While I’m back in the saddle, I still have a few more guest posts for you during the holidays. Enjoy!
Hey there again folks, thanks for the warm reception before, this is Wyatt Salazar from this place and that place again, continuing our chat from before about online gaming (and not the type you usually encounter).
Now that we’ve covered styles, it’s time to cover mediums, which also have a lot to do with styles. Each medium of online gaming has its own intricacies which will determine how you play, who you can rope into playing with you, where you’ll play, what you’ll eat during playing and whether or not you will leave play with your sanity intact. (Just kidding.) There’s something for everyone here (or almost everyone).
Now, though there’s numerous ways to play online, they all fall into one of two categories, which I like to call Correspondence Gaming and Real-Time Gaming. We’ll tackle them one at a time starting with the one less likely to give you any trouble.
Real Time Gaming
Pros: Real Time, more likely to succeed in the long run, easier to adapt to for tabletop folks
Cons: Scheduling troubles, learning curve, having to dig up the right tools
Real Time Gaming is any program where you can receive messages instantaneously. This might be as simple as an AIM Chatroom, or it might be an IRC chat loaded with bots and macros of your own design, and there are even programs designed specifically with this kind of gaming in mind. The basics needed are a chat room and a die roller, but for more complex games you’ll need more complex programs, and that involves getting into tabletop simulators.
Tools:
•Any instant messenger, including AIM, IRC or MSN, works well as a bare-bones tool for this kind of game. Some don’t have die rollers, so you’ll have to play by the honor system. If you want to avoid that, both AIM and IRC have ways of rolling die in chatrooms, so you might want to stick to those.
•Maptool is a dedicated program that allows you to host games and produce maps for them. Now, I will admit that I couldn’t get the hang of Maptool so I’m not the best guy in the world to recommend it. I would look into it if you’re a power-user who has time to get under the skin and make this baby purr. It’s lean, mean and loaded with features, and even if you don’t roleplay within it, you can use it to make maps. Therefore it’s not a waste to give it a look.
While you’re at it, Tokentool lets you make “tokens” or “pogs”, personalized character icons that take the place of minis on the virtual tabletop. It comes highly recommended and breathes a lot of life and personality into your game. It works with any online tabletop that supports square or circular tokens, so don’t be fooled by its status as an “accessory to Maptool”.
•Gametable is what I use for this sort of gaming. It’s small and easy to handle, but it does less than Maptool. For example, Gametable can’t produce a map for you to print out and use elsewhere, it can only make maps for itself.
However, it did what I wanted it to and it did it before my wire-thin patience ran out, so this is the one I can personally recommend. It supports tokens, which I feel is extremely important, as well as a very easy and intuitive system of “underlays”, pieces you put on the map that always appear beneath a PC token if a PC token is standing on it, which allows you to greatly customize maps. It also has dice macros that you can save and import later for use during your games (and every player can customize their dice macros or even create some from scratch via the program itself or in a text editor like notepad or Apple’s Textedit for Mac users, creating makeshift “character sheets” they can upload).
I also recommend an absolutely excellent blog for learning to use Gametable and other online tools, By Decree Of The Czar.
•There is also Fantasy Grounds, which is pretty and robust, but it costs money, and it was kinda clunky in my computer compared to the fast little java programs mentioned above. But it’s an option nonetheless, and the learning curve is very small compared to the java programs because of its developed user interface. They recently came out with a second version of it, which I have not tried and which might be far better and faster than I’m giving it credit for. Also, it’s Windows only.
Style:
As mentioned before in my Style post, the way I tend to play these games is not with cameras and voice chat, but using the text chat room built into these apps. That’s what I’ll be talking about. All these apps come with a built-in chat that supports basic things like bold, italic and underline text, differentiated character names (some support more advanced things like color text.) My last blog post briefly talked about a difference in the styles and etiquette differences in online gaming. We’ll cover that with a bit more depth now.
In a chat room, the game can go by in real time, like a normal session around a tabletop. However, because messages appear instantaneously, you have more freedom to talk longer in each go. You can write, as said before, like you were writing a character in a piece of literary fiction.
However, because this is real time, you have to type fast enough to get your message across, and you have to keep an eye for what messages might appear before yours so you can correct anything you say. It’s happened to me more than once that I wanted to talk to a specific character who said before I could finish that they’re leaving the room. This meant I had to delete everything and start over, or follow the character, or otherwise change my message.
Also, many chat rooms have a text limit, like AIM. It gets very annoying when AIM tells you your message is too long, but it’s a reality you have to adjust for if you want to use it. Find a good medium between the sort of brevity you encounter at a tabletop, and the lengthy novel posts you find in a play-by-post.
Be descriptive, but not so that your single message eats the entire chatroom window. Keep in mind a few tips novelists use – some details are unimportant except where they aren’t, don’t devolve into purple prose, and don’t be afraid of omitting “said” or an adverb string if everyone knows who’s talking.
Because there is no face to face contact, roleplaying is much easier and freer. Players can roleplay male or female characters without having to fake a voice that might be awkward for them, and can say much more that they would around a tabletop, so it’s great for getting shy roleplayers to open up.
That being said, this can breed a kind of hard-ass gamer who thinks they can do whatever they want. IRC chats have a kick feature that helps get rid of people like that, but it’s something to watch out for when you’re building up a group. Set clear limitations on what you want in your game. Just because it’s text doesn’t mean raping, cursing, racism or bigotry is perfectly okay with everyone. Just like a book can offend, a text chat can offend. However, if the overwhelming majority of the group enjoys these kinds of elements, and a single player does not, then that single player may want to find a different group rather than disrupt the mechanics of the majority.
Correspondence Roleplaying
Pros: By correspondence (leaving a message for later), therefore zero consumption of time and zero schedule
Cons: Less likely to hold in the long run, can be grindingly slow if the group isn’t dedicated to it
Correspondence Roleplaying comes in two forms – Play-By-Email and Play-By-Post. I will politely discourage play-by-email, because play-by-post does practically the same thing with better archiving, better tools, less confusion of who’s turn it is or chronological order, and play-by-post is a smidge faster most of the time. Play-By-Post is the way to go for this, in my humble opinion. There are numerous message boards with play-by-post, but I’ll be giving ones with large and dedicated communities, ease of use, or ones that are focused mainly on play-by-posting as opposed to general RPG discussions.
Tools:
•Myth-Weavers is in my opinion the best one. It’s got a large community (as far as this sort of thing is concerned) and easy-to-use, intuitive tools for gaming.
You create an account, and then you can create a game, which gives you your own message board with up to 20 sub-boards, wherein you can set it so only people you allow can read or post. You can recruit on the boards or bring your friends.
It has a built-in dice roller, spoiler tags that hide text unless the viewer clicks a button, private tags that hide text in plain sight so they are invisible except to the person you intended to see it, beautiful hosted character sheets with linkable character portraits, and all the bbcode functionality (and more) of any professional message board. Among many, many other things. It is free, gorgeous and easy to use, and the admins are very approachable and visible.
•RPol is another very large one. The community is utterly gigantic. I will admit I don’t have an amazing amount of experience with this. The game interface is less intuitive and pretty than Myth-Weavers from my personal experience, but it seems to accept hard HTML code in posts and character documents (I made fancy table-character sheets for an Exalted game there once) so anyone who can make that work will find they have a lot of control over how their text looks. It also comes with your basic forum functionality. This is another one to try if you feel like scouting the options.
•Nearly any gaming discussion board you already frequent is likely to have one. You can find ’em in Giant In The Playground, Wizard’s Official Forums, wherever. These are not dedicated, so you don’t get your own forum with subforums to control and all of that, and they might lack the advanced tools others have. There are some fixes for this
– Invisiblecastle provides a dice roller with archived rolls for players, and you can always use Myth-Weaver’s sheets without hosting your game there (though you HAVE to make an account in order to use their sheets – it’s worth it even if only for that!)
•Photobucket or Flickr can host those character portraits, maps and any other image props you’ll be wanting to use pretty easily. How will you make them? It’s as simple as making a bunch of grid maps with a spreadsheet chunk and Paint, or firing up The GIMP or Photoshop or Maptool and making something pretty. I prefer photobucket for maps because it has built-in painting tools for making quick cruddy-looking sketches and dots on maps. I prefer Flickr for character portraits because it automatically creates and offers multiple sizes from your original pictures and it’s a lot less ugly-looking to deal with, but its painting tools don’t cut it much.
Style:
There isn’t much to say about the style of a play-by-post that hasn’t already been said in the first part of this series. Posts can be very long. You might want to set a limit as to how long they can be, and what elements they can or can’t include, such as pictures or fancy fonts or colored text.
There are also some things you should watch out for in play-by-posts – for example, it is very rude to assume that an NPC or PC will do something for you and therefore including that in your post. This is called “godmodding” in some forums, and means taking control of a character not your own within your post. It’s best to avoid this.
You should set a limit on the minimum number of posts and minimum number of activity you expect in a game. I expect 1 or 2 posts a day, 5 days a week. If you cannot comply, I will unfortunately have to find another player. I also like to ask for any instant messaging or email addresses of my players so I can nag them.
This is unorthodox and rude of me to do, but it comes with the territory. This is why I often game with the posse, because I know they’ll respond and I know I can go nag them. If you don’t have a posse, and game with strangers, you can find the problem of dedication. A lot of PBPs fold because of a lack of dedication.
Because there’s no schedule, players become lackadaisical and make the game even more sluggish. As a DM, be active yourself and expect activity, and reward activity. Set a good example and be demanding. Also, get a posse. It’s the best.
Some basic niceties you should look for in a forum are spoiler tags that actually hide the text (button-click drop-down spoiler tags are my favorite – mouse-over ones are annoying to me) and image tags so you can post maps and such. Private text is cool, but not needed. A lot of people like color text to differentiate characters talking – if each player has only one character though, I don’t see the point. Dice rolling is nice, but most forum dice rollers are annoying to use, so I tend to default to invisible castle, which is easier than the often arcane rolling algorhythms most forums concoct.
And I think that’s all I wanted to say about that. Tune in next time when we’ll wrap up by talking about stuff you can do to spice up the game, more online tools, and maybe any questions anyone wants answered or topics anyone wants covered.
Once again thanks to Chatty for having me, and to the readers here for being welcoming and appreciative, and I wish everyone a lot of love, platypuses and black sheep.
I also apologize for how huge this post is.
Flying Dutchman says
Quite a read, but certainly worth the effort 😉
I liked the Myth-Weaver look, and your article(s) certainly got me working up an appetite to give this thing a shot. Do you have any experience with teaming up with total strangers, because I’d imagine it might take a while before you finally find a good group between power-playing, self-centered people and “god-modders”?
Anyway, good going on the article. When time to experiment is available, I think I might sail over to some of those sites to give it a shot! Curious to see the wrap-up!
Cheers!
John R. says
What? No mention of OpenRPG? Scandal!
It’s great, open-source and free. It has plugins for many, many kinds of systems, and though the map system is kinda crusty, it’s got a decent userbase on lots of different servers, and supports the easy development (if you’re prepared to spend two hours or so learning the underlying plugin system) of extensions for auto-rolling stuff for NPCs, skill tests, and so on.
Check it out: http://www.openrpg.com/
Wyatt says
@Flying Dutchman: I have some, and in places like Myth-Weavers, you’re bound to find more good people than bad. In message boards not totally dedicated to online gaming, you may come across more people like that, but it’s not very rampant. During your recruiting process, keep an eye on the people you come across. Even though it’s a bit weird, go through their posting history briefly, and check to see if they’re in any other games, and how they’re doing. Also, Myth-Weavers has some good stats on people for your perusal, including their average posts per day (lets you see if they’re active) and their “reputation”, marked by a D&D-style alignment. The good thing about reputation is that it is given on a post-by-post basis, so you can see what posts earned what reputation.
@John R: Agh! I knew I was forgetting something. Yeah, OpenRPG is free and very full-featured. I did have a lot of trouble trying to install it, and used it very little, which is probably why I forgot about it. But thanks for catching that oversight!
Wyatts last blog post..Inspiration Where You Least Expect It
Vampir says
It’s true that many forum games die an early death but there’s nothing like participating in a 3 years long forum game that is nowhere near stopping… it makes up for playing in all those games that did die…
and the best part about playing on a forum is that you don’t have to play just one game 🙂
Wyatt says
@Vampir: Definitely! Play-By-Post is my personal de-facto choice of gaming because I like to write a lot and don’t have a lot of free days I can devote to gaming (Saturday noon is my Gametable commitment, and about the only possible one)! I may go down on it a lot sometimes, but that’s because I oh so wish I could get into one that wouldn’t die off on me! I’m cursed.
Wyatts last blog post..Inspiration Where You Least Expect It
Vampir says
Finding a good game isn’t easy… fortunately, there are those that die very quickly and there are those that just don’t want to have anything to do with death…
You need to find the right people!
walkerp says
Great article. Just to throw out a small argument in favour of Play-by-eMail, there are some people who just aren’t comfortable with forums or don’t have the time to go to them. I have one such player who is a busy executive, but is always on his blackberry. So email works way better for him and he has an excellent response time! I’ve been running a PBeM game for 4 or 5 years now and it has been pretty good, though there are always periods where I have to re-light the fire under my players’ asses.
I’d say that PBeM is more suited to a seat-of-the-pants style campaign, with fewer plot, setting and NPC details. It’s hard for players to remember campaign info and they don’t have the forums to go back and reference. I usually accompany the game with a small wiki showing the basic data (character sheets, main locations and npcs, rough summary of what’s happened, etc.). Even then, I try to keep it quite light. It’s more about the moment, which is good training for you as a GM as well.
Wyatt says
Thanks for your experience Walkerp. It’s good to see everyone chiming in about their preferred methods of play, and more important, why they use them and for what. It gives a lot more perspective to this article as a resource than what I can offer alone. Many thanks, and keep on strong!
Wyatts last blog post..Inspiration Where You Least Expect It
Dean says
I play by post at Plothook, http://www.plothook.net
Enjoy both playing and DMing, though I tend to either have too much time on my hands and fume over the slow pace, or have too little time to devote to my games.
But this can be really fun, especially for ROLE players who get into the interaction of the game.