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#1 Table Top Versus Forum RPGs

Posted: Mon Aug 11, 2008 1:48 pm
by Cynical Cat
I'm a pretty good table top GM, but as a Forum GM my results are decidedly more mixed. I've been doing some thinking about what has and hasn't worked in games I've been in and here's what I think so far about the differences in a forum game.

1) Forum games are slower by their very nature and that means they lose player interest and momentum a lot easier. The com lag of game mechanics add to this as side stories (interpersonal drama/attention whoring) that involves only a few people but sucks up game time.

2) Less GM control is good. The GM can't easily answer all sorts of little questions in a timely manner as easily as a table top one. In fact even an important question may wait a while for an answer. The players have to have some leeway in this area. They are much larger partners in the story telling experience.

3) More player responsibility for the game. Everyone wants a cool character, but with increased leeway comes the danger of increased chances for power level escalation and munchkinism.

4) It's not about calling hits. The best forum game had plenty of called hits, some against major villains. It was mostly pretty responsible. The telling detail is taking the hits. When players voluntarily take hits or have an enemy seize the advantage, that's when you've hit the sweet spot. If players are in position, however temporary, where they should get their asses handed to them and they post that, then the game is going well.

5) The last few points all relate to trusts, which becomes much more important when dice chucking is minimized and player and GM will become paramount in deciding outcomes. You have to keep it nice, shiny, and corrosion free.

#2

Posted: Mon Aug 11, 2008 1:57 pm
by LadyTevar
I agree with the points you've made, Cat. I'm a bit guilty of the attention whoring as well. :wink:

So how do we keep this sweet spot going?

#3

Posted: Mon Aug 11, 2008 2:15 pm
by Cynical Cat
LadyTevar wrote:I agree with the points you've made, Cat. I'm a bit guilty of the attention whoring as well. :wink:
I'm trying to avoid throwing stones in this thread. This side of my palace is mostly glass.

So how do we keep this sweet spot going?
When we did the 40K RPG with Necronlord, it was mostly a rotating GM thing. What that meant was that we were clear who was GMing what part and that everyone who was active would have their character involved in doing something important. That's the key, I think. No one getting sidelined and everyone having something important on the agenda.

Some players push the game forward more than others. Frigid, for example, often pushes towards major plot points and operations. Lady T likes the interpersonal stuff. And so on and so forth. But the pushers keep the game moving and engaging so you need as many pushers as possible. Thus everyone needs to have something to look forward to and move towards, even if it is an evil GM red herring.

#4

Posted: Mon Aug 11, 2008 2:18 pm
by LadyTevar
Sometimes I feel like I'm doing all the pushing keeping several games running, so I understand what you mean there. :roll:


Do you think a rotating GM would help certain games?

#5

Posted: Mon Aug 11, 2008 2:25 pm
by Cynical Cat
LadyTevar wrote:

Do you think a rotating GM would help certain games?
You need good players, but since that game was my best forum rpg experience I have to say it can work very well.

#6

Posted: Mon Aug 11, 2008 3:28 pm
by Dark Silver
One of the more....Interesting Forum based RPG's I took apart of had multiple GM's, one for each "facet" of the game. It worked to keep most everyone involved, while keeping the GM's themselves guessing.

B4 and Havoc may remember this game, asit was on the URP boards (the Utopia Metaplot game).


Admittedly, Forum based gaming IS slower, and for those of us who expect this, it shouldn't be a problem. The problem comes in if you can trust your players. There are GM's who will let a player have leeway....but when he sees the players excercising that leeway to much, he will step in and take control. There are some GM's who excercise tight control over their games, and some whose only goal is to see the game move forward, and remain lax in their duties.

You cannot come to a Forum based game, and expect it like a Table Top one. Idealy, a Forum based game will go smoothly, the players won't take advantage of the natural leeway a GM may give them, but a GM has to remain attentive as time permits for his game to go smoothly.

Right now, with Mage for example, I'm attempting to run things as tight as I can, without stiffling the players. Will this work out? Don't know. I'm hoping it will, by making use of the dice roll mechanic for the game, it will stop some of the gimpy powergaming some of us are admittedly capable of, and have done in the past.


It's honestly up to trial and error, to see how the best way is. Once you find a "Sweet spot" with the players though, it's diffuclt to stay in that sweet spot. Idealy, if a situation breaks out between two players, it's up to the two to decide on how best to work it out.

Sorry. Rambling. Letme know if this made any sense at all.

#7

Posted: Mon Aug 11, 2008 3:41 pm
by LadyTevar
Made sense to me.

#8

Posted: Mon Aug 11, 2008 3:42 pm
by Charon
One thing that has driven me mad in the few attempts I've made at GMing over forums is the first point. People can disappear for a week, or simply stop showing up at any time, and since it's technically going all the time you never know who is going to be around when. In that regard tabletop is far superior because you have everybody together for a set period of time. Another thing that drives me up the wall is the inability to interrupt people in forums. It is assumed that the heroes will be considerate enough to actually listen to the BBEG's speech of how he is going to destroy them and not simply pre-empt him with explosions and fire.

The second point, interestingly enough, is far more of a problem for me over forums than in tabletop, I'm the kind of GM that runs pretty loosely and I've had sessions where people have not made a single roll.

Point three I think demonstrates that unlike in Tabletop where the GM polices everything in forums you have to have the players policing each other and themselves as well.

Point four, *shrugs* I dunno, calling hits can be appropriate sometimes, but everything boils down to point five.

Trust. Even tabletop games evaporate eventually if you don't have it, but it is even more so over forums where everything runs much much looser. When I pointed out above where I've had session where some of the players never made a die roll, it's because I trust them and because the scene never called for it. The reason I think most forum games die out is simply because you need to have the perfect mix of motivation, good storyline, good players, and a good GM. In tabletop a lot of leeway is available that isn't available here.

#9

Posted: Mon Aug 11, 2008 3:49 pm
by Hotfoot
Trust and common ground are the most important things for Forum RPs, in my experience. I've been doing freeform games of one sort or another for a very long time. Longer, in fact, than I've really done any rules-based systems. It's how I met Marcao, among other people I still regularly chat with.

You're right that the mentalities of tabletop gaming don't strictly apply well to forum games. In fact, for a long time, the freeform games I played in did not have GMs as a general rule. Everyone was a mini-GM and all plot things were talked about with everyone, or were pleasant surprises. When someone did something uncool, we all talked about it and worked it out as best we could.

People in these games often played multiple characters, but the key difference is that these RPs were done in chats, and groups of characters were commonly defined by who was online around the same times as other players. This allowed for seperate plotlines to progress mostly independent of each other.

I have to reinforce here just how much trust is necessary here. Once adversarial lines are drawn, it hurts the group. Other players are commonly brought in as impartial third parties, and in other games, there were nebulous "staff" members who acted to mediate disputes.

Forum RPs are a halfway point between chat and tabletop, in my experience. The nature of the forum allows people from different time zones to take part in the game, to a degree, without being too disruptive to the general flow of the game, which is still slower than chat, but at least at a constant level. The issue, of course, comes up with combat.

Combat requires that every player be able to post in short order, and post a lot. In my Dark Heresy game over on SDN, I've tried to mitigate the drag of combat by having combat sessions over OpenRPG, then letting players post a synopsis of the events. While I've still experienced post drag, it's not nearly as bad as it could have been. Mostly it's been set back by the sheer volume of players, which is slowly declining.

Having a rudimentary rules system is, in my mind, not a bad thing, because it provides common ground for players and GM alike to refer to. Without common ground, arguments start due to people having different expectations. It's like I've constantly argued over on SDN with regards to STGODs: Without an initial common ground, everyone comes in with different expectations of what the game should be, and then when that clashes, arguments start and get heated because the game can realistically only be run in one way, so someone is going to have wasted their time up to this point, which naturally will not sit well with them.

Anyway, that's a long, rambling post of my experiences. Take it for what it's worth.

#10

Posted: Mon Aug 11, 2008 3:54 pm
by Cynical Cat
The well understood common ground is a good point. The 40K game in question used no rules, but everyone knew the 40K universe so everyone had a basis of common understanding.