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lumpley games
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DitV online
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Topic: DitV online (Read 4203 times)
DannyK
Guest
DitV online
«
on:
September 11, 2004, 07:08:40 PM »
OK, I'm waiting for my book to arrive and thinking about running a one-shot as a forum game. I figure we can handle the funky dice mechanics using an OOC thread (or using OOC portions of an IC thread) pretty easily.
Anybody have any online play experience?
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Brand_Robins
Member
Posts: 650
DitV online
«
Reply #1 on:
September 11, 2004, 08:38:35 PM »
I've never actually played via-forum before. (Every other type of online gaming, but not that one.)
For a place, and for people who've got and are gaining experience (and as a nice place to get Dogs some more exposure) I'd suggest doing it on RPG.net's play by post forum. People there seem reasonable, there are OOC and IC thread forums, and several people have expressed interest in a Dogs game.
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- Brand Robins
Jonathan Walton
Member
Posts: 1309
DitV online
«
Reply #2 on:
September 11, 2004, 10:29:44 PM »
I'm there. Just say when. I want to play Dogs REAL bad. I'll run it or gun it (so to speak), whatever people need.
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One Thousand One
-
Bleeding Play
Per Fischer
Member
Posts: 203
DitV online
«
Reply #3 on:
September 12, 2004, 01:24:54 AM »
I am also waiting for the book, and would like to try it out play-by-post in the meantime. May I suggest Roleplay Online (rpol.net), where I also run a pbp Sorcerer game. It has a built-in dice roller and since the site was moved to new servers, it's running smoothly and fast.
What are the funky dice mechanics? Roleplay Online has a Sorcerer dice mechanic that was put there on request - maybe the same could happen with Dogs?
Per
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Per
--------
Do not go gentle into that good night.
Rage, rage against the dying of the light.
DannyK
Guest
DitV online
«
Reply #4 on:
September 12, 2004, 11:10:07 AM »
Well, as far as I can tell from Paka's posts, it's a rather involved system using different types of dice, where trying to match the other's number with the least possible number of dice. I think it needs to be done explicitly with GM-player discussion.
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Joshua A.C. Newman
Member
Posts: 1144
the glyphpress
DitV online
«
Reply #5 on:
September 12, 2004, 07:17:37 PM »
As one of the most experienced Dogs players out there, I'm really curious to see how this can work out*. It's so fast and furious that I think there would need to be some sort of realtime client available.
*That is, I've played three sessions with Lumpley over the last year or so. Meg was in two of those, and I know she played a game with Emily, so we're at least tied, though she may have more sessions under her belt than I.
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the glyphpress
's games are
Shock: Social Science Fiction
and
Under the Bed
.
I
design books
like
Dogs in the Vineyard
and
The Mountain Witch
.
Christopher Weeks
Member
Posts: 683
DitV online
«
Reply #6 on:
September 13, 2004, 06:39:58 AM »
I'll play. But I think we have to realize that conflict resolution is simply going to be slow. I'd guess that a ratio of one night of face to face accomplishment will take about a month to get through. But on the other hand, that's a night of play that I otherwise wouldn't get.
Chris
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Per Fischer
Member
Posts: 203
DitV online
«
Reply #7 on:
September 13, 2004, 07:16:01 AM »
So what about Nikola's suggestion of some sort of realtime add-on? Would it be possible to go into fx Messenger (or any other instant messenger client or even IRC) and solve immediate conflicts? I am asking into the wind, as I have little idea so far (except from Paka's write-ups and posts) what exactly goes on behind the scenes in this game.
I guess what I am asking is, would it be an idea to solve most of the game on a board and then meet once a week via online chat? Or would the GM have to meet up with the players individually to make it work?
Per
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Per
--------
Do not go gentle into that good night.
Rage, rage against the dying of the light.
DannyK
Guest
DitV online
«
Reply #8 on:
September 13, 2004, 08:15:36 AM »
I've run combination Forum/Chat games before, and they work very nicely with understanding players. (You have to be willing to twist the plot a bit, so the high-interaction combat-intensive part of the game happens during the chat part of the game.) Unfortunately, I don't have protected part of my week where chat can happen, so I'd have to be mostly asynchronous.
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