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NoctIfer
Noctifer

Mon

May 1
2000

20:43



Wikify

Getting Players to Post

> Whoa.  Are there _that_ many Star Trek PBEMs that never get out of
>  space dock?  I thought that the fun of Star Trek was the "explore
>  strange, new worlds, etc." stuff.  In these "don't get out of space
>  dock" games, what activities occur?  I presume that there are many
>  inter-personal discussions, and people figuring out how they'll work
>  with this new crew, but it seems like that can only go for so long.
>  Are there other plot elements introduced?  I'm just curious - I've
>  played in low-to-no plot movement games, so I'm interested to see
>  how other people have done this.

The introduction phase can take quite a while, with characters typically 
starting out at the end of their last assignment and finding out to where 
they've been transferred.  Following that comes a short story about their 
trip to the new assignment, which often includes meeting up with family 
members, etc.  This typically takes around two posts, as most GMs let the 
players go with this as they please.  Then they start moving their stuff onto 
the ship, introducing themselves to the crew and officers, etc.  Assuming all 
goes well, the ship should leave spacedock soon thereafter.

In my Exeter game, the first adventure was meant to take place before they 
left space dock.  To give you a bit of background, the story was set during 
the movies (known affectionately as TMS or The Movie Series...back before TNG 
made it to movies), soon after STIV.  The Exeter was an experimental vessel 
with a new warp drive type (using Trilithium instead of Dilithium...again, 
this was before First Contact came out).  As the crewmen were coming aboard 
and getting settled, someone sabotaged the new engines, killing a couple of 
engineers.  This lead to an investigation that most everyone was involved in, 
to some degree or another, and the crook was finally captured.

Unfortunately, PBEM games, particularly structured ones like Star Trek, can 
take a _long_ time to get through a scene.  If you figure your average 
tactics argument in an FTF game takes around 15 to 30 minutes, a PBEM, by its 
very nature, would take more like two weeks.  If you can get players who can 
post more than once or twice a day, and more or less at the same time, you 
can really get things moving along faster than that, but that's about what a 
PBEM GM should expect.

The key is to keep things moving along with other people while long 
conversations are being had, and keep on top of players to post.  That was 
one of the central problems when I ran the game.  Not enough for the other 
guys to do and allowing too much lag time for those who were involved.  Keep 
it to a minimum, and things should roll along quite nicely.

It'll never be as fast as FTF gaming, though.

Lucifer >:}

p.s. that first adventure took around a year to complete, and I played in 
another game for two years that didn't finish its first adventure by the time 
I left...

Lucifer >:}

--

"The mind is its own place, and in itself
Can make a heav'n of hell, a hell of heav'n" --Milton, Paradise Lost, Bk. 1

Homepage: http://members.aol.com/noctifer/index.html
Lucifer's DJ Webpage: http://members.aol.com/noctifer/private/DJ/index.html
Lucifer's Vampire Webpage: 
http://members.aol.com/noctifer01/private/VampHome/index.html
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