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DaveZumwalt
Dave Zumwalt

Sun

Feb 10
2002

01:18Z

How does your site work?

I would like to enter a discussion topic and get advice from experienced 
play by email players and game masters. I don't know how to start a new 
thread.



----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Sun

Feb 10
2002

04:43Z

How does your site work?

On 9 Feb 2002 at 19:18, Dave Zumwalt wrote:

> I would like to enter a discussion topic and get advice from experienced 
> play by email players and game masters. I don't know how to start a new 
> thread.

You just did.

-- 
Karen J. Cravens (silver@phoenyx.net)

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

MikeJones
Mike Jones

Sun

Feb 10
2002

08:11Z

How does your site work?

>One thing I tried was making up homemade combat rules that don't involve
>dice. Basically, every roll is a ten. If thats over the needed number it's 
>a
>damage bonus. If it's less is a damage penalty. Each hit or spell does
>average damage to the monsters who have average hit points. Everybody 
>"Takes
>Ten" on saving throws and skill checks unless they can "Take Twenty." I
>thought this would be slick, even allowing me to fast forward the combats
>and post results from multiple rounds of combat. However, I convinced only
>two players to try my system. What do you think of it?

It would remove any drama from play, and therefore any real reason for 
playing it out. Basically, the more powerful side will always win. There's 
no chance to pull it out with a little skill and a lotta luck. There's no 
amazing critical hits. No devastating critical failures.

>What other tricks do you know of that speed play? I suppose I could do all
>the rolling myself as DM, but the temptation to fudge the results would be
>high.

In a PBeM, that temptation will always be there. You need to learn how to 
work with it (or around it).

Personally, in PBeM or PBP games, I like the mechanics to remain invisible. 
I like the GM to do all the resolution and post the results (whether I am GM 
or player).

Three suggestions:

1) Come up with a way for rolls to represent several rounds of combat at a 
time. If a player rolls well, then he does very well for the next 3 or 4 
rounds. But then it's still up to you to decide what "very well" means.

2) If you really need to roll, get the gist of the combat from each person. 
Find out what they plan to do and what their contingency plans might be. 
Then you, as GM, can play out a round or three, do all the rolling, and then 
post up a graphic description of how it all went without ever sharing the 
numbers. Just be careful to offer decision points for the players when 
appropriate. If Don the Fighter makes a critical failure in the first round 
and his greatsword shatters, that's a good place to stop and give everyone a 
chance to respond. However, if things remain fairly even, and rounds 
progress normally, maybe you could go several rounds before offering a 
decision point.

3) Just make it up. This is basically like option #2 except with fewer 
rolls. I don't advise just making everything up, because like you say, 
you'll tend to fudge it to fit your ideas. But if the course of the battle 
is pretty clear, why make three dozen to-hit and damage rolls for the goblin 
horde? You can wing it and then use the dice as a guideline.
>
>Any advice from your own play by email experiences would be greatly
>appreciated.
>
>Thanks,
>Dave
>
>
>----Original Message Follows----
>From: "Karen Cravens" 
>Reply-To: gamers@phoenyx.net
>To: gamers@phoenyx.net
>Subject: Re: GM: How does your site work?
>Date: Sat,  9 Feb 2002 22:43:15 CST
>
>On 9 Feb 2002 at 19:18, Dave Zumwalt wrote:
>
>  > I would like to enter a discussion topic and get advice from 
>experienced
>  > play by email players and game masters. I don't know how to start a new
>  > thread.
>
>You just did.
>
>--
>Karen J. Cravens (silver@phoenyx.net)
>
>----------------------------------------------------------------
>GAMERS Home Page:  http://www.phoenyx.net/gamers/
>
>
>
>
>----------------------------------------------------------------
>GAMERS Home Page:  http://www.phoenyx.net/gamers/




----------------------------
Mike Jones
Pariah--NOW AVAILABLE
from http://www.roguepublishing.com

(and pick up The Collectors while you're there.
You won't be sorry.)


----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

DaveZumwalt
Dave Zumwalt

Sun

Feb 10
2002

09:11Z

How does your site work?

Thanks, Mike, for your good advice. It looks like I got one more 
player/playtester for my homemade rules, so we're gonna try it. My system 
does allow for critical hits, if ten plus bonuses is ten higher than the 
number needed to hit. If this system doesn't work, I'll do as you say - roll 
the dice myself and try not to fudge the results.

Dave


----Original Message Follows----
From: "Mike Jones" 
Reply-To: gamers@phoenyx.net
To: gamers@phoenyx.net
Subject: Re: GM: How does your site work?
Date: Sun, 10 Feb 2002 02:11:56 CST

 >One thing I tried was making up homemade combat rules that don't involve
 >dice. Basically, every roll is a ten. If thats over the needed number it's
 >a
 >damage bonus. If it's less is a damage penalty. Each hit or spell does
 >average damage to the monsters who have average hit points. Everybody
 >"Takes
 >Ten" on saving throws and skill checks unless they can "Take Twenty." I
 >thought this would be slick, even allowing me to fast forward the combats
 >and post results from multiple rounds of combat. However, I convinced only
 >two players to try my system. What do you think of it?

It would remove any drama from play, and therefore any real reason for
playing it out. Basically, the more powerful side will always win. There's
no chance to pull it out with a little skill and a lotta luck. There's no
amazing critical hits. No devastating critical failures.

 >What other tricks do you know of that speed play? I suppose I could do all
 >the rolling myself as DM, but the temptation to fudge the results would be
 >high.

In a PBeM, that temptation will always be there. You need to learn how to
work with it (or around it).

Personally, in PBeM or PBP games, I like the mechanics to remain invisible.
I like the GM to do all the resolution and post the results (whether I am GM
or player).

Three suggestions:

1) Come up with a way for rolls to represent several rounds of combat at a
time. If a player rolls well, then he does very well for the next 3 or 4
rounds. But then it's still up to you to decide what "very well" means.

2) If you really need to roll, get the gist of the combat from each person.
Find out what they plan to do and what their contingency plans might be.
Then you, as GM, can play out a round or three, do all the rolling, and then
post up a graphic description of how it all went without ever sharing the
numbers. Just be careful to offer decision points for the players when
appropriate. If Don the Fighter makes a critical failure in the first round
and his greatsword shatters, that's a good place to stop and give everyone a
chance to respond. However, if things remain fairly even, and rounds
progress normally, maybe you could go several rounds before offering a
decision point.

3) Just make it up. This is basically like option #2 except with fewer
rolls. I don't advise just making everything up, because like you say,
you'll tend to fudge it to fit your ideas. But if the course of the battle
is pretty clear, why make three dozen to-hit and damage rolls for the goblin
horde? You can wing it and then use the dice as a guideline.
 >
 >Any advice from your own play by email experiences would be greatly
 >appreciated.
 >
 >Thanks,
 >Dave
 >
 >
 >----Original Message Follows----
 >From: "Karen Cravens" 
 >Reply-To: gamers@phoenyx.net
 >To: gamers@phoenyx.net
 >Subject: Re: GM: How does your site work?
 >Date: Sat,  9 Feb 2002 22:43:15 CST
 >
 >On 9 Feb 2002 at 19:18, Dave Zumwalt wrote:
 >
 >  > I would like to enter a discussion topic and get advice from
 >experienced
 >  > play by email players and game masters. I don't know how to start a 
new
 >  > thread.
 >
 >You just did.
 >
 >--
 >Karen J. Cravens (silver@phoenyx.net)
 >
 >----------------------------------------------------------------
 >GAMERS Home Page:  http://www.phoenyx.net/gamers/
 >
 >
 >
 >
 >----------------------------------------------------------------
 >GAMERS Home Page:  http://www.phoenyx.net/gamers/




----------------------------
Mike Jones
Pariah--NOW AVAILABLE
from http://www.roguepublishing.com

(and pick up The Collectors while you're there.
You won't be sorry.)


----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/




----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

DaveZumwalt
Dave Zumwalt

Sun

Feb 10
2002

07:28Z

How does your site work?

Okay then. Here's a situation I need help with.

I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish for 
the game mechanics, especially rolling dice for each combat action, to slow 
the game down. In face-to-face pen and paper, battles can sometimes take an 
hour. If the players and I have to roll dice and email the results back and 
forth, or use one those dice server things, battles will probably take 
weeks. I need help coming up with a solution.

One thing I tried was making up homemade combat rules that don't involve 
dice. Basically, every roll is a ten. If thats over the needed number it's a 
damage bonus. If it's less is a damage penalty. Each hit or spell does 
average damage to the monsters who have average hit points. Everybody "Takes 
Ten" on saving throws and skill checks unless they can "Take Twenty." I 
thought this would be slick, even allowing me to fast forward the combats 
and post results from multiple rounds of combat. However, I convinced only 
two players to try my system. What do you think of it?

What other tricks do you know of that speed play? I suppose I could do all 
the rolling myself as DM, but the temptation to fudge the results would be 
high.

Any advice from your own play by email experiences would be greatly 
appreciated.

Thanks,
Dave


----Original Message Follows----
From: "Karen Cravens" 
Reply-To: gamers@phoenyx.net
To: gamers@phoenyx.net
Subject: Re: GM: How does your site work?
Date: Sat,  9 Feb 2002 22:43:15 CST

On 9 Feb 2002 at 19:18, Dave Zumwalt wrote:

 > I would like to enter a discussion topic and get advice from experienced
 > play by email players and game masters. I don't know how to start a new
 > thread.

You just did.

--
Karen J. Cravens (silver@phoenyx.net)

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/




----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

DavidMachala
David Machala

Mon

Feb 11
2002

02:49Z

How does your site work?

Check this out.  This seems to encorporate all the things you mentioned.

http://kloogeinc.com/werks/index.html


----- Original Message -----
From: "Dave Zumwalt" 
To: 
Sent: Sunday, February 10, 2002 1:28 AM
Subject: Re: GM: How does your site work?


> Okay then. Here's a situation I need help with.
>
> I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish
for
> the game mechanics, especially rolling dice for each combat action, to
slow
> the game down. In face-to-face pen and paper, battles can sometimes take
an
> hour. If the players and I have to roll dice and email the results back
and
> forth, or use one those dice server things, battles will probably take
> weeks. I need help coming up with a solution.
>
> One thing I tried was making up homemade combat rules that don't involve
> dice. Basically, every roll is a ten. If thats over the needed number it's
a
> damage bonus. If it's less is a damage penalty. Each hit or spell does
> average damage to the monsters who have average hit points. Everybody
"Takes
> Ten" on saving throws and skill checks unless they can "Take Twenty." I
> thought this would be slick, even allowing me to fast forward the combats
> and post results from multiple rounds of combat. However, I convinced only
> two players to try my system. What do you think of it?
>
> What other tricks do you know of that speed play? I suppose I could do all
> the rolling myself as DM, but the temptation to fudge the results would be
> high.
>
> Any advice from your own play by email experiences would be greatly
> appreciated.
>
> Thanks,
> Dave
>
>
> ----Original Message Follows----
> From: "Karen Cravens" 
> Reply-To: gamers@phoenyx.net
> To: gamers@phoenyx.net
> Subject: Re: GM: How does your site work?
> Date: Sat,  9 Feb 2002 22:43:15 CST
>
> On 9 Feb 2002 at 19:18, Dave Zumwalt wrote:
>
>  > I would like to enter a discussion topic and get advice from
experienced
>  > play by email players and game masters. I don't know how to start a new
>  > thread.
>
> You just did.
>
> --
> Karen J. Cravens (silver@phoenyx.net)
>
> ----------------------------------------------------------------
> GAMERS Home Page:  http://www.phoenyx.net/gamers/
>
>
>
>
> ----------------------------------------------------------------
> GAMERS Home Page:  http://www.phoenyx.net/gamers/

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

KarenCravens
Karen Cravens

Mon

Feb 11
2002

03:01Z

How does your site work?

On 10 Feb 2002 at 1:28, Dave Zumwalt wrote:

> I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish for 
> the game mechanics, especially rolling dice for each combat action, to slow 
> the game down. In face-to-face pen and paper, battles can sometimes take an 
> hour. If the players and I have to roll dice and email the results back and 
> forth, or use one those dice server things, battles will probably take 
> weeks. I need help coming up with a solution.

That's one of the great unsolved problems of using FTF-designed rules 
in a PBeM game.
 
> What other tricks do you know of that speed play? I suppose I could do all 
> the rolling myself as DM, but the temptation to fudge the results would be 
> high.

What it generally comes down to, in most cases, is scrapping a lot of 
the detail and going to a more "freeform" system.  If you really 
*like* the rules, that's obviously not going to be an ideal solution 
for you, so you end up having to find a compromise that works for 
you, which can take some experimentation.

There are several D&D games, with varying levels of rules 
"visibility," on the Phoenyx, so you might poke around in their 
archives and look at what their combats look like.

The main list of games is available at , and each home page should 
have a navbar from which "Web Read" should take you to their 
respective message archives.  In particular, Bohavia and The Realms 
are a couple I can think off of the top of my head that use in-group 
dice mechanics.  (The Phoenyx has an automatic dice-roller, so 
anywhere you see a "roll" folled by "Results of rolling..." the 
second line was inserted by the software.)

-- 
Karen J. Cravens (silver@phoenyx.net)

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

DaveZumwalt
Dave Zumwalt

Mon

Feb 11
2002

03:29Z

How does your site work?

Thanks, Karen!

----Original Message Follows----
From: "Karen Cravens" 
Reply-To: gamers@phoenyx.net
To: gamers@phoenyx.net
Subject: Re: GM: How does your site work?
Date: Sun, 10 Feb 2002 21:01:54 CST

On 10 Feb 2002 at 1:28, Dave Zumwalt wrote:

 > I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish 
for
 > the game mechanics, especially rolling dice for each combat action, to 
slow
 > the game down. In face-to-face pen and paper, battles can sometimes take 
an
 > hour. If the players and I have to roll dice and email the results back 
and
 > forth, or use one those dice server things, battles will probably take
 > weeks. I need help coming up with a solution.

That's one of the great unsolved problems of using FTF-designed rules
in a PBeM game.

 > What other tricks do you know of that speed play? I suppose I could do 
all
 > the rolling myself as DM, but the temptation to fudge the results would 
be
 > high.

What it generally comes down to, in most cases, is scrapping a lot of
the detail and going to a more "freeform" system.  If you really
*like* the rules, that's obviously not going to be an ideal solution
for you, so you end up having to find a compromise that works for
you, which can take some experimentation.

There are several D&D games, with varying levels of rules
"visibility," on the Phoenyx, so you might poke around in their
archives and look at what their combats look like.

The main list of games is available at , and each home page should
have a navbar from which "Web Read" should take you to their
respective message archives.  In particular, Bohavia and The Realms
are a couple I can think off of the top of my head that use in-group
dice mechanics.  (The Phoenyx has an automatic dice-roller, so
anywhere you see a "roll" folled by "Results of rolling..." the
second line was inserted by the software.)

--
Karen J. Cravens (silver@phoenyx.net)

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/




----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

AenauGhtie
A. E. Naughtie

Mon

Feb 11
2002

04:06Z

How does your site work?

>I suppose I could do all the rolling myself as DM, but the temptation to 
>fudge the results would be high.


I ran a Shadowrun PBeM game in the late nineties where I
rolled what I called the "frictionless dice" and the players
rolled (dice server) the "tension dice."

The rule was as follows:

if the scene had character-changing implications to the players, they could 
roll their own.  I always allowed one re-roll for something I had rolled, 
but the player had to take it good-or-bad.

overall, the players mostly wanted me to roll the dice..... after a while, I 
did all of it.... and more often than not, the answer was, "The die roll is 
influence...not law."

.a.e.naughtie.


----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

DaveZumwalt
Dave Zumwalt

Mon

Feb 11
2002

06:27Z

How does your site work?

Thanks to everybody for their kind advice on PBEM dice rolling. I feel more 
confident now that I know several tried and true ways of handling things.

Dave

----Original Message Follows----
From: "A. E. Naughtie" 
Reply-To: gamers@phoenyx.net
To: gamers@phoenyx.net
Subject: Re: GM: How does your site work?
Date: Sun, 10 Feb 2002 22:06:44 CST

 >I suppose I could do all the rolling myself as DM, but the temptation to
 >fudge the results would be high.


I ran a Shadowrun PBeM game in the late nineties where I
rolled what I called the "frictionless dice" and the players
rolled (dice server) the "tension dice."

The rule was as follows:

if the scene had character-changing implications to the players, they could
roll their own.  I always allowed one re-roll for something I had rolled,
but the player had to take it good-or-bad.

overall, the players mostly wanted me to roll the dice..... after a while, I
did all of it.... and more often than not, the answer was, "The die roll is
influence...not law."

.a.e.naughtie.


----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/




----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

DocbRown
doc_brown

Mon

Feb 11
2002

03:25Z

How does your site work?

The simple solution would be to minimize combat as much as possible, and focus your game on "role-playing" rather than "roll-playing". But,  this isn't a perfect solution because some players like the hack-and-slash aspect of D&D. So, another thing you could do would be to have the GM roll all dice, and just have the players give general descriptions of what their characters are doing (ie I'll fight until I loose half my hit points, then retreat).

-Ed

*********** REPLY SEPARATOR  ***********

On 2/10/02 at 1:28 AM Dave Zumwalt wrote:

>Okay then. Here's a situation I need help with.
>
>I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish
>for 
>the game mechanics, especially rolling dice for each combat action, to
>slow 
>the game down. In face-to-face pen and paper, battles can sometimes take
>an 
>hour. If the players and I have to roll dice and email the results back
>and 
>forth, or use one those dice server things, battles will probably take 
>weeks. I need help coming up with a solution.
>
>One thing I tried was making up homemade combat rules that don't involve 
>dice. Basically, every roll is a ten. If thats over the needed number it's
>a 
>damage bonus. If it's less is a damage penalty. Each hit or spell does 
>average damage to the monsters who have average hit points. Everybody
>"Takes 
>Ten" on saving throws and skill checks unless they can "Take Twenty." I 
>thought this would be slick, even allowing me to fast forward the combats 
>and post results from multiple rounds of combat. However, I convinced only 
>two players to try my system. What do you think of it?
>
>What other tricks do you know of that speed play? I suppose I could do all 
>the rolling myself as DM, but the temptation to fudge the results would be 
>high.
>
>Any advice from your own play by email experiences would be greatly 
>appreciated.
>
>Thanks,
>Dave
>
>
>----Original Message Follows----
>From: "Karen Cravens" 
>Reply-To: gamers@phoenyx.net
>To: gamers@phoenyx.net
>Subject: Re: GM: How does your site work?
>Date: Sat,  9 Feb 2002 22:43:15 CST
>
>On 9 Feb 2002 at 19:18, Dave Zumwalt wrote:
>
> > I would like to enter a discussion topic and get advice from experienced
> > play by email players and game masters. I don't know how to start a new
> > thread.
>
>You just did.
>
>--
>Karen J. Cravens (silver@phoenyx.net)
>
>----------------------------------------------------------------
>GAMERS Home Page:  http://www.phoenyx.net/gamers/
>
>
>
>
>----------------------------------------------------------------
>GAMERS Home Page:  http://www.phoenyx.net/gamers/


****************************
Edward Wedig
Graphic Designer - Web Designer - Gamemaster - Nice Guy
www.edtheartist.com and www.docbrown.net
****************************

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

MichaelBecker
Michael Becker

Mon

Feb 11
2002

08:02Z

How does your site work?

Dave Zumwalt wrote:

>Okay then. Here's a situation I need help with.
>
>I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish for 
>the game mechanics, especially rolling dice for each combat action, to slow 
>the game down. In face-to-face pen and paper, battles can sometimes take an 
>hour. If the players and I have to roll dice and email the results back and 
>forth, or use one those dice server things, battles will probably take 
>weeks. I need help coming up with a solution.
>
>One thing I tried was making up homemade combat rules that don't involve 
>dice. Basically, every roll is a ten. If thats over the needed number it's a 
>damage bonus. If it's less is a damage penalty. Each hit or spell does 
>average damage to the monsters who have average hit points. Everybody "Takes 
>Ten" on saving throws and skill checks unless they can "Take Twenty." I 
>thought this would be slick, even allowing me to fast forward the combats 
>and post results from multiple rounds of combat. However, I convinced only 
>two players to try my system. What do you think of it?
>
>What other tricks do you know of that speed play? I suppose I could do all 
>the rolling myself as DM, but the temptation to fudge the results would be 
>high.
>
>Any advice from your own play by email experiences would be greatly 
>appreciated.
>
>
Sounds  like you are looking to play a quite role-playing heavy game, 
which doesn't focus on combat to much. Maybe D&D isn't  the right system 
for that? It's excels in combat, and options in combat. Even if this 
quick method of combat gives a fair outcome, you'll still have to wait 
for player action if you want them to decide which opponent to attack or 
what spell to cast. If you take that option from them, then I think it 
would be best to just decide the battle's outcome as a whole and post  a 
cinematic description for the players.
But what's the use of playing D&D then? Use some less rules-oriented 
system, or play free form.

----------------------------------------------------------------
GAMERS Home Page:  http://www.phoenyx.net/gamers/

NoctIfer
Noctifer

Mon

Feb 11
2002

12:44Z

How does your site work?

>Okay then. Here's a situation I need help with.
>
>I would like to run a PBEM 3rd Edition D&D adventure. But I do not wish for 
>the game mechanics, especially rolling dice for each combat action, to slow 
>the game down. In face-to-face pen and paper, battles can sometimes take an 
>hour. If the players and I have to roll dice and email the results back and 
>forth, or use one those dice server things, battles will probably take 
>weeks. I need help coming up with a solution.

Well, what I do is...wait, you already mention that...hold on...

>One thing I tried was making up homemade combat rules that don't involve 
>dice. Basically, every roll is a ten. If thats over the needed number it's a 

>damage bonus. If it's less is a damage penalty. Each hit or spell does 
>average damage to the monsters who have average hit points. Everybody "Takes 

>Ten" on saving throws and skill checks unless they can "Take Twenty." I 
>thought this would be slick, even allowing me to fast forward the combats 
>and post results from multiple rounds of combat. However, I convinced only 
>two players to try my system. What do you think of it?

Well, I'm not a big fan of diceless rules...I prefer the randomness of dice.  
If you go with this system, you'll either have to make sure everything they 
fight has an AC they can hit or they'll end up facing monsters that simply 
cannot be defeated (or, even worse, end up in an endless fight with a monster 
they can't hit and a monster that can't hit them!).  I'm not really sure how 
diceless games work, but I understand the best out there (and one of the only 
ones, I think) is Amber.  Worth checking out if you're really into the 
diceless thing.

>What other tricks do you know of that speed play? I suppose I could do all 
>the rolling myself as DM, but the temptation to fudge the results would be 
>high.

Okay...I ran a Star Trek game for about a year, two concurrent GURPS Supers 
games for two years and this is what I went with.  As DM, you've got to avoid 
fudging if this is going to be fair.  Basically, at the start of each round, 
take an action from each player.  Then roll the dice and combine all the 
actions into one e-mail message, writing out the description of each result.  
The players never have to touch a die.  When I did it, I was in college and 
carried around two D10's or 3d6's in my pocket so I could check e-mail 
between classes and figure out the results right then and there.  Yes, I was 
a gaming geek ;)

Anyways, _everything_ is slow as heck in a PBEM.  That's the nature of the 
game.  In my Star Trek game, they never got out of space dock (okay, so their 
first adventure was while in spacedock).  Combat rolls along at a crawl, 
particularly if you end up with players who can't or won't post messages on a 
regular basis (it's always a good idea to give players a time limit...say 3 
days...to decide on their next action).

>Any advice from your own play by email experiences would be greatly 
>appreciated.

Hope that helps.  If you've got more questions, fire away.

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 Feyworld Webpage: 
http://members.aol.com/noctifer/private/FeyFront.htm
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CarlCravens
Carl D Cravens

Mon

Feb 11
2002

16:00Z

How does your site work?

On Mon, 11 Feb 2002 Noctifer@aol.com wrote:

> As DM, you've got to avoid fudging if this is going to be fair.

Which begs the question... why does it need to be fair, so long as it's
fun?

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [                     Trim Your Quotes!                     ]
Squirt guns don't squirt people, kids do.

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NoctIfer
Noctifer

Mon

Feb 11
2002

19:23Z

How does your site work?

>> As DM, you've got to avoid fudging if this is going 
>>to be fair.
>
>Which begs the question... why does it need to be 
>fair, so long as it's fun?

Because an unfair game isn't fun, at least to me.  You tend to end up in one of two types of games when the GM lets his bias run wild...

The Kill-Happy GM: Players are constantly defeated without any real hope of overcoming their adversaries.  Lots of "get out of jail" scenarios and the like.  Also known as railroading.  The GM thinks his sense of story and timing is so perfect that player input and random chance is next to nill.  Usually boring from the beginning, but a _really_ good author can make it last a few sessions.

The Pushover GM: Characters always win, which leads to a "let's get past all this role-playing and get to the end of the adventure."  Planning doesn't matter, as no one will ever fail.  Great fun at first (everyone loves victory), but it eventually gets rather tedious.

Now, most GMs who aren't concerned with impartiality will fall between these two extremes, but individual campaigns/adventures/events will likely lend themselves in one direction or the other.  The story should be a collective effort, not something the GM knows the ending to.  If he already knows whats going to happen, what's the use of having players?

In the games that I've enjoyed the most, the story has been a living, breathing thing, dictated by a combination of the players, the GM and the randomness of dice.  Sometimes, it bogs down a bit, sometimes it takes turns that no one expected or hoped for, but it is always interesting, from both the player's and the GM's perspective.  At least, in my experience (which I realize isn't the sum of all, but its not limited either).

Lucifer >:}
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CarlCravens
Carl D Cravens

Mon

Feb 11
2002

21:28Z

How does your site work?

On Mon, 11 Feb 2002 Noctifer@aol.com wrote:

> Because an unfair game isn't fun, at least to me.  You tend to end up
> in one of two types of games when the GM lets his bias run wild...

Why do you assume that the "unfair" GM is going to let his bias "run
wild"?

> Now, most GMs who aren't concerned with impartiality will fall between
> these two extremes, but individual campaigns/adventures/events will
> likely lend themselves in one direction or the other.

If "most GMs" who aren't "fair" don't have the extreme problems you
described, why are "unfair" GM's such a problem?  You seem to be stating
one premise ("Unfair" GM's let their biases run wild and ruin the game
with one of two extremes) and coming up with a different conclusion (Most
GM's don't have a problem here).

> The story should be a collective effort, not something the GM knows
> the ending to.

Does "not fair" have to mean "GM knows the ending"?

> If he already knows whats going to happen, what's the use of having
> players?

Because the GM doesn't know what the players are going to do?

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [        The Fudge List -- http://fudge.phoenyx.net/        ]
"A witty saying proves nothing." - Voltaire

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TimHall
Tim Hall

Mon

Feb 11
2002

21:42Z

How does your site work?

Carl D Cravens wrote:

>Because the GM doesn't know what the players are going to do?

Precisely.  No GM's plot can survive an encounter with a sufficiently
imaginative group of players.  A good GM is one that can improvise
plotlines on the fly in response whatever the players do.
--
Tim Hall, http://www.kalyr.com

"It's a fine line between stupid and clever"
 - Spinal Tap
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MichaelOrton
Michael Orton

Sat

Feb 16
2002

00:57Z

How does your site work?

An interesting discussion to which I can't resist adding my thoughts.

First of all, the GM's first duty is to the players.
The game must be fun.   If the game ceases to be fun the whole thing is
pointless.

This means that the game must be worth playing.

Which means there needs to be some element of risk.

And from this it is obvious that there has to be some random factor such as
dice.

However, the GM's second duty is to the plot.
And the plot seldom requires characters to get killed.

It also seldom permits the bad guys to get totalled in the first blow of a
dramatic scene.

So the essential random factor needs to be moderated.

For these reasons the GM needs to roll dice.
In standard situations the GM should normally let the rolls stand, except
that, becasue this is a standard scene, dramatic events, such as a player
getting killed, cannot happen.

Once you are into a dramatic scene the rules change.
The players cannot win in the first few rounds of a dramatic scene unless
they have built up considerable dramatic tension by carefully laying an
ambush or in some other way started the dramtic scene before combat actually
starts.

On the other hand, a GM who lets a player get killed early in a dramtic
scene is probably in
breach of the primary rule that the game be fun to play for everyone.

Thus the GM must fudge the dice under certain circumstances.

However, this must never become too blatant.

18 years ago I became totally disenchanted with an otherwise excelent GM
becasue it became too obvious that the big monster at the end was going to
ignore any attack which was on a "save or die" basis.

As a result all the AD&D spell casters that I have ever played since then
have never bothered with total-takeout attack spells which have saving
throws for no effect.   They don't work for me because they can't be allowed
to work randomly.

The concept of the saving throw in D&D becomes rediculous becasue by the
time we reached the end of that campaign the MUs were reserching high level
spells with the clause "there is no saving throw to this spell, targets
which get saving throws against spells which do not have saving throws save
at -6".

But then high level D&D quickly becomes absurd.   Once the fighters notice
that the MUs have better armour classes in their braces, robes and other
devices without the encumberance of magic armour and magic shields the
situation starts to unravel.

MUs of course argue that they need armour class because they only have 10d4
+20 (16 Con.) +1/level(over 10) + (special familair) hit points and the only
defence to melee is not to be hit.   Being AC -10 and displaced as standard
is only reasonable.   Given notice they should expect to be blured and
flying (giving attackers at least -4 to hit them) and have 7 mirror images
up as well.

Fighters of course reply that if the MU's are going to have an AC of
about -14 then they will stand behind the MUs in their mere +5 plate mail
(AC -5) and use bows.   Getting into melee is just too dangerous because
monsters hit too much of the time.   The monsters must have a good chance of
hitting a net AC-14 just to get a 1 in 8 chance of discovering that the real
MU is displaced, because otherwise the MUs would be invulnerable.  By
induction the monsters always hit the real fighter on 9 better than that -
usually a rolled 5 or so.   Having 9d10 + 36 (18 Con) + 4/level (over 9) hit
points doesn't make much difference if the monster which can disable the MU
in one blow (becasue the MU will transport to safety if one blow doesn't at
least score a knock out) is going to connect that much of the time.

So you see you can't leave telling the story to the dice.   The dice are
more likely to get the story
wrong than to tell the right thing all the way through.
Yet without the dice there is no randomness, the story is a forgone
conclusion and not worth telling.

The art of the GM is to roll the dice and then be able to tell when they
have got it wrong.


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RobertKnop
Robert A. Knop Jr.

Sat

Feb 16
2002

01:13Z

How does your site work?

> This means that the game must be worth playing.
> 
> Which means there needs to be some element of risk.
> 
> And from this it is obvious that there has to be some random factor such as
> dice.

Hmm.  I was following you up until that last jump.

Why does an element of risk require a random factor?  Consider chess: your
pieces are at risk, but there is no random factor.  Yeah, not a roleplaying
game, but the logic of going from "must have risk" to "must have random"
completely escapes me.

(Mind you, I prefer playing with dice myself.  But I'm not following your
"must have" argument here.)

> As a result all the AD&D spell casters that I have ever played since then
> have never bothered with total-takeout attack spells which have saving
> throws for no effect.   They don't work for me because they can't be allowed
> to work randomly.

As an aisde on this; a friend of mine once remarked that no matter how much
you advance in level in AD&D (this was first edition), nothing changes.

At first level, you're afraid of getting hit by an arrow or an orc's sword
thrust because of instant death.

At high level, you're afraid of being hit by the petrication ray and not making
your save, because of instant death.

So much for all those extra hit points :)

> So you see you can't leave telling the story to the dice.   The dice are
> more likely to get the story
> wrong than to tell the right thing all the way through.
> Yet without the dice there is no randomness, the story is a forgone
> conclusion and not worth telling.

I agree with your part one, but lots of people here have given
counterexamples to what follows your "Yet", and as such it seems completely
unsupported to me.

-Rob
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MichaelOrton
Michael Orton

Sat

Feb 16
2002

01:53Z

How does your site work?

"> >" Indicates my original post,
">" Indicates Robert's reply


> > This means that the game must be worth playing.
> >
> > Which means there needs to be some element of risk.
> >
> > And from this it is obvious that there has to be some random factor such
as
> > dice.
>
> Hmm.  I was following you up until that last jump.
>
> Why does an element of risk require a random factor?  Consider chess: your
> pieces are at risk, but there is no random factor.  Yeah, not a
roleplaying
> game, but the logic of going from "must have risk" to "must have random"
> completely escapes me.

Chess is a logic problem, not story.   And if we had good enough computers
the
game could be solved, though I don't know if White would always win or if
Black can always force a draw.

> > So you see you can't leave telling the story to the dice.   The dice are
> > more likely to get the story
> > wrong than to tell the right thing all the way through.
> > Yet without the dice there is no randomness, the story is a forgone
> > conclusion and not worth telling.

> I agree with your part one, but lots of people here have given
> counterexamples to what follows your "Yet", and as such it seems
completely
> unsupported to me.

Without the dice to introduce the unexpected, our plots are dull affairs.

Take for example the case of the very first Conteck.
Conteck was a Glorathosphinx in an RQ campaign.
For those unfamiliar with the world, start with lion body,
substitute humanoid head, add bat wings.
There was this river not far from the party's home base.
Every time he tried to fly over that river in combat he fumbled his skill
check.
The dice introduced an aspect to the campaign which none of us would have
thought of.

Take another event, under TORG rules, but still die rolling...
Being attacked by an Olympian demigod, it became important to know
just how proficient the part were in Ancient Greek.
On a scale of 1d20 with cumulative re-rolls in response to a 10 or 20,
it was discovered that the NPC computer scientist, who hacked under
the handle of Medusa, happened to have 87 in the language.  It was
suddenly obvious that our NPC assistant really was Medusa, though
no-one had had any idea that this was the case up to that moment.

Yet it must also be said that major bad guys simply do not fail their saving
throws until the combat has gone on long enough.

(And that is why I like TORG as a game system because it actively forces
the dice to behave.   The TORG world is not so good, but the mechanics
are excelent.)

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RobertKnop
Robert A. Knop Jr.

Sat

Feb 16
2002

02:11Z

How does your site work?

> Without the dice to introduce the unexpected, our plots are dull affairs.

Maybe yours are.  But you are stating this as if it were an absolute truth
for any GM running a roleplaying game, and there have already been
counter examples to that.

(Again, personally I like to use dice, but I don't think it's necessary or
that the game falls apart without it.)

-Rob
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CarlCravens
Carl D Cravens

Sat

Feb 16
2002

02:17Z

How does your site work?

On Fri, 15 Feb 2002, Michael Orton wrote:

> The game must be fun.   If the game ceases to be fun the whole thing is
> pointless.
>
> This means that the game must be worth playing.
>
> Which means there needs to be some element of risk.
>
> And from this it is obvious that there has to be some random factor such as
> dice.

Considering the number of people who play diceless and have fun with it,
this line of logic is "obviously" fallacious.  (And I think it falls apart
with the "element of risk" part, well before you use it to justify the
need for dice.)

Do keep in mind that not everybody plays for the same reason or has the
same style.  Some people greatly de-emphasize the "game" aspect of
roleplaying.

> 18 years ago I became totally disenchanted with an otherwise excelent GM
> becasue it became too obvious that the big monster at the end was going to
> ignore any attack which was on a "save or die" basis.

So you use an example of a bad GM as to why the game must be played a
certain way.  It's not a convincing example... you need examples of *good*
GM's who cannot run fun games without the things you say are necessary.
But this list has counter-examples to that already.

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [  General RP Discussion -- http://www.phoenyx.net/gamers/  ]
Press any key to continue or any other key to quit.

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CarlCravens
Carl D Cravens

Sat

Feb 16
2002

02:30Z

How does your site work?

On Fri, 15 Feb 2002, Michael Orton wrote:

> Take for example the case of the very first Conteck.

> Every time he tried to fly over that river in combat he fumbled his skill
> check.

Take for example the case of DarkRaven, a superhero archer with supposed
incredible skill at archery.  In one of his very first adventures, he
missed an immobile van from only six meters away... and he missed it _by_
twelve meters.  He later failed to hit a trash dumpster by several meters.
He was often failing "easy" tasks which he should have been expert at.

Because of bad luck with the dice, the "expert" archer became a
laughing-stock.  His ability displayed in the game was very different from
what statistics said it should have been.  This certainly added something
unexpected to the game... but it added something very undesirable as well.

(Granted, part of that was the game system... implying that a certain
skill level was "expert" when it left too much room for failure.  But it
was poor luck with the dice that accentuated this and make the hero look
bad at his schtick.)

For every "good" example of what the randomness of dice add to the game, I
can give you a "bad" example as well.

--
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
    [        The Fudge List -- http://fudge.phoenyx.net/        ]
This tagline made from 100% recycled ASCII.

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KarenCravens
Karen Cravens

Sat

Feb 16
2002

04:11Z

How does your site work?

On 15 Feb 2002 at 20:30, Carl D Cravens wrote:

> Because of bad luck with the dice, the "expert" archer became a
> laughing-stock.  His ability displayed in the game was very different from

Actually, it was the expert archer's *player* who was the 
laughingstock.  HTH, HAND...

-- 
Karen J. Cravens (silver@phoenyx.net)

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MichaelWShaffer
Michael W. Shaffer

Sun

Feb 17
2002

19:35Z

How does your site work?

Just a few minor quibbles here, noted under each point.

On Friday, February 15, 2002, at 06:57  PM, Michael Orton wrote:

> An interesting discussion to which I can't resist adding my thoughts.
>
> First of all, the GM's first duty is to the players.
> The game must be fun.   If the game ceases to be fun the whole thing is
> pointless.
>
I believe the GM's first duty is to herself. The game must be fun for her,
  or why bother.  This is probably assumed in your message but not stated, 
but I thought I would explicitly state it here.  Everything else keeps the 
order you mentioned after this, though.


> The art of the GM is to roll the dice and then be able to tell when they
> have got it wrong.
>
However, the GM should also strive to use, modify, or create a system where 
the dice don't often (if at all) get it wrong.  Imho, with all due respect,
  etc. etc.

--
Michael W. Shaffer
http://www.geocities.com/pookey_shaffer/pookey.html

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MichaelOrton
Michael Orton

Mon

Feb 18
2002

01:32Z

How does your site work?

> For every "good" example of what the randomness of dice add to the game, I
> can give you a "bad" example as well.
>
> --
> Carl D Cravens (raven@phoenyx.net)                Gamers List Owner

I'm not going to argue that point - which is precisely why I believe dice
add good
things but must not be allowed to rule becasue they can also add bad things.

Michael.


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RobertAHoward
Robert A. Howard

Mon

Feb 11
2002

18:04Z

How does your site work?

You *had* to mention diceless and Amber, didn't you, Lucifer.

Now we'll have Deb Allen popping up to sing the praises of diceless
roleplaying. ;) :p :D

Rob H.


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MeeraBarry
Meera Barry

Mon

Feb 11
2002

22:06Z

How does your site work?

> Now we'll have Deb Allen popping up to sing the praises of
> diceless roleplaying. ;) :p :D

Anymore, it might be a chorus act.

Frankly, I think the "freeform" term fits a little better 
than "diceless" these days...



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NoctIfer
Noctifer

Mon

Feb 11
2002

23:42Z

How does your site work?

>> Because an unfair game isn't fun, at least to me.  You tend to end up
>> in one of two types of games when the GM lets his bias run wild...
>
>Why do you assume that the "unfair" GM is going to let his bias "run
>wild"?

Because the unfair GM is human (presumably).  He's going to have biases.  
Biases towards what makes a good story, biases about certain types of 
characters, etc.  These biases can and do come through in a game that uses 
dice, but not to the degree that they can in a diceless game.  Without any 
constraints at all, every GM, no matter how good, is going to take things too 
far.

>> Now, most GMs who aren't concerned with impartiality will fall between
>> these two extremes, but individual campaigns/adventures/events will
>> likely lend themselves in one direction or the other.
>
>If "most GMs" who aren't "fair" don't have the extreme problems you
>described, why are "unfair" GM's such a problem?  You seem to be stating
>one premise ("Unfair" GM's let their biases run wild and ruin the game
>with one of two extremes) and coming up with a different conclusion (Most
>GM's don't have a problem here).

Not at all.  Let me try to explain further...most GMs _do_ fall somewhere in 
between, but the problem still exists.  In each situation, they're going to 
lean in one direction or another.  In diceless games, a character can't be 
lucky unless the GM decides he's lucky, frex.  Everyone has biases...dice 
mitigate some of the effects of those biases.

>> The story should be a collective effort, not something the GM knows
>> the ending to.
>
>Does "not fair" have to mean "GM knows the ending"?

Fair enough question.  No, not really.  The GM doesn't necessarily know the 
ending of the adventure before it starts, but the ending is up to his whims.  
What plans will work, what plans won't, what actions result in success, which 
actions don't.  The players can try to come up with ideas, but unless the GM 
decides that those ideas work, they don't.  Unless, of course, players get to 
decide what actions succeed and which don't, in which case, the game has 
crossed the threshold of collective storytelling, not rping.  Don't get me 
wrong...collective storytelling is cool, but it's not a role playing game 
(similar, with elements of each in the other, but not the same).

>> If he already knows whats going to happen, what's the use of having
>> players?
>
>Because the GM doesn't know what the players are going to do?

True, true.  That, at least, provides some level of variety.  But the GM is 
still the sole determinate of whether an action succeeds or fails.  That 
takes a lot of excitement out of a game, for me.  It means that fights that 
are supposed to go well go well and those that aren't, don't.  The story 
loses it's "life"...that random element that exists in reality...and becomes 
more of a novel.

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 Feyworld Webpage: 
http://members.aol.com/noctifer/private/FeyFront.htm
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DaveZumwalt
Dave Zumwalt

Tue

Feb 12
2002

01:06Z

How does your site work?

I think that a diceless game can still have some randomness and need not be 
solely determined by the DM. For instance, say I'm the DM and I've created a 
temple and placed guardians about it. I don't know if the players are going 
to charge the front door, send in an invisible scout, disguise themselves 
and try to bluff their way in, or try any number of other strategies.

Even if they charge straight in, I don't know how the battle will play out. 
The cleric might cast blindness and then all the players back away and kill 
the guardian with arrows. Some players may decide to drink their potions of 
strength or haste. If their are two or more guardians, how will the players 
match up? Will the strong fighter take the big guardian while the rest rat 
pack the weaker one? Or will all the PC's concentrate on a spellcasting 
guardian? Maybe the strong fighter takes on a bunch of weaker guardians 
using his Whirlwind attack, leaving the rest to pick away at the main 
guardian.

And there are Trip attacks, Grappling, flanking strategies, and magical 
items to consider. Chess is a game without randomness, yet because of all 
the different actions and strategies, the game turns out different each 
time. And D&D offers many more options and situations than chess.


----Original Message Follows----
From: 
Reply-To: gamers@phoenyx.net
To: gamers@phoenyx.net
Subject: Re: GM: How does your site work?
Date: Mon, 11 Feb 2002 17:42:15 CST

 >> Because an unfair game isn't fun, at least to me.  You tend to end up
 >> in one of two types of games when the GM lets his bias run wild...
 >
 >Why do you assume that the "unfair" GM is going to let his bias "run
 >wild"?

Because the unfair GM is human (presumably).  He's going to have biases.
Biases towards what makes a good story, biases about certain types of
characters, etc.  These biases can and do come through in a game that uses
dice, but not to the degree that they can in a diceless game.  Without any
constraints at all, every GM, no matter how good, is going to take things 
too
far.

 >> Now, most GMs who aren't concerned with impartiality will fall between
 >> these two extremes, but individual campaigns/adventures/events will
 >> likely lend themselves in one direction or the other.
 >
 >If "most GMs" who aren't "fair" don't have the extreme problems you
 >described, why are "unfair" GM's such a problem?  You seem to be stating
 >one premise ("Unfair" GM's let their biases run wild and ruin the game
 >with one of two extremes) and coming up with a different conclusion (Most
 >GM's don't have a problem here).

Not at all.  Let me try to explain further...most GMs _do_ fall somewhere in
between, but the problem still exists.  In each situation, they're going to
lean in one direction or another.  In diceless games, a character can't be
lucky unless the GM decides he's lucky, frex.  Everyone has biases...dice
mitigate some of the effects of those biases.

 >> The story should be a collective effort, not something the GM knows
 >> the ending to.
 >
 >Does "not fair" have to mean "GM knows the ending"?

Fair enough question.  No, not really.  The GM doesn't necessarily know the
ending of the adventure before it starts, but the ending is up to his whims.
What plans will work, what plans won't, what actions result in success, 
which
actions don't.  The players can try to come up with ideas, but unless the GM
decides that those ideas work, they don't.  Unless, of course, players get 
to
decide what actions succeed and which don't, in which case, the game has
crossed the threshold of collective storytelling, not rping.  Don't get me
wrong...collective storytelling is cool, but it's not a role playing game
(similar, with elements of each in the other, but not the same).

 >> If he already knows whats going to happen, what's the use of having
 >> players?
 >
 >Because the GM doesn't know what the players are going to do?

True, true.  That, at least, provides some level of variety.  But the GM is
still the sole determinate of whether an action succeeds or fails.  That
takes a lot of excitement out of a game, for me.  It means that fights that
are supposed to go well go well and those that aren't, don't.  The story
loses it's "life"...that random element that exists in reality...and becomes
more of a novel.

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 Feyworld Webpage:
http://members.aol.com/noctifer/private/FeyFront.htm
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MeeraBarry
Meera Barry

Tue

Feb 12
2002

04:13Z

How does your site work?

Noctifer notes:
> Without any constraints at all, every GM, no matter how good, 
> is going to take things too far.

What is "too far" for one GM may be the bread and butter of 
another GM's game.  Frankly, learning when to go "over the 
top" is a fine skill for the GMs of my group.

What makes for a successful game is the enjoyment of the 
players and GM involved in it.  Nothing more, nothing less. 
 With that said, I won't game with GMs I can't trust.  My 
degree of trust isn't in any method of resolution (I'm 
notorious for rolling extremes when I do diced games) but 
in the way the GM is going to handle my interactions with 
his (or her) story.  

Give me your random generators, your experience points 
yearning to be free...

...and dice still can't tell a decent story by themselves.



\\ Mb \\
mabarry@xpert.net

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KarenCravens
Karen Cravens

Tue

Feb 12
2002

04:29Z

How does your site work?

On 11 Feb 2002 at 17:42, Noctifer@aol.com wrote:

> Without any constraints at all, every GM, no matter how good, is
> going to take things too far.

Golly.  However do authors manage it without dice?

-- 
Karen J. Cravens (silver@phoenyx.net)

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