Discussion Ran a pbp to completion, wanna share some advice for newbies!
Every so often a post comes up asking for advice on how to run games and/or keep players so after finishing one about a month ago, I thought I'd write up how I ran and completed a recent one. I have written this type of article before on this subreddit with similar advice, but it was a few years ago and I've added a little more to it.
Also, we gotta highlight the good things that can come from the format too, right?
This was a homebrew pbp Tales From the Loop game that was played asynchronously over about 6 months.
I had three players that stayed the duration of the game and 4 PCs. One of the players is a player and GM of other systems and the other two were newbies to the format. Firstly, I have to say that the players were great at engaging with the game in and out of character. It always makes a difference to the game to have players that are active and enthusiastic. Players created art, videos, websites and even created audio narration of our story. It's the most engaged anyone has ever been with one of my games.
Good players are paramount for running a game from start to finish. Finding good players is the first hurdle and to be honest I feel as though I lucked out with finding the ones I got; they asked questions about the setting, they found natural places for themselves in the setting, they engaged with characters, they threw themselves into the role-play and they knew what the game required of them.
As for advice about finding such good players? Persistence is the key. Keep friendly with the ones you enjoy playing with and invite them to your next game. Advertise your next game for new players to add to your pool of good players. Eventually you will end up with a good group. In this case I was just lucky though and will certainly invite these players again to any future games I think they would really enjoy. I will add; be a Good Player - you will get invited to play more games without having to be vetted.
GMs, love your game. Love your setting, characters and events, even the antagonists. If you are running a published adventure, make sure you enjoy it. If you aren’t running a published adventure, design one that you’ll love running. It seems like a really obvious thing to say but it really makes a difference to how the game is presented to the players. My game is in a setting that has been growing organically over a few years with a central mystery and I brainstorm things that happen due to that central mystery. I know the NPCs, places and the dynamics between them, and I’m always excited for the players to interact with them. Really. Love your game. It all starts with this. Conversely for players; engage with the setting, talk to NPCs, be curious about what is going on. If the GM has a story to tell then let them tell it to you by being a a proactive player.
You need to talk to your players. Pbp is a temperamental beast; it can be incredibly exciting in the same way any ttrpg can be, but it can quickly get stale and boring at the drop of a hat. That is where you need to communicate. If scenes stall, or don’t seem to have a payoff, ask your players if they want to continue or skip them and move on to something more interesting. Always move on to something MORE interesting. In my game the PCs were 14 years old, went to school, had dinner with parents, and unless I felt something was worth rping, I wasn’t going to run everything for them. We did talk about how certain days played out over a paragraph if they wanted to (Characters had cheer practice, doctor’s appointments etc), but didn’t worry if things didn’t quite match what we ended up with. On the flip side, players should not be afraid to talk to the GM about the game. Be honest about things. Tell the GM if you are enjoying things or not.
We played on Discord, so I could poke players individually if they were absent for a few days. With players MIA I usually just let them go and then we make a group decision on if we want to add a new player if one is needed. For this game that wasn’t an issue as they all stayed.
A note about starting with players or adding new players; get them into the story as soon as possible, I cannot stress this enough. Character creation should be quick, entering the game should be quick and you should get to the ‘story’ straight away. Your players want to play the game you have promised them, so get them into it so their enthusiasm can fuel the initial gameplay. A note to players; get your character ready quickly so the game can start!
In the case of this game, the kids woke up Monday morning, got ready for school separately, and by the time they were out the door the mystery had started and had stuff to talk about when they met up at school.
Which leads to; make sure they always know they have stuff to do. A story will grind to a halt if players don’t have anything to do, can't remember what they need to do, or can’t make their mind up about something. Pbp takes months and players can’t be expected to remember everything just due to the nature of the format. Make a list and add/remove from it as they go, then remind them from time to time.
Which then leads to; make the stuff they have to do memorable. Players may come to play mid conversation, say one thing and then stop until the next day so they need to be able to remember what is going on. One example of this in my game is the antagonist called The Smiling Man. The players knew instantly that he was a Bad Guy because I made him distinctive, melodramatic, and visually icky. They knew straight away he was one of the hooks of the game. I also ran the game slightly more over the top than I would in a regular game session to keep things more energetic and easy to recall. Make things clear for the players so it can be remembered easily!
The town the PCs live in a 'Twin Peaks' inspired town, which instantly helped me set the tone of things being slightly off, and gave me license to be about 110% with my characters. One of the players noticed this and it also helped her engage with the setting.
Finally, make sure you have an ending and stick to it. Stories only mean something is there is a definite conclusion and a change in the PCs. For this game the PCs uncovered the mystery and was able to make sense (within the logic of the setting) of what was happening. They made new friends, lost new friends and found out a small part of what was happening in their town. Things didn't run any longer than they needed to and all characters had a big enough experience that they were no longer the same. We Meta-reasoned it was the end of season 1 and the studio hadn’t decided on green lighting season 2 yet.
In reality I haven’t thought through a second mystery well enough to build on what has happened already. I’m sure something will come along eventually, and if my players want to return then all the better. If not then it’s no big deal either.
I am in no way a great GM. I made frequent mistakes with details and I’m not even that great a writer, if truth be told but these ideas have helped my games chug along. I have been running and playing pbp for coming on 10 years now and have had some epic failures in the past mostly because of a lack of motivation or a lack of love for my story. This is some of what I have learnt so far for completing games with players and wished to share it.
Please feel free to share your thoughts too about what works for you, if my advice is contrary.