The Forge Reference Project

 

Topic: Play by post/email?
Started by: Christopher Weeks
Started on: 10/22/2003
Board: Universalis


On 10/22/2003 at 1:37pm, Christopher Weeks wrote:
Play by post/email?

Hi all,

Has anyone played Universalis by post or email? If so, how did you handle laying out narration so that interruption could happen? What other concerns does such a style of play have that would be specific to Universalis?

One issue is that it seems like the game is just going to be pretty different from face to face, to IRC, to email. Is that so? When trying to set up one of these styles does it even make sense to try to simulate the f2f experience or does it make more sense to just embrace and exploit the differences?

It seems that to make room for interruption, you'd have to either limit the amount of narration that can happen per player per unit time (when it's your turn, write one sentence per hour) or give the other players the ability to hop back to any point in the most recently narrated "paragraph" and interrupt, essentially annulling a chunk of what happened. I see pros and cons to each approach. The first runs the risk of losing player interest for the slow approach that requires many periods of attendance. The second approach allows a fire and forget style, but if there was a lot of retroactive "early" interruption, I fear that players would get tired of having their stuff thoroughly trumped.

Other than this issue, I think play by post is a great medium for this game because it allows time for proper record-keeping and presentation. You can have a thread for out of game BSing, a thread for in-game discussions, a thread for presenting and preserving tenets, a thread (or more) for component tracking, a thread for event narration per scene, and a thread that acts as an overall timeline, showing how the scenes are linked chronologically.

And does anyone have any ideas for handling player turnover? Is it a problem if players come and go? What is an appropriate coin-handling process when this happens?

I searched for earlier discussions on this and didn't turn anything up, but either I don't understand the forge search parameters or it's a pretty unsophisticated tool. Hopefully I'm not just replicating earlier conversation.

Chris

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On 10/22/2003 at 5:11pm, Mike Holmes wrote:
RE: Play by post/email?

I made three separate forays into the world of Play-by-Post with Universalis. I can't report any successes, unfortunatlely.

Now, that said, I should give you some details. All the games were using Wiki technology. Are you familiar? Apparently Wiki appeals to some people, but not at all to others. So I think that the format may have been part of the problem.

Further, PBEM or PBP are inherently problematic for all RPGs it seems to me. Since the social pressure of performing FTF isn't present, the problem becomes participation. Which seems to dwindle in most games over time. Simply, the slow speed of the development of the plot means that you have to have an iron determination to proceed. Which apparently few people have.

That's not to say that all such games are doomed. But it means that unless people are engaged right off, that it's likely to fail. The problem with applying this to Universalis is that, despite the fact that the players come up with the setting on their own, ensuring that it's something that's potentially engaging, it's up to the players to provide their own engagement. With a GM, that participant often has the responsibility for hooking players. In Universalis people assume that they will be like a player, entertained. Wheras the truth is that all players in Uni are GMs and responsible for their own and others entertainment.

So what happens is that players wait for their chance to jump in and play. And little happens, because players aren't GMing to the other players.

Anyhow, that's my take on the problems involved. What I find is that the players who come to the game with a GM attitude post a lot, and the "players" don't post at all. Which means that unless you have a lot of "GM" players, that it all loses it's impetus. On the ones we played it always ended up being Bob McNamee and I posting, with occasionall support from others. That's just not enough to keep the ball rolling.

I have this notion that if there were many people playing, say 20 or so to start, that it would have a sort of critical mass neccessary to proceed.

There are a lot of technical differences that had to be fixed with rule changes to make it all work. One of the rules that I put in place, and may have been problematic, was to eliminate turn order. Philosphically, if you weren't posting, you were passing. So posting was allowed by anyone at any time. I reasoned that this would be of benefit to the players. That is, they could participate as little or as much as the liked. Again, I reasoned that if we had turns, that mostly what this would do was make us all wait for players to post a Pass. Why should those who want to play have to wait. Anyhow, this eliminates the problem with Interruptions.

But I think the other thing it does is to let people off the hook. They never have to feel bad about passing (so to speak). And, further, if the game got out "ahead" of them, then I think that they felt no longer part of the action, and had no reason to participate.

So, if you went with a more traditional turn order, then I think that might potentially ameliorate some of this effect. But, again, I think you might just end up waiting for a lot of "pass" posts from people who can't be bothered to add at the moment. Why participate actively, when you can just jump in when you like. In a traditional game, the responsibility to respond in the name of a character prevents players from being able to dodge play in this way. Maybe you could put in some rule that forced players to respond in some fashion (actually Complications did do this in our game if a player took as little action as to come into Control of any Components; maybe all play could be Complications...).

As for how you'd do Interrupts, I have no idea. If you limit posts to X words, then you have to limit the timeframe as well, or the player just posts several in a row. If the limit is for the turn, then you're just rotating all the time, and Interrupts become pointless except for skipping players. In any case, making delays like this threatens to stretch the game out further than it already is. Which might be problematic.

I think that the "Hopping Back" idea is really problematic. If I've posted something, I'm probably already emotionally attached enough to it that it would be upsetting to see it get smashed for just one Coin. A Challenge should be required to make that happen, IMO.

No, I still think that, despite the failures, that eliminating the turn structure was a better way.

Other rules issues got worked out fairly simply. We came up with a simplified Complication rule that kept them from taking weeks to accomplish. Recordkeeping was standardized. In one game, anyone could start a scene at any time, even if other scenes were going on. I think that's a good way to do it, personally. It allows players to stretch out quite a bit. The only problems were in trying to maintain a consistent timeline. In the games that had only one scene, we did bid for scene. There was a 24 hour limit from the closing of the last scene to get your bid in. High bid submitted in that time got to frame the scene.


Tellya what. I'm interested enough in such projects that I'd help you set it up, point by point. The thing I'd need to know is what sort of goals you have for the project. In order to figure out what would work best. I have several points for what I'd think would work in terms of goals, if you're interested at all.

Because, despite the failures, I do hope that someone figures out how to do this. I agree that the pacing of post play is perfect for Universalis, and have this notion that it ought to work. Like all creators, however, it may just be that I am more excited about the prospect than 90% of the people out there. Which means that getting together a group large enough to support play of a decent length might be difficult.

There's always Bob, though, isn't there? :-)

Mike

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On 10/22/2003 at 6:53pm, hix wrote:
RE: Play by post/email?

I tried to join two of the Wiki games, but as a relative newbie I felt intimidated by the technology and only figured it out as the games were winding (or wound) up.

I think any game needs instructions for:


* joining a game (especially if it's already in progress);
* any coding you need to know; and
* the social contract for when it's appropriate to contribute (turn order)

The instructions need to be easy to find and as clear as possible. Make it easy for new players to join, to help compensate for player attrition.



Mike Holmes wrote:

In one game, anyone could start a scene at any time, even if other scenes were going on.


Actually, I suspected this was one of the main reasons the "Alien Invasion on the Islands" game fell over. Players created a lot of different characters and a lot of different story threads. While this works in F2F play, here it felt there was no main storyline everyone was contributing to - everyone pulled in a slightly different direction - and just as things started to cohere, interest in the game dipped.*

My suggestion would be try a tenet that says the first 3-5 scenes had to follow a single story - or single character. While that might sound restrictive, I wonder if that gives everyone a chance to get engaged and contribute as well as giving the story a clear focus.

BTW: I found Wiki was an excellent format for hosting an online game.

Steve

* A similar thing happened in the "Byzantine Dreams" game, where each new scene started a new sub-plot.

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On 10/22/2003 at 8:37pm, Christopher Weeks wrote:
RE: Play by post/email?

Neat! I'm glad to see that there is experience out there. I am interested in putting such a game together if there enough interested parties. You mention 20 as a minimum critical mass and it's interesting that I was thinking along similar lines. In those previous three games, how many players started and how long did the games last?

I've never really worked with a wiki but I expect it's not rocket science. Is there someplace that hosts cheap or free wiki-space or did you just run it on your own webspace/server? What's better about Wiki than say rpol.net? What would a custom chat/message tool for Universalis include?

I think the issue of letting the players "off the hook" by eliminating turn order is closely related to the benefits of the social pressure in a face to face game. How can you maximize the likelihood of participation? I think that any play by post game is bound for attrition and in my estimation, the two most important factors to keep this from killing the game are to build in a good way for new players to join and to assure that the game has a hook is for each player. Would players be hooked by having a character component that is always under their control? I keep trying to see the removal of turn order as a good thing, but it seems more negative than positive. Can the positive effects be achieved some other way?

What if any new scene must include a component from a previous scene in the initial framing? Would that help drive a coherent storyline (as per Steve's complaint)? Would it be overly limiting?

ALong the lines of concurrent scenes, what if there were some limits, like n/4 scenes can be 'open' at any given time (where n is the number of players) and each player can only have one scene that they framed at a time? Would that help to prevent dillution while still providing an engaging ongoing experience? It's funny, on first reading that you set it up so that anyone could frame a scene at any time, I hated the idea. By the time I got around to responding (just a few minutes later) it seemed like a great way of keeping the players engaged in an otherwise slow medium. If there are multiple scenes going on, is the problem of slow progression as great a problem?

What effect would increasing the cost to interrupt have? I thought of this in response to "Why participate actively, when you can just jump in when you like" but it's a bit confusing to me to maintain a turn order and have multiple scenes progressing. But maybe you could maintain a master turn order and each scene could have it's own turn order that follows the same cycle, starting with the framing player and then just disappears when the scene closes. It sounds complicated but if the net.tool that you were using to enable the game were designed for it, it wouldn't be too bad.

It sounds like Steve found Wiki less than intuitive. What was done to provide documentation on the environment for the players? I don't know if this was the case in this event, but it is sometimes hard for those familiar with a technology to remember how alien it is to those who are not.

Mike, you ask about goals for the project. I'm not sure in what sense you mean that. The first goal in my mind is to figure out a fun and workable solution that would bring Universalis in a new and better way to the internet audience. My second goal is just to facilitate more fun play for me. Or maybe I got the two reversed. :-) What kind of goals did you have in mind? I started to think about this more because I'm not likely to be able to make Monday nights on a very regular basis and I really want to see more of this game first hand.

With all the talk of what to change to make it workable, how appropriate is it to set up a game of universalis with a bunch of tenets/gimicks in place before the players get together? It seems somehow philisophically impure.

Chris

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On 10/22/2003 at 9:20pm, Bob McNamee wrote:
RE: Play by post/email?

THere is indeed always Bob...

Still think it could work someway.

Uni Fiend,

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On 10/22/2003 at 10:52pm, hix wrote:
RE: Play by post/email?

BTW: I enjoyed reading both the Wiki Universalis games. All my comments are based on wanting to make the next one better.

Focusing on a single storyline might be too dictatorial. I guess the goal is to use any strategy that sustains player interest until the story reaches a critical mass - that point where the players are invested in keeping it going.

. . . How appropriate is it to set up a game of Universalis with a bunch of tenets/gimicks in place before the players get together? It seems somehow philisophically impure.


Me? I'd be fine with the person starting the Wiki laying down the first tenet. Or having some house rules. They can always be gimmicked out.

Another possibility (for creating the most interest) is to start setting tenets for 2 or 3 Universalis games simultaneously and see which one grabs the most interest from players.

It did just occur to me that maybe some of the delay was from players wanting to put down something 'right' - you know, fully worked out, well written and cool - rather than put down something 'right now'. Maybe some strategies to get the game flowing faster could be:


* A single turn can encompass a maximum number of events (1-3)?
* Scenes are ended automatically if no one adds to them within a 48 hour period? That'd stop some of the hang time that I noticed in the "Alien Invasion" game - and might create short scenes with that mosaic effect.

And yeah, I'm in for an online game too. Let's figure out some strategies for using Uni in this format.

Steve

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On 10/25/2003 at 4:46pm, Christopher Weeks wrote:
RE: Play by post/email?

And also, who's interested in playing in such a game if we put one together? If all four people who've posted to this thread are in, we're 1/5 of the way to 20. Anyone else?

Chris

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On 10/25/2003 at 6:31pm, Bob McNamee wrote:
RE: Play by post/email?

One other idea we kicked around at the time of the last Wiki Uni game was to have an occassional (say once every couple weeks or perhaps month) get together in an IRC channel to play the Wiki game setting live.

That way you get small doses of live 'story jump starting' as a group.

The logs from this play can be posted to the wiki pages to keep the game up to date for those who couldn't make it.

Edit: This is also a good way to handle the intial Tenets session since you can get live feedback, and Challenges from the participants

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On 10/28/2003 at 4:15pm, Mike Holmes wrote:
RE: Play by post/email?

Christopher Weeks wrote: Neat! I'm glad to see that there is experience out there. I am interested in putting such a game together if there enough interested parties. You mention 20 as a minimum critical mass and it's interesting that I was thinking along similar lines. In those previous three games, how many players started and how long did the games last?
Not long, really. The first was the most successful, actually, lasting through several scenes that established a lot of potential story threads, that were starting to look to me like they would begin to gel. There were about a dozen people who signed up to participate, of whom only about 8 actually added anything.

The second never got to scenes (though there was some interesting world building), and my exhuberance to start it may have, in fact, damaged the first. That one started with about 6 players.

The third was constructed having looked at the problems of the first, and proceeded with the suggested adjustments that came out of the IRC kick-off meeting. But it sputtered out quickly, which may have been due to the fact that we started with only 6 players.

I've never really worked with a wiki but I expect it's not rocket science.
It's not rocket science, but some people seem to have conceptual problems with it. Also, it's slow for people on dialup to load lots of pages, which is a consideration. But I feel that the advantages outweigh the negatives for the sort of game that I'd like to see (details later).

Is there someplace that hosts cheap or free wiki-space or did you just run it on your own webspace/server?
They were all run on machines owned by members of Indie Netgaming. I'm sure we can wrangle space on one if need be.

What's better about Wiki than say rpol.net?
It's hard to explain Wiki without seeing it. Here's one: http://c2.com/cgi/wiki

Go to it, play around, get the idea.

What would a custom chat/message tool for Universalis include?
A link to a Wiki? JK. But the only "problem" for chat is recordkeeping. Otherwise the simple dicebots that we use in IRC are the only tools that seem neccessary. I dunno, maybe an "interrupt" button?

Would players be hooked by having a character component that is always under their control?
Maybe. That's something that occured to us, but has never been tried. Essentially making players "proprietors" of certain things they make, such that they're obliged to play those Components. The potential problem is that if a player drops out, then that Component becomes effectively "uncontrolled", a situation that can't happen with players who actively put Components into scenes. Still, there are ways around that, and I think this is something to examine.

I keep trying to see the removal of turn order as a good thing, but it seems more negative than positive. Can the positive effects be achieved some other way?
Like I keep trying to point out, removal of turn order doesn't really have any effect that normal play does not. That is, in normal turn play, a player can always pass. The difference with no turn order is that you don't have to wait for a player to pass to go, you can go whenever you like. The only "positive" for turn order would be the theoretical social pressure of FTF, but I sense that it doesn't have any potence in this format.

You could require people to post on their turn, but that's problematic in a lot of ways as well. You'd have to have a minimum posting requirements, frex.

The way to get the social pressure would be to have people mailing the non-participating players or something. Hmmm. For example, players could have to sponsor each other, such that you can't spend Coins unless you have sponsored players spending at some threshold rate. That way, if you want to post, you have to make sure that other players are posting. Would be an accounting nightmare, however. Maybe a secondary coinage to represent these transactions could be introduced. Still, it sounds like adding a lot of work which is a barrier to entry itself.

What if any new scene must include a component from a previous scene in the initial framing? Would that help drive a coherent storyline (as per Steve's complaint)? Would it be overly limiting?
I don't see it as helpful or limiting. That is, a player who wanted to start his own story line could just have a character from the last scene exit his scene, and then do what he wanted. In any case, my version would promote telling many different stories.

ALong the lines of concurrent scenes, what if there were some limits, like n/4 scenes can be 'open' at any given time (where n is the number of players) and each player can only have one scene that they framed at a time?
This would limit players pariticipating widely, which is something that we want to avoid.

Would that help to prevent dillution while still providing an engaging ongoing experience? It's funny, on first reading that you set it up so that anyone could frame a scene at any time, I hated the idea. By the time I got around to responding (just a few minutes later) it seemed like a great way of keeping the players engaged in an otherwise slow medium. If there are multiple scenes going on, is the problem of slow progression as great a problem?
My vision includes lots of players playing in different scenes. That way players would always have something changing and which they could jump into. Not interested in this scene? Then try that scene? This does dilute effort, but it increases interest, theoretically. I'm not of the opinion that the "story" going everywhere is a bad thing, if it's presented properly.

It sounds like Steve found Wiki less than intuitive. What was done to provide documentation on the environment for the players?
Consider that I was mostly a newbie to it. Wiki is just weird in that some people take to it like fish to water, and others drown. I went out of my way to document how it worked (I wrote pages and pages), provide links to resources that explain it as well as possible, and made myself available for help. Didn't seem to matter for some. But no reason that we can't provide this much or better support for a future example, even if it only helps a few.

What kind of goals did you have in mind?
I'm so glad you asked. :-)

My personal vision for Universalis by Wiki is fairly different that normal play. To use Forge jargon, it's distinctly Simulationist in a lot of ways. Instead of the game being a "story" at all, what I'd prefer to see is a "world" evolve. This is why I'm not interested in scenes being "coherent" with the "storyline" or anything like that. What I'd instead like to see is loads of worldbuilding, and then having characters wandering about making their own personal "stories" in the created world. To whit, I proposed that instead of "scenes" that everything instead takes place in terms of "locations". These would remain "open" more or less constantly, being in use when players framed action occuring there.

Think MMORPG like Everquest, but you're making up the world as you play. Does that sound interesting?

I got the idea, interestingly, because my first use of a Wiki was in creating a world to play in. We never got to play, however, because there were no rules for building the world, and therefore when conflicts occured, they were handled in a non uniform way. The whole time I was thinking that if we had been using Universalis, that the problems that occured in making the world wouldn't have come up.

So, basically, I wanted to have that same experience with the Universalis framework. This is why I think it needs a lot of players. Because with lots of players I think the world will grow at a rate that will really make people want to explore it. In my mind, it's spectacular. I'd like to make it a reality.

With all the talk of what to change to make it workable, how appropriate is it to set up a game of universalis with a bunch of tenets/gimicks in place before the players get together? It seems somehow philisophically impure.
Not at all. Given that players joining later would have to abide by the Tenets created, I see no problem with this. In fact, we propose that sort of thing in the book, IIRC, as an alternate way to play. To whit, I'd propose that we could even use an established setting, or something like that. One of the Tenets (Gimmick, actually) would be that any fact in any of the literature relating to that setting would be considered Facts for purposes of play.

I'm a bit torn on that, actually. If it's a compelling setting, then I think that provides draw. OTOH, I'd like to have a sparse setting such that there's plenty of room to world-build. But I definitely could see something like that.

Does that help? :-)

Mike

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On 10/28/2003 at 8:44pm, Christopher Weeks wrote:
RE: Play by post/email?

I'm still digesting and considering and maybe I'll come back with more questions and comments, but until then, I opened http://universalis.swiki.net/1 as an experiment. If anyone (Mike?) wants to take the time to see if http://www.swiki.net/ has the important features, that would be nifty.

It appears that Wikis have been extended beyond the basic idea in some implementations including chatrooms, javascript, and other automation. Were previous WikiUniversalises dependent on such things? What about dice-rolling?

Chris

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On 10/28/2003 at 9:51pm, Mike Holmes wrote:
RE: Play by post/email?

Christopher Weeks wrote: I'm still digesting and considering and maybe I'll come back with more questions and comments, but until then, I opened http://universalis.swiki.net/1 as an experiment. If anyone (Mike?) wants to take the time to see if http://www.swiki.net/ has the important features, that would be nifty.
That's just fine. The Wiki that Travis had included a neat feature that sent changes to your email. With this one, you can get changes, but only (AFAICT) by editing the page, and clicking on the "email me" checkbox. Which is probably just fine, actually, maybe even better in some ways. Should work just fine, IMO. I like it's markup scheme - better than most.

So, what do you think? Really not very complex, but yet totally effective at making records. So I feel that it's perfect for Uni play (especially the sort that I'd like to see). Do you see how you'd link locations to each other by adjacency so that you'd end up with a world like the old classic text adventures? Are you a Wiki lover or hater? :-)

It appears that Wikis have been extended beyond the basic idea in some implementations including chatrooms, javascript, and other automation. Were previous WikiUniversalises dependent on such things? What about dice-rolling?
We used none of these sorts of features. The Real Time meetings were in the Indie Netagaming IRC rooms (you could have a page with details). Rolling was on the honor system. I'm not against other features, I'm just not sure I see the benefits. Dice would be cool, however.

Mike

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On 10/29/2003 at 3:25am, Christopher Weeks wrote:
RE: Play by post/email?

Mike Holmes wrote: So, what do you think? Really not very complex, but yet totally effective at making records. So I feel that it's perfect for Uni play (especially the sort that I'd like to see). Do you see how you'd link locations to each other by adjacency so that you'd end up with a world like the old classic text adventures? Are you a Wiki lover or hater? :-)


It seems like a suitable tool. Since you have a strong preference for this environment, and it seems like it'll work, I think it is fine.

The idea of linking locations, and preserving a timeline for each location, as the idea fits into the larger goal that you discussed above, makes sense. And the generated topography is quite cool. (I think that it would be nifty to require components to actually appear in locations adjacent to the last so that a trail was visible, but that's obviously pretty limiting.)

I think that I'm neither a lover or a hater. It's a cool tool, but I find the method of architecting space a little cumbersome. I still think that a custom tool might streamline the process of setup and play.

Anyway, I've added an "opening discussio" area to that Wiki (under the assumption that we might actually get something going using that space) and I'll cull through this and other posts for ideas on how we ought to set the game up. If you (anyone) have any comments, you are of course, free to add stuff.

Chris

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On 10/29/2003 at 7:35pm, Mike Holmes wrote:
RE: Play by post/email?

Interestingly I had a design that used Lotus Notes as the interface that did what a Wiki does, but much more efficiently (if we're thinking about the same issues). The problem is finding someone with a Domino Server to run it. :-)

If you want players, you'll have to advertise, of course.

Mike

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On 10/29/2003 at 8:49pm, Christopher Weeks wrote:
RE: Play by post/email?

I just sent a note to indie-netgaming and popped over here to find your suggestion. How/where else would you suggest? This is probably a stretch, but does Ramshead Publishing keep a mailing list that is accessible? What about a note on http://universalis.actionroll.com/ directing people to our game? Is asking for players elsewhere on The Forge appropriate? (Actual Play or Connections?) Should I start a seperate thread in this group as a call for players or would that be wasteful?

People should start to feel free to enter stuff in the Opening Discussion page if you have comments.

Chris

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On 10/29/2003 at 9:26pm, Valamir wrote:
RE: Play by post/email?

This is probably a stretch, but does Ramshead Publishing keep a mailing list that is accessible?


I keep a mailing list and periodically (every quarter or so) send out an email about Ramshead developments and such. I'll be doing another in the next week or two (an update on Robots & Rapiers developments).

I'm happy to include information about an online Universalis game and solicit interested parties as long as there is a definite commitment to make it happen.

Give me a blurb that includes contact info / game location url / whatever, and I'll send it out with the update.

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On 11/4/2003 at 3:41am, Bob McNamee wrote:
RE: Play by post/email?

Bob's signed up for more Uni wiki!

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On 11/4/2003 at 3:01pm, Mike Holmes wrote:
RE: Play by post/email?

Heh, in making the leftmost part of the domain "universalis", like the Universalis site, Chris has inadvertently established a Universalis domain web. Maybe it'll spread. :-)

Mike

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On 11/4/2003 at 4:43pm, Christopher Weeks wrote:
RE: Play by post/email?

Actually, right after I did that, I wondered if it was legal or fair use or whatever. Anyway, I figure I'm on solid ground since both of the people who might care, know and haven't said anything, and I'm not making any money.

Chris

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On 11/6/2003 at 11:25pm, hix wrote:
RE: Play by post/email?

Is anyone else experiencing problems accessing the Swiki? I'm getting an "Internal Server Error" message.

Steve.

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On 11/7/2003 at 12:33am, ScottM wrote:
RE: Play by post/email?

hix wrote: Is anyone else experiencing problems accessing the Swiki? I'm getting an "Internal Server Error" message.

Steve.


Yes, I'm also having the same problem.
-Scott

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On 11/7/2003 at 3:08am, Christopher Weeks wrote:
RE: Play by post/email?

I too. When did it start?

Chris

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On 11/7/2003 at 3:42am, hix wrote:
RE: Play by post/email?

I first noticed it this morning - so about 8 or 9 hours ago at least. I'm still able to access my other swikis though.

Steve.

Edited once.

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On 11/7/2003 at 7:15pm, Mike Holmes wrote:
RE: Play by post/email?

Just chiming in with a "me too".

Mike

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On 11/7/2003 at 11:18pm, Christopher Weeks wrote:
RE: Play by post/email?

One of our trusty players emailed me the following:

I noticed on the Forge, people are having trouble accessing to The
Universalis Arena. I think it is because the URL has been changed (dropping
the inadvertent Universalis domain part) the new URL is

http://www.swiki.net/~clweeks/The%20Universalis%20Arena/1


So there you are! I've got email in to the swiki.net support folks, hopefully I'll find out what the deal is.

Chris

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On 11/9/2003 at 8:42pm, Bob McNamee wrote:
RE: Play by post/email?

I'm not able to reach the Universalis Arena- wiki website today (sunday Nov 9, 2003)

Bob McNamee

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On 11/10/2003 at 8:20pm, Mike Holmes wrote:
RE: Play by post/email?

Hmm. That's weird, I get there with the new link above with no problem. OTOH, I've had some problems with the password...

Mike

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On 11/11/2003 at 12:01pm, Christopher Weeks wrote:
RE: Play by post/email?

I have to say, I think this is really bad. I can't get in either and haven't been able to do so reliably for a week. And Ralph's mailing just went out. And I haven't heard back from Swiki. Grrrrr.

But, what can you expect from a free service. I guess I'll have to start looking at hosting a wiki of some kind and maybe we can correct the bad URL somehow.

Chris

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On 11/11/2003 at 7:50pm, ScottM wrote:
RE: Play by post/email?

I'll chime in with a "me too" again; both swiki addresses are gone (And have been for quite a while).

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On 11/11/2003 at 9:11pm, Bob McNamee wrote:
RE: Play by post/email?

IT seems to be working for me today

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On 11/11/2003 at 9:15pm, Christopher Weeks wrote:
RE: Play by post/email?

Bob McNamee wrote: IT seems to be working for me today


Yeah, part of my concern is that I have seen update notes from at least four players since I was last able to get into any page at all. I'm really wondering what gives.

Chris

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On 11/11/2003 at 10:54pm, Mike Holmes wrote:
RE: Play by post/email?

I think there may be odd browser/cookie interactions going on. That's my best guess.

Mike

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On 11/12/2003 at 1:51am, ScottM wrote:
Loging on

It was strange. Clearing the cache, cookies, and autocomplete at work didn't do the trick-- I was never able to log on from there. But when I got home, I logged on easily.

I've logged out at home, so it'll be interesting to see if I can hop on from work at lunch, or if it keeps giving me grief.

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On 11/12/2003 at 4:28am, Trevis Martin wrote:
RE: Play by post/email?

I've got a freind who is a partner on a site that hosts a TWiki, which has been very dependable. I've been running a play by post there for some months. http://www.nullnode.com/twiki/bin/view.pl Its also a faily easy version to use and edit. I could ask him if we could do it on that site.

regards,

Trevis

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On 11/12/2003 at 2:20pm, Christopher Weeks wrote:
RE: Play by post/email?

Ah, good. Maybe it is some kind of clumsy cookie duel. Here at work it seems to be working fine. I'll log out tonight and try again from home to see if it was my fault (sort of) all along. It would be better if we don't have to fall back on some other resource.

Chris

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On 11/12/2003 at 8:31pm, Bob McNamee wrote:
RE: Play by post/email?

Today (wednesday) I'm getting

Page cannot be displayed
Can't find server

I always go to the site from home.

Oh well, perhaps I'll try a full reboot to see if that helps.

Since we haven't started yet...now would be the time to move, if we need to do that.

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On 11/12/2003 at 11:30pm, ScottM wrote:
RE: Play by post/email?

Still unable to access the page from work. At work I use IE6, while at home I use Netscape. I doubt that's the problem, since I first read and editted the site at lunch from work, but who knows?

Shrug. I guess as long as I can access it at home, I'll call it good. I agree with Bob that if we're going to move, it should be before the game starts.

Scott

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On 11/14/2003 at 1:18pm, Christopher Weeks wrote:
RE: Play by post/email?

As of right now, Friday morning (east coast, US), http://www.swiki.net/~clweeks/The%20Universalis%20Arena/1 is being very good. I'd like to see if it's just me or everyone. I'm still unsure about the cause of our difficulty and their support email has never answered any of my three notes.

Play is slated to begin this Sunday and I think we should continue with this notion as long as technical problems do not overwhelm us. Is there anyone at this point who is simply unable to access the site?

Chris

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On 11/14/2003 at 8:12pm, Bob McNamee wrote:
RE: Play by post/email?

I'm able to reach it today..friday

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On 11/14/2003 at 8:47pm, Mike Holmes wrote:
RE: Play by post/email?

I've had the ability to get there almost constantly. But I have to reset my password to get in each time. Which is a hassle.

Mike

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On 11/14/2003 at 8:55pm, Christopher Weeks wrote:
RE: Play by post/email?

Mike Holmes wrote: I've had the ability to get there almost constantly. But I have to reset my password to get in each time. Which is a hassle.


Are you accessing from only one machine? You mean you have to change your PW, or just type it in again rather than relying on their cookie tool?

Chris

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On 11/14/2003 at 9:10pm, Mike Holmes wrote:
RE: Play by post/email?

I'm using more than one machine, but I don't use the autofil method because I don't want people at work to have access to my passwords. So I type it in each time. Then it tells me that it can't let me in. So I then use the "forgot your password" link, get a link to change my password mailed to me, change my password, and then log in.

To be truthful, it's only happened twice, and I've given up since. Really haven't had anything important to post. See, I can read it, I just can't edit it without the rigamarole.

Mike

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On 11/14/2003 at 9:22pm, Christopher Weeks wrote:
RE: Play by post/email?

Do you have the cookie set at home, but not at work? Or are you only doing it at work? (And anyone else who's been having problems is more than welcome to fill in the same blanks so we can get a bigger picture.)

I'm suspicious about my own problems, so I'm looking for similarities. I think that maybe swiki.net thought that I was logged in from work and thus wouldn't let me in from home. And maybe the reverse of that situation earlier. So I'm trying to figure out exactly what to do to make it work and what to write up so that other, new players don't get bit like many of us.

Chris

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On 11/15/2003 at 12:54am, ScottM wrote:
RE: Play by post/email?

Suddenly, today, it's back to working fine for me from work. I didn't do anything new, so I'm going to assume it's swiki's end.

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On 11/18/2003 at 7:40pm, Christopher Weeks wrote:
RE: Play by post/email?

It appears to be problematic once again. Grrr.

Chris

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On 11/18/2003 at 8:02pm, Mike Holmes wrote:
RE: Play by post/email?

Yep.

Have you talked to the site administrators?

Mike

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On 11/18/2003 at 9:02pm, Bob McNamee wrote:
RE: Play by post/email?

I'm having trouble too..tuesday

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On 11/19/2003 at 12:20am, Christopher Weeks wrote:
RE: Play by post/email?

Mike Holmes wrote: Have you talked to the site administrators?


I have emailed a chain of three notes -- replies to my earlier notes to them, and gotten nadda back from them. I would heartily encourage any and all of you to drop them a line. If they're just terribly scattershot in their replies, we might get lucky with more volume.

Chris

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On 11/19/2003 at 11:29am, Christopher Weeks wrote:
RE: Play by post/email?

I guess you'll all know this from the email updates, but we're up again. It looks like the outage was less than 24 hours.

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On 11/19/2003 at 2:08pm, Mike Holmes wrote:
RE: Play by post/email?

Arrrgh. Now I can see the site fine, but the passord problem is back worse than before. Now when I try to reset my password, and link to the page where I'm supposed to be able to do it, I get a message that I don't have authorization to change the password. So I'm locked out of editing completely.

And I wanted to put in a Tenet. Could somebody post this for me:

- There was a World War between the Hemispheres (with some exceptions in terms of who was allied with whom) that ended just a few years ago leaving the world in a cold war situation.

Also, let's put in horizontal rules on the Tenet's page after each round, so its immediately apparent when you're eligible to post another.

And then where can I mail to complain about the password? Or, better yet, can we move this over to the Twiki mentioned? I don't see how we can trust the game to Swiki given the lousy service we've seen so far. A port at this point shouldn't be too difficult, but it will be if we wait for play to start.

Mike

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On 11/19/2003 at 8:41pm, Bob McNamee wrote:
RE: Play by post/email?

I'll second a vote on moving.
My Tenet was late, and changed a bit, due to not being able to get there yesterday.

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On 11/19/2003 at 9:12pm, Mike Holmes wrote:
RE: Play by post/email?

I've had a lot to say about topics like the scene Framing discussion, but can't get on to make my points.

Hopefully people aren't putting off joining because of the problems that we're enumerating here. If you're out there watching, things are starting to warm up, and I'd encourage readers to join right away. I'm sure we'll have the technical problems figured out in short order.

Mike

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On 11/20/2003 at 12:30am, Trevis Martin wrote:
RE: Play by post/email?

I've emailed Jon for permission to use the twiki but I'm sure he'll let us. Is everyone agreed to move?

Trevis

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On 11/20/2003 at 1:46am, Bob McNamee wrote:
RE: Play by post/email?

Well, tonight (wednesday) I could see the Tenets page, and a question about my tenet, but can not get to the edit, or anyother pages (includung the negotiation question page...

Sigh,

Just to put in my thoughts on Zeppelins...

With no steel, it would have to be created out of some other material.
And engines would be a problem.
I'm assuming that bronze is the most common metallic tool. With strong advancements in ceramics, composite materials like wood and concrete. Most probably very advanced glass working, along with ceramics, maybe lots of fiberglass too?.

It wouldn't be unlikely to assume that semi/super conductors, solar panels, and electric engines could be fairly common

I'd accept Zeppelins-like tech. With a resonable explaination.

Heck some richer governments might even pool together what Iron they can get...for 'secret weapons' like internal combustion powered -steel airframed ships... or the odd cannon.

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On 11/20/2003 at 2:11am, Trevis Martin wrote:
RE: Play by post/email?

I've gotten an initial reply from jon and he said he has to query his partners as they have limited space. I'll look for his reply in the next couple days, but it might not work out.

My other suggestion is RPOL (www.rpol.net) Granted its all in thread form, like this board, but its worked out well for our Sorcerer Game.

Trevis

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On 11/20/2003 at 10:58am, Christopher Weeks wrote:
RE: Play by post/email?

Moving on is fine if we have a stable place. I'm not even opposed to paying a fee if that makes it easier for your friends to justify.

And I have no idea what zeppelins are made of, but as you suggest, alternate materials -- aluminum and fiberglass maybe could replace ferous technologies. (So do I owe a coin at this point?)

Chris

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On 11/21/2003 at 12:50pm, Christopher Weeks wrote:
RE: Play by post/email?

OK Mike, I tip my hat to you :-) Only just this morning did it finally sink in how cool Wiki is for this kind of game. Thanks.

Chris

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On 11/21/2003 at 2:32pm, Mike Holmes wrote:
RE: Play by post/email?

<Mike does that thing with the eybrows where they go up and down as if to say, "Yeah, pretty neat, eh?">

I'll send a message to Travis (not Trevis) on Indie Netgaming. He hosted the last game, and I'm betting would be willing to host this one. He provided great support.

Mike

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On 11/21/2003 at 9:31pm, Mike Holmes wrote:
RE: Play by post/email?

Clinton posted the following to Indie Netgaming. I don't know why I didn't think to ask him. Sounds like the perfect thing.

>From: "Clinton R. Nixon" <crnixon@anvilwerks.com>
>
>Mike,
>
>I'll certainly host it for you - hell, everything's set up currently to
>run it at The Anvilwerks RPG Laboratory [1].
>
>[1] http://www.anvilwerks.com/RPGLaboratory/RPGLaboratory
>
>- Clinton

What do you think, Chris? You could post the question to the Swiki to get a general consensus.

Mike

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On 11/21/2003 at 9:53pm, Christopher Weeks wrote:
RE: Play by post/email?

It looks like the URL should be http://www.anvilwerks.com/index.php/RPGLaboratory/RPGLaboratory unless I'm missing something. It would be a new set of text formatting conventions, but if it's usually up, that's a small price to pay. I have posted about it and we'll see how it shakes out. And you should get over to the Tenet page and speak up! :-)

Chris

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On 11/21/2003 at 10:53pm, Mike Holmes wrote:
RE: Play by post/email?

Christopher Weeks wrote: It would be a new set of text formatting conventions, but if it's usually up, that's a small price to pay.

I've gone through about four modes. They're all easy to learn. And I think it might mean the survival of the game. In any case, Clinton is, of course, completely reliable.

I have posted about it and we'll see how it shakes out. And you should get over to the Tenet page and speak up! :-)
I would if I could. Pass me this round if I'm last.

Mike

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On 11/21/2003 at 11:12pm, Christopher Weeks wrote:
RE: Play by post/email?

Mike Holmes wrote: I would if I could. Pass me this round if I'm last.


Oh no, you have time. But are you unable to post from all situations now? Grr.

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On 11/22/2003 at 5:14am, Trevis Martin wrote:
RE: Play by post/email?

Yay for moving to Anvilwerks. And I actually like that set of text formatting rules better. Its what make Wiki worth using anyway.

Trevis

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On 11/22/2003 at 9:03pm, Bob McNamee wrote:
RE: Play by post/email?

Count me in favor of moving.
I've posted on Tenets today (sat).
Looks like its only mike left... unless he's passing?

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On 11/22/2003 at 11:21pm, Trevis Martin wrote:
RE: Play by post/email?

Hey for everyone. I'm for moving to the Anvilwerks or the Nullnode Wiki. I've gotten confirmation that we can host on nullnode if we want to provided we 1.) allow the six paying partners of nullnode to play (heh, I said that wouldn't be a problem and they could play even if we didn't host there.) and 2.) didn't post any pictures on the wiki as they are memory intensive.

Wow...looks like when we need a place we just get a bunch of opportunities...

Trevis

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On 11/23/2003 at 10:50pm, ScottM wrote:
On to Anvilwerks...

I started setting up on Anvilwerks. In mid process, swiki crashed on me, but I did get 2 pages over before it happened.

The two pages I managed to get across are: The Universalis Arena and Tenets. If this looks reasonable, we can continue when swiki returns for pillaging. If it doesn't look right, if the new text rules are too funky, or for any other reason, we can look into Nullnode or elsewhere.

Sound good to everyone else?
-Scott

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On 11/24/2003 at 9:22pm, Mike Holmes wrote:
RE: Play by post/email?

Sounds good to me. My only concern is not losing anyone in the transfer. We should at least leave the home page up there as a notice that it's moved.

Mike

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