01-14-2005, 10:35 AM
For those who might still be interested in running an online version of a pen and paper rpg, I will share a few things that I have been using for the past year to run my online ADnD games.
A few notes first:
I run a party of mature, honest players who I entrust to roll real dice (offline). As the DM, I have enough work to do; I don't have time to police players' activities. I use a combination of 1st and 2nd Edition ADnD rules. Most of the people who play are familiar with the rules; some were not but are now, and the game has been running well pretty much from the start. My games stress "role playing" rather than "roll playing".
I think the key to success is having an organized DM. The main parts of the adventure must be detailed before the game session: mapping, storyline, encounters (monsters and NPC's), graphics (optional), treasure etc. I use a lot of puzzles/riddles (perhaps too much) of my own creation that I usually plan in advance, but as in RL games I also improvise. Keep in mind that the more complete your adventure is, the easier it will be to improvise.
1) Chat- Communication is done via a chat program. Any chat program that allows private chats between the DM and players will work. Logs are recorded and archived for those who could not attend a session and for reference. I use IRC.
2) Mapping- This is by far the most important aspect of the game especially during combat. At first, I gave my players a simple system for mapping. It required a bit of work on their part and a lot on mine (as the DM). I later scrapped this system and implemented the use of netmeeting/whiteboard. Any similar program will work.
All of the significant areas of my adventure are mapped out in advance. I use Dungeon Crafter, a freeware program for its simplicity and quality. I also use paintshop. Dungeon graphics are copied and pasted onto whiteboard by the DM in real time. I use colored dots to represent party members and NPCs and each player is responsible for placing his/her dot on the map as accurately as possible. The positions of the NPCs (and monsters) are the responsibility of the DM. Mapping is a vital asset during the game.
3) Encounters- I try to incorporate as many graphics into the game as possible to give it more flavor. There are hundreds of portraits on the WotC site (and the net) for this purpose. These images can be placed into a pdf file and given to players in advance who can refer to it when specified by the DM or the DM can copy/paste the image onto whiteboard at the appropriate time during the game. The pdf file is a good backup when netmeeting fails. I handle all graphics in this manner.
4) Combat- A verbal (chat) and visual (whiteboard) description is given to players. The map eliminates some of the confusion associated with combat sequences. Mapping in this manner is like using miniatures.
5) Information- Only the DM is entitled to view a copy of a player's character sheet. Players are expected to role play their characters and not share any information to other party members other than what is done in-game. All other pertinent game info (campaign background) is revealed in game or on a forum/web site by the DM.
6) Time- Everyone must agree on a time for the game sessions, such as "every Saturday night at 20:00 ET". It is important to have a group of reliable players who will devote a time slot for the game to make it worthwhile for the DM who has invested so much time into preparations. A campaign cannot be run smoothly without a core group of players. Due to differing time zones and RL responsibilities, my game sessions are short (in pnp rpg terms); they are only 3 hours long.
7) Party size- To maintain a high level of "quality time" for each player, I recommend that the party should not be larger than 6, not counting the DM. A party of 7-8 PCs is doable but difficult to manage. Online gaming is more restrictive than RL pnp games so the party size is expectedly smaller. A "hack and slash" style of gaming would allow for larger parties.
As in RL rpgs, online rpgs require a lot of advance planning and work by the DM. During the game session the DM will be very busy, so it is vital that details of the adventure are already done. So far, my experience with online ADnD almost equals the entertainment of a pen and paper session and is worth the time and effort to organize for a good group of players.
Good luck and best wishes,
Xi
A few notes first:
I run a party of mature, honest players who I entrust to roll real dice (offline). As the DM, I have enough work to do; I don't have time to police players' activities. I use a combination of 1st and 2nd Edition ADnD rules. Most of the people who play are familiar with the rules; some were not but are now, and the game has been running well pretty much from the start. My games stress "role playing" rather than "roll playing".
I think the key to success is having an organized DM. The main parts of the adventure must be detailed before the game session: mapping, storyline, encounters (monsters and NPC's), graphics (optional), treasure etc. I use a lot of puzzles/riddles (perhaps too much) of my own creation that I usually plan in advance, but as in RL games I also improvise. Keep in mind that the more complete your adventure is, the easier it will be to improvise.
1) Chat- Communication is done via a chat program. Any chat program that allows private chats between the DM and players will work. Logs are recorded and archived for those who could not attend a session and for reference. I use IRC.
2) Mapping- This is by far the most important aspect of the game especially during combat. At first, I gave my players a simple system for mapping. It required a bit of work on their part and a lot on mine (as the DM). I later scrapped this system and implemented the use of netmeeting/whiteboard. Any similar program will work.
All of the significant areas of my adventure are mapped out in advance. I use Dungeon Crafter, a freeware program for its simplicity and quality. I also use paintshop. Dungeon graphics are copied and pasted onto whiteboard by the DM in real time. I use colored dots to represent party members and NPCs and each player is responsible for placing his/her dot on the map as accurately as possible. The positions of the NPCs (and monsters) are the responsibility of the DM. Mapping is a vital asset during the game.
3) Encounters- I try to incorporate as many graphics into the game as possible to give it more flavor. There are hundreds of portraits on the WotC site (and the net) for this purpose. These images can be placed into a pdf file and given to players in advance who can refer to it when specified by the DM or the DM can copy/paste the image onto whiteboard at the appropriate time during the game. The pdf file is a good backup when netmeeting fails. I handle all graphics in this manner.
4) Combat- A verbal (chat) and visual (whiteboard) description is given to players. The map eliminates some of the confusion associated with combat sequences. Mapping in this manner is like using miniatures.
5) Information- Only the DM is entitled to view a copy of a player's character sheet. Players are expected to role play their characters and not share any information to other party members other than what is done in-game. All other pertinent game info (campaign background) is revealed in game or on a forum/web site by the DM.
6) Time- Everyone must agree on a time for the game sessions, such as "every Saturday night at 20:00 ET". It is important to have a group of reliable players who will devote a time slot for the game to make it worthwhile for the DM who has invested so much time into preparations. A campaign cannot be run smoothly without a core group of players. Due to differing time zones and RL responsibilities, my game sessions are short (in pnp rpg terms); they are only 3 hours long.
7) Party size- To maintain a high level of "quality time" for each player, I recommend that the party should not be larger than 6, not counting the DM. A party of 7-8 PCs is doable but difficult to manage. Online gaming is more restrictive than RL pnp games so the party size is expectedly smaller. A "hack and slash" style of gaming would allow for larger parties.
As in RL rpgs, online rpgs require a lot of advance planning and work by the DM. During the game session the DM will be very busy, so it is vital that details of the adventure are already done. So far, my experience with online ADnD almost equals the entertainment of a pen and paper session and is worth the time and effort to organize for a good group of players.
Good luck and best wishes,
Xi