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Running Wushu Online

What I've been doing by Russell

As of this writing, I've been running a play-by-post Wushu game for about six months, and it's working beautifully. I've scribbled some comments below on my experiences; please, add your own.

Play By Post

What goes well

Wushu's biggest advantage for play-by-post is this: it rewards people for typing. Since detailed actions get the players closer to their goals, Wushu encourages players to write longer, cooler posts.

Another asset is the Principle of Narrative Truth. Players don't have to wait for a GM response in order to advance their scenes. This is semi-customary in PbP, but I've found it helps to have it written up-front in the rules.

Finally, Wushu simply tends towards short cycles of action and resolution. A given group of Mooks doesn't take many posts to deal with, but the system does give some guidelines as to how long it lasts. As in tabletop games, Mooks are a great way to pace conflict scenes, whether you're hacking a computer or beating up henchmen.

The problem: Nemesis Battles

Nemesis battles are the major problem I've run into in PbP. The back-and-forth method of description won't work, and one-on-one fighting in general makes less sense.


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Page last modified on February 09, 2006, at 01:51 PM