PBEM - Anyone got a good system?
PBEM - Anyone got a good system?
I'm assuming that most people play face to face ... but there may be a few who play over email or through a website etc. Any suggestions to others who want to go down this path?
Re: PBEM - Anyone got a good system?
I have only played VBAM via web/email. I have generally assumed most people play remotely. Interesting, I wonder which is the case.ftarzanin wrote:I'm assuming that most people play face to face ... but there may be a few who play over email or through a website etc. Any suggestions to others who want to go down this path?
The number 1 key is having a solid sheet to use - format and information clearly laid out and understood by everyone before you get started. I have used more than one, the key is it needs to have clarity. Then every turn is turned in consistently for the moderator to sort faster and avoid confusion and delay.
Second, hold to a schedule as much as possible. This is hard sometimes, and you can flex as needed - particularly the moderator

Third, keep play anecdotal. Do not just say - some ships went to system, battle was fought, fewer ships left. Tell a story and be descriptive, or help the players tell a story as much as possible. Why? Again, it helps keep them interested and the game moving along. The officer, crew quality, and political optional rules really help with the story aspects and make the game feel more 3 dimensional.
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Yep - I've only ever played over the net too,
I would emphasize the schedule - once it slips it's hard to recover the momentum. That's not to say that there can't be some flexibility - but someone does need to keep the pace,
A decent turn-sheet is a great help,
Good communications is pretty important (especially for the moderator) - if players have questions they really need to be able to get hold of each other (likewise for diplomacy) - most of the players ideally need to be able to email at least three or four times per turn.
The storyline approach might help in the long run - but it your players are new to the game it might also help with their decisions if they see some of the games nuts and bolts - familiarity with the rules counts for a lot,
I would emphasize the schedule - once it slips it's hard to recover the momentum. That's not to say that there can't be some flexibility - but someone does need to keep the pace,
A decent turn-sheet is a great help,
Good communications is pretty important (especially for the moderator) - if players have questions they really need to be able to get hold of each other (likewise for diplomacy) - most of the players ideally need to be able to email at least three or four times per turn.
The storyline approach might help in the long run - but it your players are new to the game it might also help with their decisions if they see some of the games nuts and bolts - familiarity with the rules counts for a lot,
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While there are groups that get together and play face-to-face (in particular, I think there was a group in Florida) our understanding is that the vast majority of play is done via email.
The only real advantage to playing in person is if you are using a tactical system to resolve combat, otherwise, email works just fine and can make for a very enjoyable experience.
The only real advantage to playing in person is if you are using a tactical system to resolve combat, otherwise, email works just fine and can make for a very enjoyable experience.
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PBEM
Tyrel is even starting up a training game on the training Yahoo group, so now is your chance to learn with a pro!
Personally I like some story elements in my games, not to mention a lot of team play. I would rather see four or five players working against another team of four or five, then a ten player free for all. But, that is my personal preference. I like to see that human element at work.
-Jay
Personally I like some story elements in my games, not to mention a lot of team play. I would rather see four or five players working against another team of four or five, then a ten player free for all. But, that is my personal preference. I like to see that human element at work.
-Jay