I suspect this Community will have a lot of advice on this.

I suspect this Community will have a lot of advice on this.

I suspect this Community will have a lot of advice on this.

Originally shared by Robert Bohl

Online play and PbtA

What considerations do you suggest in adapting Powered by the Apocalypse games (especially those closer in ruleset to Apocalypse World) when you are going to play online?

I’m considering trying some online play for the Powered by the Apocalypse hack I’m writing (Demihumans, a game about non-human people as the human world moves inexorably on toward their extinction). I don’t have a lot of online play experience, but I think this is a valuable way to get playtests. It’s also a style of play that’s increasing in prevalence, and thus worth taking into consideration when designing.

(My personal issues with online play revolve mostly around how hard it is for me not to interrupt, and how a lot of my accommodations around that rely on more of a face-to-face dynamic.)

7 thoughts on “I suspect this Community will have a lot of advice on this.”

  1. Patience and timezones.

    If it’s play by post instead of Roll20 or Hangouts, have the players roll their moves at the end of their post. This saves an exchange with the GM telling the player they triggered a move. Also, use a verifiable die rolling service – trust but verify.

  2. “The Conversation” cycle helps immensely with online play in my experience.

    One of the best things to have on hand is a way to pull up individual move references for a given roll. On Roll20 I always make handouts for each individual move and click “Show to All Players” when they roll it

  3. Michael Llaneza – That sounds like a PbP suggestion; I should have clarified that I’m looking for online voice-based play.

    Also, I’m ok with trusting without verifying. 🙂

  4. Be more explicit in describing emotions. Remember that much of communication is non-verbal cue that won’t come across in a voice-only channel. Especially true when you’re playing a shy or quiet character.

    Consider that the switch to online voice communication is going to change how and when you talk–and consider choosing characters with that in mind. In my first online game I played a very shy character and it ended up taking a bit of effort to make him interesting to the GM and the other players because his shyness compounded with my own tendency to avoid interrupting a conversation even when I have something to say.

    Take advantage of the medium to display maps, evocative art, music, ambient sounds, etc. Not just because it’s a cool way to improve the game experience but also because having only a single sensory channel of engagement means that your players are by definition unengaged on the remaining sensory channels.

    I’ve started using a fidget spinner when playing online games (and to a much lesser degree when GMing–the reality is that when GMing I usually have something to do with my hands)–because even though the “listening” part of my brain is fully engaged with the game, I’m also seeking visual and tactile stimulation and I need to make sure to get those from sources that won’t pull me further away. At a traditional game table I fidget with my dice and my character sheet and that possibility doesn’t present itself to the same degree in an online game with a dice roller.

  5. Just a thought on dice sharing and trust. It actually isn’t about trust as much as the shared experience and anticipation. Just like with dice at the table.

    There’s also a side benefit that chat based die rollers have a history which can really help the MC keep their ducks aligned and make sure they don’t overlook a quiet player. My group tends to use Rolz.org because of that feature and aliases. We use Catch Your Hare when we have lots of dice pools or positioning is important (like Fiasco.)

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