me, or I need to get better at it. 

Episode 31-

Episode 31-

Episode 31- 

Wow! I’m on a roll with the Gauntlet here. I discover it about a week ago, find out that one of the games I desperately want to play is Swords Without Master. I buy the rules, read them, and the very next episode has Eppy in it!

Plus: Daniel Lewis keeps raising the bar in Giving Me Life…

Oh, and what did Jason Cordova name his hack? Werewolves Without Hair?

So, Jason Cordova and Daniel Lewis   I discovered the Gauntlet podcast 6 days ago, and it’s been giving me life…

So, Jason Cordova and Daniel Lewis   I discovered the Gauntlet podcast 6 days ago, and it’s been giving me life…

So, Jason Cordova and Daniel Lewis   I discovered the Gauntlet podcast 6 days ago, and it’s been giving me life…

I cannot stop listening to it. I think I’ve listened to 22 episodes so far. As a direct result, I’ve purchased Swords without Master, and downloaded Archipelago 3.

I’ve never played a Story Game before, but I sure intend to start. 

Good job, guys, keep it coming.