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Thread: Running a PBEM

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    Running a PBEM

    Before you become a PBEM GM, keep in mind the following rule of thumb: "Lurk before you play, and play before you GM". I know... this sounds simplistic. But its not.

    Look around the internet a bit and you'll find hordes of PBEM games which failed because the GM didn't realize how difficult they could be to run. PBEM games are almost totally unlike face-to-face games. What takes 30 seconds of discussion and a couple of dice rolls to resolve in a table game can take a month and a half to resolve in a PBEM.

    The first thing you should do when you decide to run a PBEM is to ask yourself this question: "Do I have enough time to do this right?" Players can get away with dedicating no more than half-an-hour per week to a PBEM and do just dandy. As a GM, it takes a bit more. First, you can expect to take care of all the paperwork. As GM, you'll be keeping track of everything. Combat dice rolls, damage totals, experience points, when the Hunteds show up, whether the DNPC is going to stick his nose into things. Everything.

    Second, keep in mind the potential longevity of the game. Most PBEMs are open-ended... which means that there's no real stopping point. Its possible for a good game to run for years. If you can't see yourself still running the game in a year, then starting one up at all is probably not a good idea. On the other hand, you can run a game with a definite time limit. Just make sure your players are aware of what that limit is.

    Assuming I haven't scared you off yet, there are things you can do to become good at it. Do as much planning as possible before you even think about calling for players. Start with background information. If you're running a game using a commercially available gameworld, such as the Forgotten Realms or the World of Darkness, the background development is basically done for you. If not, you will need to write a large amount of background information to give to the players. Look through the the Guardians website (www.globalguardians.com); this should give you the idea of the amount of information you may need to come up with. (Granted, the background info found on this site covers some twenty-plus campaigns, but the idea is still there.)

    After background, you need to decide on game mechanics. What rules will you be using, and are there going to be any house rules on top of the standard game rules? What method of character generation should your players use? For that matter, how many players do you want to have playing? All of these questions need to be answered.

    Once the game mechanics are all settled, you should start thinking about the beginning turn of your game. How did the player characters come together? Why are they associating. What adventure do you want to set them on first? Setting some initial goals is a good idea. You don't have to try and dictate their actions, but you should give your players a general direction in which to move.

    Once all of these things are done, you can go ahead and publish your intent to run a game. Irony Games' website (www.pbem.com) is the usual place to do so, not to mention the "Player Finder" section of these boards.

    If your using a popular game system, you should be prepared to receive a lot of inquiries from potential players. Chances are you'll receive more submissions than you have player spots. This gives you the freedom to pick and choose among the potential players. The secret to choosing your players is to not wait until the end of the submission period before judging them as "yes", "no", or "maybe". Once you've decided who's in and who's not, let everyone know one way or another. Make sure to ask if they are still interested; sometimes a single player has submitted applications to many games, and in the time it took for you to make up your mind, another one has gone active.

    At that point, you're ready to start character construction and, shortly after that, the first turn. Unfortunately, you're not totally set, because it is inevitable that at least one player, right after the beginning of the game, will be unable to participate for one reason or another. It is for this reason that its a good idea to have more players than you need. The "extras" will lurk, reading along with the campaign until they get a chance to become an active player.

    Always make sure that you have definable goals. Work out some sort of schedule for when you want things to happen in your game. For example, the new turn is released on Monday, player responses are due on Friday, and you write the new move over the weekend. Don't be discouraged if things don't work perfectly from the get-go... because things won't work perfectly. There are going to be problems. Some of the problems are going to be pretty huge. Holidays usually put real cramps in otherwise smooth-running games, for example.

    When you're writing your turns, think up lots of plot hooks and drop them everywhere. When in the middle of one story, start dropping hints about other stories you have waiting in the wings. Doing it that way is much more realistic than just smacking them in the face with a new problem right out of the blue.

    Foreshadowing is a standard tool in literature, and it makes the PBEM gaming experience a whole lot more exciting as well. Try weaving two stories together, without letting the players in on it. It makes for very interesting gaming. Encourage your players to talk amongst themselves about their characters and their character's activities. (Just make sure you get copies of everything.) This way, you can take cues from their speculations and their responses. Who knows, maybe the player's will make guesses about their character's situations which turn out better than your planned storyline.

    Since you're running a PBEM, you obviously have a computer. This is very good, since you want to be organized. Keep separate files on the player characters, the NPCs, upcoming events in the storyline, which NPCs you've used in the past, a copy of every turn you've ever sent out ...

    Let me repeat that last one and digress for a moment... keep a copy of every turn you've ever released. You never know when you might have to refer back to them. You might have introduced some minor NPC intended to walk on stage, wave to the audience, then disappear into the fog, but rest assured that the moment you forget what that guy's name is, one of the character's will want to talk to him.

    Now... where were we... oh yeah. Organization.

    There is another reason to be organized. Consistency. Once the game is running, there are three things to keep in mind at all times: First, be consistent. Second, be consistent. And third, be consistent. Always reread the last turn you sent out before writing the next one. Keep the details in mind. If you mentioned in the last turn that Villain Man was standing with his hands on his hips, and he hasn't changed positions, keep his hands on his hips for the new turn. If the superteam's loyal butler is named Harold when they left their mansion to fight the villains, it should be Harold when they return... unless of course Harold died suddenly and his twin brother Gerald has taken over the job of butler. Even then, make sure to have the grieving Gerald inform the players of Harold's untimely death.

    Be familiar with the background details of the gameworld. This is really important if you are going to be consistent. If the background information says that the supervillain team Jihad never attacks hospitals, don't write a story in which they rampage through the Mayo Clinic without a really good background reason. Likewise, if magic doesn't work in the gameworld, don't have your players fighting a band of evil sorcerors.

    Keep in contact. I cannot stress this enough. Made a point of checking your email at least once per day. Multiple times a day is even better. The GM has to be available to answer player questions and provide any needed additional information through NPC characters. Even in between the big turns which you write a certain number of times each week, you'll need to interact with them more often (and sometimes privately, if they're doing something the other players aren't a part of). If you take several days to get back to your players, they will likely stop asking questions or doing anything else other than offering minimal participation.

    Try to plot out your stories in advance. By "plot out", I mean come up with a grand scheme for the direction in which you want to move your game. Don't try to plot out the precise details of the story, because players have a way of mutilating the most carefully laid plan when it comes to the details. I'd go so far as to say that a GM is never in charge of the details, but is always in charge of the plot direction.

    You'll find that having a grand scheme in mind helps with the development of long-term, multi-turn storylines as well. If you know that Villain Man is plotting, in the end, to take over the world's cheese production, you can feature him in several preliminary stories in which he is doing things that seem unconnected, but that really are in support of his ambition for dairy domination.

    Try to come up with ideas for stories from the backgrounds of the characters. Its much more personal if the player sees something he thought up for his character being brought to the fore in the move. It's neat to contribute to the greater story. With this in mind, remember to focus a little more on the mundane aspects of life. For example, while you're concentrating on Captain Hero's oath to avenge the death of his policeman father, don't forget that he has an estranged wife and child out there too. The "minor issues" (meaning the ones that don't deal with fighting the bad guys) lend a whole big bunch of realism to the game.

    While you're at it, always read your players posts with an eye toward picking up ideas for future stories. It works the same way as getting them from the backgrounds.

    Always remember that the pacing of a PBEM is very different from a face to face game. There is almost never any real-time interaction between characters or between players. As a result, PBEM turns should quite paradoxically be both very specific (to give the characters the maximum of information) and very general (to allow the players the maximum freedom when choosing actions).

    Always make sure that your players give you contingency actions when they post. For example, if a character is trying to use a power on a bad guy, make sure the player lets you know both what he will do if he succeeds and what he will do if he fails. Without contingencies, everyone involved must wait for the player to produce more information before the game can proceed. Waiting kills the majority of unsuccessful PBEM games. The problem isn't so much one of the game taking a lot of time, but rather of taking more time than the player expects.

    Something that is usually a good thing to do, but isn't always necessary, is to establish early on a policy that all mistakes are final. Its usually easier to accept making a mistake if you've already agreed on the consequences of that mistake. This policy applies to both the players and the GM. By doing things this way, you set the expectations and procedure for handing missed clues and mistaken posts before the actual events occur, which helps reduce the frustration. Also, you make it fair for everyone because the bad guys are also affected. Lastly, it encourages everybody to pay attention to what they are doing, to be alert, and to be aware of their own capabilities.

    One big word of advice: its a good idea to check up on how your players think the game is going, particularly if they suddenly post less than they did at the start of the game. Make sure everyone has something to do at all times. When things go wrong, explain the situation to your players, deal with the problem, and move on.

    Its your game. If you need to take a short break, then let everyone know and take it. If you're at a loss for ideas, ask the players. They will probably be glad to help.

    -- Jack Butler

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    Re: Running a PBEM

    Thanks, that is some good information about PBEMs.

    I do have a few questions about your statements.

    Quote Originally Posted by Worldmaker
    The first thing you should do when you decide to run a PBEM is to ask yourself this question: "Do I have enough time to do this right?" Players can get away with dedicating no more than half-an-hour per week to a PBEM and do just dandy. As a GM, it takes a bit more. First, you can expect to take care of all the paperwork. As GM, you'll be keeping track of everything. Combat dice rolls, damage totals, experience points, when the Hunteds show up, whether the DNPC is going to stick his nose into things. Everything.
    How much time is enough? As a GM, I'd say that it would take me 10+ hours a week to run and do all the set-up junk for a "face to face" game. How many hours per week for a PBEM are we talking about here?

    Quote Originally Posted by Worldmaker
    Start with background information. If you're running a game using a commercially available gameworld, such as the Forgotten Realms or the World of Darkness, the background development is basically done for you. If not, you will need to write a large amount of background information to give to the players. Look through the the Guardians website (www.globalguardians.com); this should give you the idea of the amount of information you may need to come up with. (Granted, the background info found on this site covers some twenty-plus campaigns, but the idea is still there.)
    I would assume that, in any game (even face to face) without a "commercially available gameworld," the GM needs to come up with a great deal of background information. Is this need for background information that much greater in a PBEM?

    Quote Originally Posted by Worldmaker
    Once the game mechanics are all settled, you should start thinking about the beginning turn of your game. How did the player characters come together? Why are they associating. What adventure do you want to set them on first? Setting some initial goals is a good idea. You don't have to try and dictate their actions, but you should give your players a general direction in which to move.
    Could you compare and contrast the initial set up of a PBEM vs the initial set up of a "face to face" game?

    Quote Originally Posted by Worldmaker
    PBEM games are almost totally unlike face-to-face games. What takes 30 seconds of discussion and a couple of dice rolls to resolve in a table game can take a month and a half to resolve in a PBEM.
    How do you feel about using alternatives (along the lines of an on-line chat program) to speed things up PBEM combat?

    I know that some people run "chat only" games and some people run "e-mail only" games, but why not mix the two mediums?

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    Re: Running a PBEM

    Quote Originally Posted by Warp9
    How much time is enough? As a GM, I'd say that it would take me 10+ hours a week to run and do all the set-up junk for a "face to face" game. How many hours per week for a PBEM are we talking about here?
    There's no one answer to this question, because its different for every GM. Setting aside the work I do on the Guardians website as a whole and concentrating just on the two campaigns I either run by myself or with a partner, I probably put in about six hours a week on the average. There are some weeks, however, where I put in much less, and others where its much more.

    It depends on what is happening in the story. If I am writing combat scenes, then I have to roll dice, figure combat results, and so on rather than just writing the next move, so it takes longer. If all I'm writing is character interaction, it can take me as little as twenty minutes to respond to all my players... add to that the prep time I take graphing out my plotlines (I run my PBEMs like television series... but that's another article. <G>), the absolute minimum is probably two hours a week, and the absolute maximum probably twelve.




    I would assume that, in any game (even face to face) without a "commercially available gameworld," the GM needs to come up with a great deal of background information. Is this need for background information that much greater in a PBEM?
    I think its directly comparable to the information you'd come up with in a home-brew gameworld, with the added pleasure of maintaining a website so all your players know what's going on.

    An individual GM in no way, shape, or form needs to come up with as much background information as I and the other Guardians GMs have. I call myself Worldmaker for a reason... I'm almost obsessive when it comes to detailing out every gameworld I have ever created, regardless of genre. So you don't need to do as much as I have done. But I've always found that the more detail you add to a gameworld, the more real it feels for the players.



    Could you compare and contrast the initial set up of a PBEM vs the initial set up of a "face to face" game?
    I think the differences and the similarities pretty much balance out. The GM of an incipient PBEM campaign has to come up with his setting, figure out whatever house rules (if any... and I've yet to see a campaign that didn't use house rules) he wishes to use, decide on the number of PCs, the types of adventures he wants to have his players experience, and so on. These are all identical to what goes on with a face-to-face game.

    Gathering players is rather similar as well. You post a couple of notes announcing your game here and there, or you let your gamer friends know you've got a game coming up and ask them if they are interested. Its just with the PBEM you do this electronically (and since the GM is contemplating a PBEM in the first place, we can assume he's got access to email and the internet).

    The biggest difference is in distributing the information the players need to know to make their characters, and the background information they need to know in order to play in the campaign. I cannot stress this enough: I've heard about people running PBEMs without creating some form of website to support their games, though I've never heard about any of these websiteless campaigns having any sort of success. Even if all you do is throw some basic info up on one of the crappy free-access Angelfire sites, a website is the easiest way to get the information out there.

    Character selection is nearly identical to face-to-face gaming... hell, in some cases (depending on the game) you might not have to come up with any hard numbers for your character, just the background information. Especially if its a game that just won't have any combat to speak of. The differences are primarily procedural: you send electronic copies of the character to the GM, who makes his selection based on his personal tastes.



    How do you feel about using alternatives (along the lines of an on-line chat program) to speed things up PBEM combat?
    I don't use them myself, but such alternatives are certainly viable if this is what you want to do.




    I know that some people run "chat only" games and some people run "e-mail only" games, but why not mix the two mediums?

    No reason why an individual GM shouldn't do so, but that veers into "PBP" games, and PBC games. <G> And that's another article.

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    Re: Running a PBEM

    Quote Originally Posted by Worldmaker
    I think its directly comparable to the information you'd come up with in a home-brew gameworld, with the added pleasure of maintaining a website so all your players know what's going on.

    *snip*

    The biggest difference is in distributing the information the players need to know to make their characters, and the background information they need to know in order to play in the campaign. I cannot stress this enough: I've heard about people running PBEMs without creating some form of website to support their games, though I've never heard about any of these websiteless campaigns having any sort of success. Even if all you do is throw some basic info up on one of the crappy free-access Angelfire sites, a website is the easiest way to get the information out there.
    Using a website is helpful even in a face to face game. I don't think I'd want to set up a any campaign without one (even face to face campaign).

    Quote Originally Posted by Worldmaker
    I don't use them myself, but such alternatives are certainly viable if this is what you want to do.

    No reason why an individual GM shouldn't do so, but that veers into "PBP" games, and PBC games. <G> And that's another article.
    Are there specific reasons that you do not opt for the use of alternatives?

    I can definitely see how that using a series of different technologies to run your game might confuse some players.

    On the other hand, to me, all the options available in the "computer age" (web-sites, e-mail, message boards, chat programs, combat simulators, etc . . .) are tools. My goal is to use these tools to enhance the role-playing experience as much as possible.

    There are cases where e-mail is the best option. But, as you've said above, e-mail can not substitute for a web-site. There are some cases (such as distributing information to the players) where a web-site is superior to e-mail. The logical solution is to use both options.

    I would think that one would explore all options and use the option that works best for each situation. For example, one could use a web-site to distribute information, use message boards for general rpg stuff, use e-mail for private messages, and use a chat program for combat.

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    Re: Running a PBEM

    Quote Originally Posted by Warp9
    Are there specific reasons that you do not opt for the use of alternatives?
    Personal preference and inertia, probably. When I started the original Global Guardians website, I knew nothing of HTML coding, and even less about what resources were out there to make running a PBEM easier. I was using the freehoster's crappy online site-builder software, for example, and had no idea about starting a message board feedback system, or putting a chat room on my site, or any of the other bells and whistles.

    (These days, I'm sort of like the Drudge Report... my site is basic out of tradition, not because of lack of knowledge...)



    On the other hand, to me, all the options available in the "computer age" (web-sites, e-mail, message boards, chat programs, combat simulators, etc . . .) are tools. My goal is to use these tools to enhance the role-playing experience as much as possible.

    There are cases where e-mail is the best option. But, as you've said above, e-mail can not substitute for a web-site. There are some cases (such as distributing information to the players) where a web-site is superior to e-mail. The logical solution is to use both options.

    I would think that one would explore all options and use the option that works best for each situation. For example, one could use a web-site to distribute information, use message boards for general rpg stuff, use e-mail for private messages, and use a chat program for combat.
    This is all true. You should keep in mind, however, that a) not everyone is going to have access to the options you're talking about; b) not everyone is going to have the time or inclination to jump through the hoops necessary to check all of these things when they could be playing in someone else's game and all it takes is checking their email; c) you should never make more work for yourself than necessary.

    If you can get it to work for you, more power to you. However, I've never been an advocate of making things more complicated just to make them more complicated. If a simple solution exists, my advice is to use it.

    Your mileage may vary, of course.

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    Re: Running a PBEM

    Quote Originally Posted by Worldmaker
    If a simple solution exists, my advice is to use it.
    Good advice.

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    Re: Running a PBEM

    Quote Originally Posted by Worldmaker
    Personal preference and inertia, probably. When I started the original Global Guardians website, I knew nothing of HTML coding, and even less about what resources were out there to make running a PBEM easier. I was using the freehoster's crappy online site-builder software, for example, and had no idea about starting a message board feedback system, or putting a chat room on my site, or any of the other bells and whistles.

    (These days, I'm sort of like the Drudge Report... my site is basic out of tradition, not because of lack of knowledge...)


    This is all true. You should keep in mind, however, that a) not everyone is going to have access to the options you're talking about; b) not everyone is going to have the time or inclination to jump through the hoops necessary to check all of these things when they could be playing in someone else's game and all it takes is checking their email; c) you should never make more work for yourself than necessary.

    If you can get it to work for you, more power to you. However, I've never been an advocate of making things more complicated just to make them more complicated. If a simple solution exists, my advice is to use it.

    Your mileage may vary, of course.
    Quote:If a simple solution exists, my advice is to use it.

    That is some good advice. Unfortunately, I sometimes have problems staying with the simple solution. If I can see a better way to do things, I'll try to go in that direction. Of course there is always a better way to do things; and I often feel like I am chasing rainbows.

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    Re: Running a PBEM

    Quote Originally Posted by Warp9
    That is some good advice. Unfortunately, I sometimes have problems staying with the simple solution. If I can see a better way to do things, I'll try to go in that direction. Of course there is always a better way to do things; and I often feel like I am chasing rainbows.
    In that case what you do is find a way you like, and use it and make sure you don't change your methodology in mid-stream unless necessary.

    Your players will not appreciate it if you are constantly changing things around on them so they can't keep track.

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    Re: Running a PBEM

    Something that you want to avoid is intergame rivalries. They're utterly useless, leave a bad taste in the mouths of players caught in the middle, and in general are just a big waste of time on the part of the person (or persons... but usually these things are one-way) involved.

    Unfortunately, some people disagree. They'd rather go to great lengths badmouthing their "rivals" (who are usually utterly aware that any rivalry exists... or if he does know about his so-called "rivals" certainly bears them no ill-will.)

    How bad can this be? Well, pull up a chair and let me tell you...

    During the GGU's second or third year of operation, a group of players we had kicked out for one reason or another (usually for starting flamewars with the GMs, but sometimes for merely being arrogant jerks) used false IDs to infiltrate the GGUs community mailing list (from which they had been banned), then would cross post things they found there to a mailing list called "GG-Banned". They would then have a good time casting aspersions, criticizing, and otherwise badmouthing me, my wife, the GMs, and the players in the GGU. They only stopped when one of the GGU's players found the list, pointed it out to me, and I suggested that everyone in the GGU join.

    These people then set up their own multi-campaign PBEM operation, touting it as a "friendlier alternative" to the GGU. They were honestly shocked when I put a link to their site on the GGU site. I mean it. Its like they could not understand why I would do that, and they thought I was up to something other than promoting another person's PBEMs.

    To me, that's all they were: another PBEM.

    Some GMs out there actually command that their players not be involved in another GMs campaign. Can you believe that, boys and girls? I certainly can't. I've had players tell me that GM So-and-So has asked them to choose between "that asshole, Jack Butler, and me".

    I feel sorry for the player, but every time its happened (seven times so far) I've told the player that if he chooses the other guy, I hope he has fun with the other campaign and there will always be a spot open for him in the GGU.

    Can you imagine a GM who feels he has to poach players away from one campiagn? Its happened. "Come to my game... I'm better than he is. He'll just be a pain in your ass and you won't have any fun." What tripe. Why can't a single player be in as many campaigns as he or she wishes? Its ridiculous.

    Hell, I know of one female GM who seduced a player away from another campaign. And when I say "seduced", I mean that quite literally. She slept with the other player, then nagged at him until he left the game he was in for hers, using the possibility of more sex as bait. How low do you have to be to stoop to that trick?

    Now I am sure there are worse stories out there. I'm not asking anyone to relay them to me. I don't care. Because the best way to handle such things is how I handle it.

    Namely, I ignore it. I have no rivals, no matter how many times those who say otherwise say otherwise. If a player wants to stomp off in a huff and set up his own game, more power to him. I'll post a link to his site if he wants, and if someone is looking for an alternative to me when it comes to a PBEM campaign, I'll point them his way.

    This is the way the more classy PBEM GM's operate. I'll give you a good example (you notice I'm not naming the names of the bad examples, but I'll name a good one?): Dave Thomley doesn't like me. He holds something against me and thinks I'm a prick for not remembering just what that thing is. He also hasn't been too forthcoming on the explanations when I asked. He thinks he was, but I just didn't get it, and when I tried to apologize, he refused to accept it. I finally gave up trying.

    But... and this is a big but... while he's never passed on an opportunity to point out what a jerk he thinks I am, he's never... and I mean NEVER... bad mouthed the Global Guardians, or told people to stay away from the Global Guardians because he thinks I'm a jerk.

    For my part, I do the same for him. I think he's running a pretty good setup, over in his part of the web.

    Don't go in for inter-GM bullshit. Its cheesy, and nasty, and useless.

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    Re: Running a PBEM

    Quote Originally Posted by Worldmaker
    Hell, I know of one female GM who seduced a player away from another campaign. And when I say "seduced", I mean that quite literally. She slept with the other player, then nagged at him until he left the game he was in for hers, using the possibility of more sex as bait. How low do you have to be to stoop to that trick?
    There is a chick who sleeps with players to get them into her game?

    Is she hot?

    If so, what is her e-mail address (a phone number is also good)?

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    Re: Running a PBEM

    Quote Originally Posted by Warp9
    There is a chick who sleeps with players to get them into her game?

    Is she hot?

    If so, what is her e-mail address (a phone number is also good)?

    Sorry, but I'm not going to give out her email address. In fact I'm not going to reveal any personal information about her at all, mainly because that wasn't my point when I told you about her.

    She participates on these boards, and that's all I'm going to say.

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    Re: Running a PBEM

    Quote Originally Posted by Worldmaker
    Sorry, but I'm not going to give out her email address. In fact I'm not going to reveal any personal information about her at all, mainly because that wasn't my point when I told you about her.

    She participates on these boards, and that's all I'm going to say.
    She...slept with someone to get them into her rpg? That is several different kinds of sad.

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    Re: Running a PBEM

    Quote Originally Posted by nexus
    She...slept with someone to get them into her rpg? That is several different kinds of sad.
    Keep in mind that you are only hearing an outsider's perspective. Human relationships are sometimes more complicated than they appear. If you are not actually involved, it may be better to reserve judgement.

    We're kind of off the track of the thread, though...

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    Re: Running a PBEM

    Quote Originally Posted by nexus
    She...slept with someone to get them into her rpg? That is several different kinds of sad.
    Let us not be too hasty to discourage behavior which may prove to be beneficial (to those she might sleep with).

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    Finding Players

    How hard is it to find players for a PBEM?

    I've heard that there are hordes of players for each GM.

    However, it also sounds like GMs sometimes feel the need to fight over players, even going to great lengths to get players for their games (see above posts). It is rare for Eskimos to fight over snow, so I am wondering if finding players is harder than one might think.



    If I can always easily find more players for my game, then it really puts me (as GM) in the driver's seat.

    On the other hand, if finding players is harder, then I may have to work with the players I've got. If this is the case, I may have to reconsider tactics which place too many demands on the players.

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