02-01-2022, 02:44 PM
Rafael Wrote:Answering to this thread, but including a couple of things the OP has commented/asked about in other threads:
Basically, the key to a good PBP, in my experience, is structure. So, prepare your PBP games as you prepare your tabletop games: Put your goals on paper, and sketch out your way there. Get everything in order, including all game props like maps, art, and other things you might need at your virtual gaming table. (Dice rollers, combat grids, etc.) Set a real-world timetable, and check with your and your players' schedules, if possible. To give you an example: I' in my 17th year as a PBP DM; still so, with all that routine and practical experience, it still takes me between 30 minutes and one hour every time I update my game. Do you have that hour, on a normal day of the week? And: Are you willing to invest this kind of time on a regular basis?
Even when you do open, or "novelesque" PBP gaming, do a thorough preparation of all the aspects as I've elaborated; you'll need that material, sooner or later, and you'll appreciate having it ready.
Also, get an understanding of how pacing will work: The way I'm doing my PBPs, I usually do two to three updates per week. Meaning, we do two rounds per week, on average. That means, in a month, we will advance the game between eight and twelve rounds, which is not much. The way I'm running PBPs, it takes my group a year to complete an average 32-page D&D adventure. You might want to take that into consideration as you go ahead and plan your campaign arcs.
Ultimately, running a good PBP works like all projects: Start slow, don't overthink things, and stay focused on how things work in actual practice. Be as down to earth as possible with your approach.
As to lore-heavy D&D games in general, the same guidelines appy: Don't overthink things, and don't put too much effort in learning the canon. Your players won't care, and making the game about things they care is all the art. Doing your research besides the game can be fulfilling and interesting, but it will hardly, if ever, have an impact on what happens at your gaming table.
Like Rob has said, the DA series is a good place to start, as well as the Blackmoor d20 core book. Also, the video game Skyrim, which - intentionally or not - visualizes many things you'll find in Blackmoor.
In terms of novels, I personally usually recommend Fred Saberhagen's "Sword" and "Empire of the East" series, as well as Angus Wells' "The Kingdoms", and Michael Moorcock's "Hawkmoon". Between all those, you'll find the melody of the song that is Blackmoor, especially in "Empire of the East".
Take care, and good luck!
Completely agree. Thats one reason why I joined this forum in the hopes of learning more about the setting before doing.
I want to be able to 'paint' the setting well emphasizing the environment and set up the player characters to interact.
My most recent experience with the setting the DM would make references to Westeryn and Dokrai races without any context so while the DM understood the difference between a Halfling and a Dokrai the players did not and so were at a disadvantage when racial attitudes began to be played in and around Booh. I mean as a DM I want to provide the "common knowledge" for those who originate in Blackmoor. I do not want to bog them down with History etc... but Dokrai can be regularly encountered then the difference between them and just a 'halfling' should be known up front is all. I hope I make sense.
As an amateur world builder, I want to have in the background if asked how things work and why.