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Play by (E-)Mail

Posted: Sat Apr 16, 2011 9:04 pm
by Brigade Commander
Has anyone ever tried doing a play-by-mail? Or rather a play-by-email?

I'm modelling anyway but it would be nice to actually game now and then with the units. The problem is not only isn't there any Hobby Shop in the region that even knows what 1:285 vehicle or 1:2400 ship modelling is but there are almost no hobby shops even left. So, I guess the only hope I have is if there is a play-by-email option. If anyone has succeeded at this and what the problems were encountered. Thanks!

Posted: Sat Apr 16, 2011 10:18 pm
by av8rmongo
I've been doing naval actions using pbem for years so I guess I can help out a little. I've never tried pbem micro armor but I imagine the issues would be similar. Sometimes I participate in other people's games and sometimes I run games, mostly for playtesting scenarios I'm developing.

The number 1 issue is Time, everything about pbem is affected by it.
1. A game that would take at most four hours face to face can stretch out for weeks, months or more depending on how many players are in the game how diligent they are in returning their orders etc. I'm currently in a game that has been active for more than a year. At a rate of 1 turn per week it eats up the calendar. Face it if we could spend more time we would just drive somewhere to play face to face.

2. Players flake - Real life often intervenes and players have to drop out, sometimes mysteriously without any explanation or warning. Marriage, divorce, new baby, lost/found job, school its all happened. Think about your life and all the things that happen over six months.

3. Miniatures are rarely if ever used. Few people have the real estate in their homes to have a game set up for weeks or months while they play out a game, most of the time it would be sitting idle. That's not really a problem for naval gaming but for micro armor I don't know how you would represent the battlefield for the players if they couldn't see the terrain and see the enemy or see where they can't see the enemy etc.

Mitigation?
If you are running a game:
1. Know what you want to accomplish (the famed exit strategy). Have a goal, an achievable goal, that you can recognize when it happens. When you've achieved what you want end the game, give the players their lives back.

2. Know the rules. Sounds stupid. But most rules have some contentious points where factions interpret them differently. Know where those pitfalls are and be explicit at the start what your interpretation as the referee/GM is so all players understand and can make their plans accordingly.

3. Be prepared. Before you look for players get all your supporting documents or whatever game aides you will need prepared ahead of time. Treat it like a convention where you want a player to show up, sit down and start playing. Players will always ask for something you never thought of. If you don't have your stuff in one sock at the beginning the game will bog down before it begins.

4. Know what players you are looking for. Do you want experienced players? Can you teach someone the game while they are playing it without bogging the game down?

5. Be flexible. Players flake, they want to try something hair-brained or something anti-doctrinal or something you just didn't think of in your carefully crafted scenario, whatever. Figure out ahead of time how you will handle these situations. Hint a confrontation is not the way but the hand of god could be an option. i.e. your helicopter flying at night through the mountains in a hurricane trying to insert specops behind enemy lines disappeared mysteriously.

6. Be prompt. Turn around the players results as fast as you can so they can work on their next set of orders. Its just common courtesy and good sense.

If you are a player:
1. Get you orders in on time or better yet early.

Hope that helps.

Paul

Posted: Sun Apr 17, 2011 6:18 am
by Brigade Commander
It does. I was trying to figure out how to have everyone on the same page over the terrain assuming that would be the worst item but you have a lot of other points to pay attention to as well. Next problem I thought of was making sure we even agreed on the rule set. Seems a huge item, especially when you model 1:1. Try finding rules for 1:1! Thanks. Appreciate the response. Lots to think about.

I don't have enough ships yet to even think about playing. I'm not sure I ever will but you never know.

Posted: Sun Apr 17, 2011 7:29 am
by av8rmongo
Brigade Commander wrote: I don't have enough ships yet to even think about playing. I'm not sure I ever will but you never know.
Actually, that is the one thing pbem is really good for, you don't need ships so you can concentrate on learning the rules or applying appropriate tactics etc.
Brigade Commander wrote:Next problem I thought of was making sure we even agreed on the rule set. Seems a huge item, especially when you model 1:1. Try finding rules for 1:1!
Yes rules are a big issue. One way around it - its very user intensive - is to provide your players a book style narrative on what is happening around them, what they see etc.(augmented by pictures maybe) Then the player provides their input in their own words and you would then have to translate that into usable actions within whatever rules/constraints you have. Benefit is no one but you has to have the rules. Challenge is making what they want to do fit within some kind of boundary.

No way around it though it is a challenge.

Paul