On Wed, Apr 23, 2008 at 1:49 AM, Roger Burton West <[EMAIL PROTECTED]> wrote: > On Tue, Apr 22, 2008 at 03:45:40PM -0700, Bryan wrote: > >I am in a group that plays face to face, but I wanted to run a > >play-by-email GURPS 4th Space campaign. Having never GM'ed anything > >more than a few one-shot face to face deals, I was wondering how > >difficult it is? > > To add to what other people have said: it's not _difficult_ but it is > _different_. > > If running by email, I tend to abstract combat to some extent, because
> _________________> it's no fun if all that happens in one day is "roll to > hit, roll to > defend, roll for damage". > > I do have an email dicebot, which will reply with die rolls both to the > person who sent the request and to anyone who was Cc:ed on that mail - > so it can work even in a two-player game without mailing lists. There's > an IRC version of that too. > I expected to run a more story driven campaign. I have no problems with that. I'd prefer "role"-playing over roll-playing. That is missing from our group. **I am guilty of this too.** I'm guessing that I need to have some ground rules. 1. Setting a deadline for "action" replies, should you not reply, the GM will do whatever he believes your character would do. (this is optional, especially if the action could cause a party wipe, or death of said character) 2. no "out of character" dialog. 3. use the dice server when told to roll. Anything I'm missing? I don't want to be too restrictive... Cheers, Bryan _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
