Kevin Crawford
▶ Stars Without Number
2018-08-15T21:37:25.407Z

Here's a basic shim to help run SWN: Revised in a play-by-post environment.

It's completely untested, of course, and little more than idle noodling, but it's an attempt to deal with the significant number of response cycles normally required by D&D-based combat. Whenever the guns come out, a GM needs to query and get a reply from each PC each round, and it may take several rounds to actually resolve the fight. This isn't bad at a table, but it can be excruciating when it takes 24 hours to cycle through PbP players, even assuming they pay that much attention.

As such, these PbP rules try to boil down all challenges into a single exchange between players and GM, with only one post required from each before the situation is resolved. The PCs can push the matter, but even worst-case, it only requires three answer-response cycles before the conflict is resolved.

It sacrifices a great deal of precision and fine detail to get that far, naturally, and the original SWN:R character sheet is really only used as a reference to build a separate PbP list of PC Assets, but the conflict resolution system doesn't stop the players from using the existing rules to buy stuff or interact with the world in the usual ways.

Comments and observations are welcome, of course.

Aaron Griffin
2018-08-15T21:37:25.407Z

The levelling bit feels a bit clunky. Might be simpler just to say "yeah increase any asset 1 level"

Kevin Crawford
2018-08-15T21:37:25.407Z

The reason I felt obliged to let conventional skill increases translate to new Assets is because if you only get +1 asset/level, you're greatly disincentivized from putting it in anything but your most generally-applicable trait until you've hit level 4 in that trait... after which you go to your next-most-applicable Asset.

Bob Bersch
2018-08-15T21:37:25.407Z

on a quick read through you could use this system to run any rpg as a Pbp game. Actually you could punch this up a bit and make it a generic system for that. OR use this to turn a table top game of SWN into a more story-style type play. Again quick reading have to look at it some more ;)

Henry de Veuve
2018-08-15T21:37:25.407Z

Ooooooo, shiny! (Grabs for upcoming play by post project)

Michaƫl DE BONA
2018-08-15T21:37:25.407Z

Playing mainly PbP games, I will take a look at that for sure. :)

Hina Kagiyama
2018-08-15T21:37:25.407Z

This looks cool! Would it be difficult to port this system to Godbound? I can see Facts translating to Assets with little friction, though Gifts and Words seem like a whole other story.

David Sullivan
2018-08-15T21:37:25.407Z

Thanks for this. Always appreciate some PbP love...

Lord Darkview
2018-08-15T21:37:25.407Z

Well, this should be handy!

Omari Brooks
2018-08-15T21:37:25.407Z

With very little effort these rules could be used to introduce scene resolution to any traditional game that doesn't already have it (basically anything that isn't already FATE, PbtA, etc.)!

Running a social or exploration based adventure where a fight is about to break out? Resolve it in 1-3 roles instead of a dozen plus...

Which conflict die size to use still feels a bit fiddly to me when you have to consider PC level AND general difficulty in combination with flat bonuses (and situational advantages not just disadvantages).

Barry Lovseth
2018-08-15T21:37:25.407Z

+Kevin Crawford , have you ever thought about running a PbP with fans from here? You could hold a lottery or something to select people.