The Forge Reference Project

 

Topic: IRC Protocol and online RPGs
Started by: JamesDJIII
Started on: 10/6/2004
Board: RPG Theory


On 10/6/2004 at 12:59pm, JamesDJIII wrote:
IRC Protocol and online RPGs

I was wondering if any of your have had experience with playing RPGs via IRC (or similar chat mediums)?

Do you know of any Social Contracts that explicitly deal with how to handle this medium? How about the effects of the medium on the way play if changed, good or bad?

Thanks in advance!

Message 12970#138668

Previous & subsequent topics...
...started by JamesDJIII
...in which JamesDJIII participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/6/2004




On 10/6/2004 at 2:36pm, TonyLB wrote:
RE: IRC Protocol and online RPGs

Ron had a bit of a rave about Code of Unaris, which is a game recently written specifically for use with IRC. No other medium will do.

I haven't played it, but the thread I quote has quite a bit of discussion that is probably relevant.

Forge Reference Links:
Topic 12692

Message 12970#138678

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/6/2004




On 10/6/2004 at 11:44pm, Vaxalon wrote:
RE: IRC Protocol and online RPGs

I play via IRC all the time.

You will find that, compared to FTF, things will take longer, tempers will be shorter, and misunderstandings will come thick and fast.

Patience is the first requirement.

Message 12970#138765

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/6/2004




On 10/7/2004 at 1:31am, M. J. Young wrote:
RE: IRC Protocol and online RPGs

I ran a game in an AOL chatroom for maybe a year or so, and learned a great deal from it.

• You lose almost all the clues you use in live play. You can't use voices or mannerisms or anything like that to communicate who is talking; you can't indicate to whom you are speaking by looking at him. You have to type emotive descriptives, like that the character is angry, or laughing, or furtive. It takes a lot longer to do everything because of this, even apart from the fact that no one types as fast as he can talk.• Look-ups become a problem. When I'm running a live game, I can talk and keep the game going while I'm flipping through a book or making notes or checking my notes or rolling dice or any of a number of other things that use my eyes and my hands. When you play in a chat room, you converse with your eyes and hands, and that means you don't have them for these other things, and that also slows the game.• I don't know IRC, but on AOL we had a lot of traffic with people popping into the room and throwing themselves into the game without any regard for the fact that it was a refereed game. We could have taken a private room, but part of the point of that was to show the game to people, so it was Hobson's Choice there.• It was easy to fall behind. When players started getting really active, the text would scroll pretty fast, and you had to pay attention lest you miss something important. This further complicated any use of reference books, whether rules or settings or character sheets.• AOL does have random number generation built into the chat rooms. If you type the right command it returns a die roll for you. I found it most convenient to keep commands for the essential die rolls in a text document from which I could quickly copy/paste to make them work, particularly if it was likely that I would use the same roll several times in succession.


I probably wouldn't attempt it again, although I might if I knew the players well and could get a private room.

Hope that helps.

--M. J. Young

Message 12970#138775

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 1:27pm, JamesDJIII wrote:
RE: IRC Protocol and online RPGs

M. J. Young,

Thanks! That was the sort of advice I was seeking.

We plan on using OpenRPG (I think that's the name). Privacy of the room is a given, so we wont have to deal with unwanted interruptions.

The game http://www.indie-rpgs.com/viewtopic.php?t=12692 Code of Unaris does explicitly use the medium as a feature of play.

I think what I am wondering about now is anyone has seen a protocol amongst people who are playing that reduces the confusion and "overlap" between responses.

I understand that speed will be reduced - I've seen that before. I will make it a point to make sure the player's understand that the metabolism of player communication will be slower.

What I'd really like to adress, in a written Social Contract, are the rules for "speaking" as a player in the game, that is, informing the other players and the GM what they are doing, saying, or trying to achieve with a game mechanism. I'd like this protocol to reduce the instances where one player tries to "out shout" the others ("I said it first, therefore, I GO first!").

I am also aware that some games remove this problem with their turn order resolution mechanics, but I want to make the players respect this problem up front and right from the start.

I imagine some sort of text tag that indicates: "ok, I'm done, y'all can talk now", or, "I aint done yet, more text to follow."

Suggestions?

(Thanks for the responses so far, gentlemen. Keep 'em coming.)

Forge Reference Links:
Topic 12692

Message 12970#138819

Previous & subsequent topics...
...started by JamesDJIII
...in which JamesDJIII participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 1:36pm, Ron Edwards wrote:
RE: IRC Protocol and online RPGs

Hello,

My very brief experience with the medium is that speed of response is actually quite fast, equivalent to face-to-face. What slows things down is the disconnection among what's being said.

If one person is trying to get information about who's standing where, if another is frantically trying to "hit him!" (i.e. a foe), and still another wants clarification of whether a starflower glows brightly or brightly glows, then there needs to be a way to negotiate announcements and in-game actions.

In other words, IIEE. That's what chat-medium play apparently needs to evolve, and although it may gain some clues from things like Sorcerer's and Trollbabe's "free and clear" phase, it will also certainly make use of the new medium's strengths just like hacking did, in ways that are hard to foresee.

Best,
Ron

Message 12970#138822

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 1:50pm, TonyLB wrote:
RE: IRC Protocol and online RPGs

How about military radio protocols?

"Over"
"Out"
"How do you read me?"
"Read you five by five"
"Roger, wilco"

These were custom made for embedding in the main text of a conversation to talk about the structure and quality of the conversation itself.

I particularly like "Read you five by five"... which refers to the quality (first) and strength (second) of a broadcast, on a scale of 1 to 5. So "five by five" means clear and loud. "Five by two" means free of static but so faint as to be almost inaudible, and so on. This strikes me as something you could easily use on the internet in general... particularly "You are broadcasting very loud, but I am not getting your meaning" translates to "I read you only 1 by 5".

Message 12970#138826

Previous & subsequent topics...
...started by TonyLB
...in which TonyLB participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 1:53pm, LordSmerf wrote:
RE: IRC Protocol and online RPGs

One thing that has not yet been mentioned here is the use of multiple channels. Every IRC game that i have been involved with took at least two seperate channels: one for In Character (SIS) information and one for Out of Character (negotiation, metagame, dice rolling). If a game grows large enough it is possible to open up a second (or third or whatever) In Character channel to facilitate simultaneous handling of multiple scenes.

So, having a second channel is, as i see it, a must have. Additionally, if you want to indicate that you are not finished talking a simple "..." at the end of a line of text is a great indicator.

Thomas

Message 12970#138827

Previous & subsequent topics...
...started by LordSmerf
...in which LordSmerf participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 1:56pm, Ron Edwards wrote:
RE: IRC Protocol and online RPGs

Hello,

Really? The IRC session I was in just treated all communication at once. Just as a preference thing, I think I'd like to keep it that way. The idea of looking at different windows to process all the information seems silly to me. I can count the games in which the widely-vaunted IC/OOC distinction matters or makes sense on the fingers of one hand.

I really like the idea of that military-radio protocol.

Best,
Ron

Message 12970#138828

Previous & subsequent topics...
...started by Ron Edwards
...in which Ron Edwards participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 2:07pm, Valamir wrote:
RE: IRC Protocol and online RPGs

Ron, its not so much an IC vs OOC difference.

Its a "this has officially occured in the SIS" vs. this is still being negotiated and worked out.

That way everying posted in the IC channel is clearly something that has happened and its not cluttered up with rules queries, debates, IIEE issues, mechanics, etc.

Message 12970#138832

Previous & subsequent topics...
...started by Valamir
...in which Valamir participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 2:12pm, Vaxalon wrote:
RE: IRC Protocol and online RPGs

Lots of IRC games log the IC channel as a way of keeping a history of the events in the game. You don't want things like "Wait, there's a guy in the corner, too? I thought that was the red-haired guy we just killed" in the history.

Message 12970#138834

Previous & subsequent topics...
...started by Vaxalon
...in which Vaxalon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 3:58pm, greyorm wrote:
RE: IRC Protocol and online RPGs

JamesDJIII wrote: I think what I am wondering about now is anyone has seen a protocol amongst people who are playing that reduces the confusion and "overlap" between responses.

No, not to my satisfaction, at least -- but I may be searching for perfection in that regard and thus coming up disappointed.

One of the things my group has attempted to utilize is the "Just Do It" rule: that is, if you want to do something, you just do it and roll for it. Don't bother asking, "Hey, can I..?" or "Is it possible to..?" or whatever. If you want to try it, act as though you've asked and I've said, "Yeah, that's possible."

The reason I set this up is because I was finding huge chunks of play time were being devoted to unnecessary Q&As: the vast majority of the time, the answer was "Yes, you can." This is a sort of "get on with the game, damnit" ruling on my part.

If the answer is no, I can say that after the attempt, and the attempt can be cancelled or modified -- we collectively forget about it -- but since that happens so rarely, since the answer is usually "yes", it is no big deal to do so, and is actually much faster than pre-checking attempts.

This applies for the included rolling as well. If a player says, "I'm attacking the nearest orc with my bastard sword," waiting for the GM to confirm this ("OK, Roll") each instance is a huge waste of time. The game runs much, much faster if the usual rolls for an action are simply made without waiting for GM confirmation. This extends to any level of event. For example, since we play 3E, an attack's damage is something else that is just rolled, and then simply ignored if the to-hit roll failed.

So, rather than:
Player: "I'm attacking the nearest orc with my bastard sword."
<waits>
GM: "Ok, go ahead."
<waits>
Player: "I rolled a 17. Does that hit?"
<waits>
GM: "Yep."
<waits>
Player: "I rolled a 12 for damage."
<waits>
GM: "The orc drops dead."
Etc.

You get:
Player: "I'm attacking the nearest orc with my bastard sword. I rolled a 17 to-hit and 12 damage."
<waits>
GM: "Your swing misses."
or
GM: "Your swing connects, and the orc drops dead."

Another example, this applies to initiative rounds as well. If it is your turn to go (as determined by the initiative rolls), you do not wait for the GM to say, "OK, it is your turn." You simply announce your action and roll because it is understood by the rules and pre-determined order that, "It is now my turn to act."

Waiting for GM confirmations is one of the main things from FTF gaming that slows down chat-based play an incredible amount, even though in FTF gaming it is an absolute non-issue, a blip time-wise.

Second, it is very important (and I cannot stress this enough) to put the rules of interaction up front, and to remind players on a weekly basis about them until they are habit.

One of my mistakes for a long time was announcing a "new rule" (or whatever) and then expecting it to be remembered afterwards. I quickly found that it was not. Repetition is key. GM "coaching" is key; saying, "Don't forget, you should blah-blah-blah here," when you are trying to get a particular method of interaction to become habit. You can even encourage rule recall with, "Maybe you don't want to do that? The rules say blah, blah, blah...want to try that instead?"
I imagine some sort of text tag that indicates: "ok, I'm done, y'all can talk now", or, "I aint done yet, more text to follow."

Suggestions?

What we've utilized in our games more-or-less successfully (I say that as we occassionally forget to use them) is the inclusion of a simple [more...] or just [...] after our text to indicate we are not done yet and more is coming, and when we are done, a simple [ga] (for "go ahead) or [done] to indicate that we are done (hrm, you could use [#] or something if you are really into using symbols rather than words -- as I find using indicator words jarring in game text, myself).

In addition, you could also try out a clever use of Charisma or other personality score: the player whose character has the highest score gets to talk first. When they are done, or they idicate they are not acting, the next person gets to go.

I hope you find some of that useful, James!

Message 12970#138843

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 4:19pm, Marco wrote:
My experience

1. For small groups (1 GM, 2 players) ICQ offers a "see each letter as it is typed mode"). Yes, these are all in different windows--but it reduces the wait-factor (and you can interrupt or respond during another thought).

2. I've had some success typing long blocks of text as individual sentences with dashes or ellipsis to indicate more text was coming. Keeps things moving.

3. Using a chat system that has dice rolling built in helps a good deal. The GM can interpret results as fast as the players can.

4. communication is a lot more ... "literary." Your character "says things excitedly" or "meanders over by the grove of trees" and so on. Lacking some clues or a really fast clarification system, it helps to think in a descriptive mode.

5. I haven't had problems with tempers or misunderstandings in my (comparatively) small amount of gaming--but the online medium does present possible problems in miscommunication. I tend to use parentheses for OOC comments and using/encouraging the use of player comments would, IMO, help a lot.

I've found online gaming to be a very valuable addition to my repertoire--not because I have trouble finding games at home but because online IRC games offer me a chance to play with people I would because of where we live, likely never get to meet.

-Marco

Message 12970#138846

Previous & subsequent topics...
...started by Marco
...in which Marco participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 5:44pm, jdagna wrote:
RE: IRC Protocol and online RPGs

I think there are probably some good threads in the past about IRC communication.

For my part, I've found the following help a lot:

1) Character dialogue always goes in "" marks, while player dialogue is normal. Character actions can be done with a /me command or just said as player dialogue. This greatly clarifies what characters actually say out loud. I prefer not to use two different channels, but I can see where that would also help.

2) If you're typing a message that directly relates to something someone said, put their name at the beginning. For example:
Player 1: Can I open the safe?
Player 2: Do I find anything in the drawer?
GM: P1: No.
GM: P2: Yes.
This example shows how putting the person's name is necessary to avoid complete chaos when requests may overlap like that.

3) If you have something long to type, start by saying "typing..." so we know to look for something from you soon. If you can't finish it at once, end with "..." or "more..." to let us know that. GMs should try to write out key descriptions ahead of time (like, the day before if possible).

4) Always type in complete sentences (or thoughts, anyway). I can't count the number of times, something like this has happened:
GM: You see see the legendary gem in the drawer
GM: but its just an illusion
In this case, the two lines may get separated by other comments, making it hard to tell what's just an illusion... and players may miss the second line anyway and think they've found what they want when they haven't.

4a) As an addendum, always state the intent of your action. "I move over beside the gap" is not as good as "I want to be in position to ambush the enemies as they come through the gap." Some players want to game the GM by keeping their intentions secret... I think it's stupid in face to face gaming, but it winds up creating huge communication problems in IRC.

4b) Part of the problem in the example given is due to lack of punctuation. If you don't use periods, commas, consistent capitals, etc. it's hard to parse out. Certainly this would have been more clear:
GM: You see see the legendary gem in the drawer...
GM: ... but its just an illusion.
Thus, players should work to include proper punctuation and grammar. I explained to one player like this: Bad grammar and punctuation on IRC are the equivalent of mumbling with your mouth full in a regular game.

5) During combat, state your action and roll the dice* at the same time and without regard to order. The GM will then parse this based on initiative and ask questions if necessary to clarify who did what when. There's nothing more stupid than people sitting around idle, waiting for the GM to say "It's your turn" before they start typing.
* I have typically had people roll the dice at home and tell me what they got. Ultimately, IRC options for dice-rolling proved more of a hassle than they were worth, and I wouldn't play with someone I didn't trust anyway.

Oh, and I've had enormous problems with attendance over IRC vs regular gaming. For example, in my regular groups we get about 90% attendance (one person missing every other game or so), but in IRC games, it runs more like 50%. On top of that, I often have people show up an hour late and then leave two hours early in a four-hour session. It blows my mind - no one would do that in a face to face game - but it happens so often, I have to think it's fairly common. I'm not sure how to impress upon people the importance of actually attending the game, so it's probably a good idea to be selective in who you permit to play in the first place.

Message 12970#138858

Previous & subsequent topics...
...started by jdagna
...in which jdagna participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 5:52pm, Shreyas Sampat wrote:
RE: IRC Protocol and online RPGs

As an addendum to Justin's post - while for comparatively dice-light games like Shadows, a dicebot will be of limited use, with things like Exalted where pools of unwieldy sizes are rolled frequently, a well-crafted bot (which interprets your results as well as generating them) is a godsend.

Message 12970#138861

Previous & subsequent topics...
...started by Shreyas Sampat
...in which Shreyas Sampat participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 5:56pm, Marco wrote:
RE: IRC Protocol and online RPGs

jdagna wrote:
5) During combat, state your action and roll the dice* at the same time and without regard to order. The GM will then parse this based on initiative and ask questions if necessary to clarify who did what when. There's nothing more stupid than people sitting around idle, waiting for the GM to say "It's your turn" before they start typing.
* I have typically had people roll the dice at home and tell me what they got. Ultimately, IRC options for dice-rolling proved more of a hassle than they were worth, and I wouldn't play with someone I didn't trust anyway.



Although I came out in favor of online dice systems, I agree with Justin's comments here. I'll go into a little more depth:

1. I was mostly suggesting just rolling before being asked to and stating the roll ASAP. If the game system makes moderate or heavy use of GM-defined modifiers or stated difficulty classes then there can be a lot of back-and-forth "I roll stealth, what's the DC" "It's 15" "<roll>" If people are not typing fast then just doing the roll is speedier.

2. Rolling in game is interesting since there is no GM's screen (assuming the GM does it too, which is how I've played) and if you know the parameters of the roll it creates an interesting transcript (i.e. one in which you can see what was rolled for, what the number was, and how it effected play). This has been useful for me during playtests.

3. I agree with Justin. I wouldn't play with people I didn't trust nor would I cheat at dice (as a player or GM) if it was outside the social contract--so it isn't necessary.

ADDITIONAL NOTE
When I GM'd I would write some stuff out ahead of time in a text-editor (this included descriptions, snatches of dialog, openings of framing scenes/events, and the dice-rolling code).

This allowed me to cut and paste during play to get stuff out there that woulda taken time to type.

In some cases I had to modify things substantially (or just not use them) since my text no longer applied--but it did help somewhat, I think.

-Marco

Message 12970#138862

Previous & subsequent topics...
...started by Marco
...in which Marco participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 6:09pm, JamesDJIII wrote:
RE: IRC Protocol and online RPGs

Wow.

Great replies. I am still parsing them for specifics. If and when I get it written, I'll pos the IRC Social Contract here.

Still if any one else has ideas, please, keep 'em coming!

Message 12970#138863

Previous & subsequent topics...
...started by JamesDJIII
...in which JamesDJIII participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 8:02pm, b_bankhead wrote:
Spotlight time and online play

Working though things can take quite a bit longer on IRC, one thing you need to be aware of is spotlight time. If you have a sizeable group it can take quite a while to work back around to someone. On one recent IRC game I was left hanging for 2 1/2 hours! I had time to take a nap and watch Star Trek and nobody noticed I had left the keyboard......

Message 12970#138872

Previous & subsequent topics...
...started by b_bankhead
...in which b_bankhead participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/7/2004 at 10:51pm, greyorm wrote:
RE: IRC Protocol and online RPGs

jdagna wrote: 1) Character dialogue always goes in "" marks, while player dialogue is normal. Character actions can be done with a /me command or just said as player dialogue. This greatly clarifies what characters actually say out loud. I prefer not to use two different channels, but I can see where that would also help.

During IRC play, we have always prefaced our non-character statements/actions with "OOC:"

This does help one parse through the text looking for things, since you can ignore anything prefaced with that particular notation safely.

3) If you have something long to type, start by saying "typing..." so we know to look for something from you soon. If you can't finish it at once, end with "..." or "more..." to let us know that. GMs should try to write out key descriptions ahead of time (like, the day before if possible).

This is an excellent suggestion, and something we constantly forget to do in our group (sometimes to our detriment as we sit and wonder if the person is typing).

Along with this, if you are getting up from the computer for a few minutes because the phone rang, or you have to use the bathroom, or your wife is losing her mind trying to get all the kids to stay in bed, for gods' sakes tell everyone -- a simple "AFK" note ("Away From Keyboard") is good, and let everyone know about how long.

4a) As an addendum, always state the intent of your action. "I move over beside the gap" is not as good as "I want to be in position to ambush the enemies as they come through the gap."

Yes YES YES YES. This is an excellent suggestion. Something my group (including me) is still working on. The GM should also do this.

Oh, and I've had enormous problems with attendance over IRC vs regular gaming. For example, in my regular groups we get about 90% attendance (one person missing every other game or so), but in IRC games, it runs more like 50%. On top of that, I often have people show up an hour late and then leave two hours early in a four-hour session.

Make sure the attendance policy is clear up-front: players attend at the scheduled times or they are out. Don't be lenient, be a jerk about it -- everyone who sticks around will appreciate it, and you will too. Obviously, emergencies are forgivable. However, players who are consistently late, consistently have "emergencies" and never give you warning of no-shows ahead of time should simply be dropped. Tell them "thank you for playing with us, but it isn't working out." (This is another reason why the attendance requirements should be up front, so no one gets side-swiped later by and feels singled out...they'll have no excuse of "not knowing.")

Note that I had players who were consistently late or absent until we dealt with it as a group, and put our foot down: "no more absences, not without letting the GM know, or you're out." If the player wants to play, really, honestly wants to play, they'll make sure they show up. If they don't, if they regularly have other things they feel more obligated or desire to do, you're better off.

I have given this very ultimatum to good friends, so "sparing someone's feelings" by not coming down on them is no excuse -- after all, it shows no respect to anyone else at the table (including you) if they aren't showing up on time -- they aren't worrying about you or anyone else in the group, either.

In one friend's case, this immediately fixed the problem, they show up for every game, and everyone is much, much happier. I've had friends in game groups in the past who, given the ultimatum because of consistent no-shows simply decided not to come anymore. No big deal.

Message 12970#138889

Previous & subsequent topics...
...started by greyorm
...in which greyorm participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/7/2004




On 10/8/2004 at 12:00am, M. J. Young wrote:
RE: IRC Protocol and online RPGs

We actually did have a player in a live game years ago who would frequently show up several hours late, pick up his character papers, find out what was happening, and then announce that he had to be somewhere so he couldn't stay. We thought it very funny.

Our means of handling such situations was simple: if you're not there, the referee has full rights to run your character with the advice and consent of the other players, and whatever happens to him, for better or worse, happens. Players who were concerned about maintaining the integrity of their characters were present consistently; those who were there to socialize with friends came when they could and got briefed on what they missed. It worked well for us.

Of course, you have to have some regular players for the game to work; I think, though, that if you've got a solid core group a few less committed players don't kill a game if the characters are handled this way.

--M. J. Young

Message 12970#138901

Previous & subsequent topics...
...started by M. J. Young
...in which M. J. Young participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/8/2004




On 10/8/2004 at 12:36am, Green wrote:
RE: IRC Protocol and online RPGs

I've done a lot of online gaming in the past. In fact, up until recently, it was all I could do since compatible local groups were hard to come by. Most of the online gaming I've done before was of the free association variety, concentrated mostly on the setting and character interaction. Some of these were freeform; some of them were dice-based. I have since grown disenchanted with this set-up. Hopefully, you'll be able to see my reasons as I talk about my current IRC game.

I run a bi-weekly IRC game using Decipher's CODA system based off of The Silmarillion. We've been going strong for about a year now, with no major conflicts. I'm sure that a variety of factors goes into this, but I'll just share with you what I did on my part to make things work.

First, I sent an invitation out on forums where I'd likely find players who shared my interest in the type of game I'd be running. I did my best to include as much information as possible so that players could determine for themselves whether they'd like to join in the endeavor. Besides stylistic aspects, I included pragmatic information such as what days and times are best for me to game, the location of the game, and how to contact me via email. I only had 2 players reply to me, but the lack of numbers was more than adequately compensated with the quality of the experience. Later, we had a new member join the group, much to our benefit.

Because keeping tabs on everything via email alone was becoming tedious and more trouble than it's worth, I created a Yahoo group for the game and did my best to utilize the tools at my disposal. I use Files for character information, NPC write-ups, house rules, game information, and session logs for the games. Links is used to point people toward resources that contain vital and trivial information related to the game. I use Photos to store pictures of the various characters (both actual photographs and drawings taken from online). Database is used mostly for character names, but I may expand it to include equipment stats as well. Calendar is a godsend because it allows us to see what's on the agenda for all the players, and it's easy to make small changes and remind the group about them. Last but not least, post keeps me in contact with my players and my players in contact with each other without having to rely on a lot of emails being sent (or not sent) to everyone. I'm pretty sure I could manage the game without a Yahoo group, but I don't think I'd have as much to enhance the experience.

A while ago, I changed the schedule from weekly to biweekly because of real-life issues. One of the players is married, and he wanted to be able to spend more time with his wife, especially on the weekends. Rather than balk and deliver ultamatims, I did what I could to work with this player, even soliciting the others for their input. It took barely any time at all to come to an agreement to meet bi-weekly. I'm glad for the two-week reprieve, especially as my life has gotten busier, because I am not rushed to come up with something or to keep my GM motor running week after week. Within the past couple of months, I had to be firmer about attendance. I simply told the players that I'm starting at the scheduled time whether they are present or not. If they get there late, they'll have to wait for me to smoothly integrate their characters into the events. While attendance isn't perfect, I am less frustrated because I can still GM with the players who show up on time.

While this does not put things into a larger theoretical framework, I hope that it can be of some help to you as you determine what can and can't work for your own game.

Message 12970#138908

Previous & subsequent topics...
...started by Green
...in which Green participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/8/2004




On 10/8/2004 at 1:25am, Noon wrote:
RE: IRC Protocol and online RPGs

Valamir wrote: Ron, its not so much an IC vs OOC difference.

Its a "this has officially occured in the SIS" vs. this is still being negotiated and worked out.

That way everying posted in the IC channel is clearly something that has happened and its not cluttered up with rules queries, debates, IIEE issues, mechanics, etc.

I can't help but think the two channels are like the two vocal tones you get in a face to face game. Discussions about the game seem to happen in one tone, mostly, while SIS stuff usually gets another tone (usually a bit deep and louder).

Message 12970#138913

Previous & subsequent topics...
...started by Noon
...in which Noon participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/8/2004




On 10/11/2004 at 2:48am, GaryTP wrote:
RE: IRC Protocol and online RPGs

Hi,

Been off line for a bit due to son's medical issues. Everything's ok.

In regards to the multi-channel chat verses single channel chat, each works in its own way. For games that have intense rules and dice rolling, I prefer the two-channel game. But for simplier games (such as Code of Unaris) the single channel does it for me. Code of Unaris can be incredibly fast. The adrenalin rush that happens from it is very fun. Players have told me that the speed and creative chaos that occurs mimics what happens in realtime situations. I would say that it's more like chugging a soda than sipping tea. I enjoy games that let me sit back and contemplate issues, but I also enjoy fast, fluid games.

Anyone who would like me to gamemaster a Unaris session just email me at gary@goldleafgames.com. I'd be happy to schedule one for you. The rulebook is not needed for the demo.

Gary

Message 12970#139131

Previous & subsequent topics...
...started by GaryTP
...in which GaryTP participated
...in RPG Theory
...including keyword:

 (leave blank for none)
...from around 10/11/2004