Adventures in Forum Gaming

I wrapped up my first play-by-post Pathfinder RPG scenario last week. I ran it on our Finnish Pathfinder Society forum, as a sort of an experiment on whether it can be done and to figure out how it works. The module I used was The Frostfur Captives, by Jim Groves. It’s a pretty good module, but that’s not the main point of this text. You may consider it a companion piece to this post from 2008.

First things first: yes, we finished it. Forum games are fragile things and die easily. They don’t require a great deal of time or commitment as such, but they make their demands on a daily basis. The Frostfur Captives took us 93 days, with six players and a GM. There were some quieter spells at some points, especially when I lost steam in mid-March, and during my trip to Berlin in April. No players dropped out, though. Overall, I deem the experiment a success.

Of course, the play-by-post format imposes certain limitations on the practical side of the game. All rolls were handled by me. Some I rolled by hand, some on a dicebot on our IRC channel, depending on where I was at the time of posting and whether the roll was such that the players could know about it—e.g. Perception rolls to detect an ambush would be rolled in secret while the initiative rolls when the ambush gets sprung are public.

Similarly, not all information was public for all players. We utilized the private messaging system of the forum extensively, especially when characters executed their secret faction missions. After complaints by one player, the decision was also made to shift information on the health of a fallen player character to private messages. They were also used to communicate ahead of time what the characters would do on their combat turns.

Another important thing is that there’s no battlemap. While there are various ways I could execute it, they’re all rather work-intensive and anyway, as one of my players pointed out, the lack of a battlemap reduces gamist thinking. I give descriptions of the environment and list distances and directions. It is up to the players to interpret them accurately. Of course, I have a notepad with an accurate battlemap that I use to keep track of where everybody is.

We host character sheets on the Mekanismi wiki, with the rest of our local Pathfinder Society stuff. Usually the character sheets are public. One of the players likes to have his sheet behind a password, but I had access to that one as well. It’s pretty much mandatory to have the sheets somewhere online for a game like this, so I can update the game on my mobile phone from a café, if need be.

We had two separate forum threads for the game. Primarily, there was the in-character thread where the gaming action occurred, and secondarily the out-of-character thread, where people asked questions, commented, had arguments about differing playstyles, and complained about the leisurely pace.

PFS scenarios are organized into several acts and the action usually flows logically from one act to another. In some of the more sandboxy scenarios, the middle acts can sometimes overlap or be played in a different order from the one presented, but The Frostfur Captives is about taking a bunch of goblin prisoners from Point A to Point B, through intermediate points, wherein lay encounters and challenges. I opened each act with a longer, very descriptive post, sometimes utilizing art and always including a YouTube link to an appropriate piece of music. For this scenario, I drew from the soundtracks of the games Icewind Dale and Icewind Dale II, since they do an excellent job of evoking the kind of cold, wild desolation that I envision Irrisen to be.

I think the act structure and the fact that there’s a clear endpoint to the game in sight is a contributing factor to the game’s success. Everyone is working towards a goal and, for the most part, will have an idea of what they should accomplish next. The action keeps going and it’s pretty much never dependent on a single player to make a move. If someone falls silent when their character is called upon to act, I can allow them a day or two to react and then just coldly skip them. This has been an issue with many forum games that I’ve seen. To my shame and regret, I’ve pretty much killed one last year by falling silent, and I was a mere player.

The scenario chronicle sheets were printed out, filled by me, and then scanned and mailed to the players as .jpg files after the game.

The forum game differed from tabletop sessions by its tone. The written medium forces people to consider how they express themselves more carefully than they would in a face-to-face situation. OOC banter is also entirely absent. The result is that the game moves closer to an exercise in collaborative storytelling. Of course, each participant has their own idea of what the style of the game is and the characters can be a very strange bunch. For instance, the party in my game included two sorcerers. One of them was Black Annis, a very dark sorcerer character from the far north, whose player was essentially running her as a Vampire: The Masquerade character, and the other was Gnublebum Rikikii, a whimsical gnome with an affinity for goblins. It’s a challenge for the participants to reconcile such disparate characters and the story of the adventure itself into a cohesive whole. Unlike a regular tabletop gaming session, a forum game is not ephemeral but is preserved for posterity, even if some of the events that transpired are visible only to me and the player in question, in our forum mailboxes.

I’ve now seen how a journey module works online, and I think it worked pretty well. My next project is Mists of Mwangi, which is closer to a traditional dungeon crawl. I am interested in seeing how it works on a forum.

Incidentally, the game is now accepting players. It will be played in Finnish, I estimate the timeframe to be around three months, and will be played at Tier 1-2. The signup thread is here.


2 thoughts on “Adventures in Forum Gaming

  1. How did the rules serve you? Pathfinder being a rather rules-heavy game, I wouldn’t be surprised to hear that combat bogged down big time. Did it take weeks to play through a single combat encounter? How many scenes did you actually play in overall?

    Then again, I understood that all your players were Pathfinder-veterans, so maybe (a) combat didn’t take that long and (b) even if it did, you guys were ok with it.

  2. The combat scenes took their time, depending on the complexity of the battlefield and the number of the combatants. Apart from one fight around the midpoint of the module where I was asleep for three days, I felt that the pace of posting actually sped up during fights. Of course, you are correct in that all the players had experience with Pathfinder RPG, but there’s also that most characters were first-level and didn’t even have all that many things they could do in a fight, rendering decision-making easy. Also, players sent me private messages ahead of time describing their actions for the next round.

    Additionally, half the players hung out on our IRC channel so I could easily alert them in real time when it was their turn.

    There are six acts in the module, though one of them is very short until the players act on it, which they did not.

    You are correct in that the combat could’ve bogged down something fierce and probably would have if I didn’t work at my home computer all day anyway. My response time was usually quite short.

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