Re: Too many players?
In reply to Visceri22 (msg # 12):
This reminds me of a play by post roleplay site I was on, I think it was, last year. As a preface, this is going to be a long and rambling story, it involves a dragonball z based game, and was not done in a normal play by post format.
Some of the things that worked particularly well for that forum included that the players were expected to keep things going on their own for, pretty much everything. The players were basically given a little direction and told to run with it. This worked well because the site had a filter on who could post, this being a character submission system (which was moderated). This in place, the role of the GM's became quite simple: they only had to run boss fights and make occasional narration posts (for a while, at least). Players were honest, and because everyone had a character sheet to provide numbers to work with, the players could handle how successful they were in their endeavors against mook type enemies and in pvp situations. This resulted in combat that was not so much tactical/grid based, but descriptive and in some cases creativity based. For example, one character had the ability to hurl molten gold at a target (and limited ability to reshape said gold). They threw, essentially, golden spikes at my character. It hit and did damage, so to be descriptive, I included it pinning him to the wall (not technically included in the effect of the attack, but it worked descriptively).
It helped that the forum had a character sheet style set up, where you would make an account by filling in some basic details of your character (a bio, a picture, that kind of thing) then picking a class and getting your stats.
Also working in the favor of the game was that it was a site unto itself, forums were split into such things as a forum for each planet, an archive forum, an ooc forum, and an afterlife forum.
One last thing that worked particularly well was that at the end of each thread, players who participated in it were awarded xp tokens based on their participation (and awards could be adjusted if players did a particularly good or bad job in their roleplaying, for example, upward if they contributed to the thread positively and interacted with the other players to solve the problem, while a lowered reward would be given to those who simply posted some irrelevent posts of their character wandering off to go do their own thing that had little or nothing to do with the thread itself). Of course, the xp tokens became kind of...muddled in their effectiveness, as the admin would fiddle with how much was given per token turned in, what the maximum level was at the time, what else could be done with the tokens, and of course, introduced the concept of bonus xp weekends (when turning in the tokens got double, or even triple normal xp).
One of the helpful aspects of it was that there was no dice rolling involved. No random number to ruin your moment of dramatic awesome, as attacks dealt a set amount of damage based on your character stats and how much you invested in the skill, and your defenses were based, again, on character stats. The unfortunate part of this was that you could not customize your stats by spending points or anything, they ran on a set base (based in part on your class, but everyone had basically the same base stats at low level) and adding the majority of your points based on gear...that you got by completing quest threads...and that's about it. That's where the mechanics fell apart in the area of customizing your character, but the admin/owner was dead set on items being the means of customizing your character.
This set up worked for quite a while. With only two gm's, and by occasionally allowing competent players to run mid-boss npc type characters to challenge other players in minor threads, the game ran quite well. The main problem it had was...well, the admin-owner of the site. To avoid disparaging him with a detailed analysis, let's leave it at: he was unwilling to listen to the opinions of others, was secretly running multiple characters, and regularly utilized his ability to change the rules to ensure his characters would not lose.
That said, the game had upwards of 30 active, competent players. That aspect of it was quite beautiful to see (as I am not used to seeing an abundance of paragraph wielding players all participating in the same play by post game at once...but then, I haven't been doing play by post regularly for a while).
TLDR: I saw a different way to run a large game, and it was good. It involves giving the players their own threads that they can run each other through. Having access to a forum with sub forums aids in the process, allowing the GM to focus on whatever they need to while players generally split up into two's and threes to keep their posting rate relatively quick. Closing a thread and giving a semi-automated award based on word count (and allowing the closing gm to adjust individual awards to compensate for high word counts that happen to be pointless padding, or to reward good roleplaying/compensate good roleplaying that had a low word count helps to balance the rewards and make them fairly easy to handle).
For a shadowrun game, a fair amount of the failings of the site I discussed without explicitly naming would not be a problem. After all, you have a set up for how much xp awards should be, how to handle money, what kind of gear exists and when, and so on