ScooterinAB:
I will agree that heavy crunch games do add a ton of slow down, but I wonder how much of this can be mitigated. Again, PbP isn't face to face, so approaching the game as if it were face to face may be setting it up for failure, long before you get your minimum number of posts in. I've seen games go from a dozen posts per day to a dead stop once a fight broke out, so I know where those comments are coming from. I'm just not sure that requiring hours of daily investment is the way to succeed. But that might all be a topic for another day.
Thanks for all the input. Please keep the thoughts coming.
You are exactly right. PbP is a completely different medium than the traditional, "let's gather round the table and toss some dice" form of roleplaying. Trying to create a facsimile of the tabletop experience is a mistake, in my opinion.
It pays huge dividends to eliminate game mechanics that can eat up a lot of time in an asynchronous PbP environment. For example, interrupting mechanics are not that conducive to PbP.
There is nothing worse than taking the time to compose a post, only to have to go back and edit it later, just because another player has some special ability/power/feat that allows them to force re-rolls, etc. That sort of thing works great around the table, but in PbP, sometimes days can go by between player log-ins, and the whole game can get held up due a trumped post.
In my games, I also provide players all the information they need to resolve their own combat posts. That way it's not a case of "Mother May I" when it comes to posting actions. They can roll their own dice and immediately know whether they hit or not, and then compose their posts accordingly. There is no waiting around for days for a GM to tell them whether their attack hits or not. Stuff like that keeps the game moving, but it's a completely different way to handle combat than what you might do around the table.
This message was last edited by the user at 06:49, Thu 24 July 2014.