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I've never quite figured out how any kind of "Turn" can be more than marginally useful in an RPG. There are some exceptions, of course, such as combat, but mostly I'm not sure it's a great concept. I prefer to let things move at their natural pace, with occasional prodding.
Having said that, let me contradict myself and give some guidelines about turns in this campaign.
In general, there are three basic kinds of time in the campaign: combat, adventure, and weekly. Both combat and weekly time will be sort of turn-like, for different reasons. Adventure time is not likely to be turn-like, but rather conversation-like.
Fortunately, GH combat is pretty straightforward, so even if we find ourselves in complex situations where conditionals would be silly, we'll be able to move pretty quickly.
Oh, and your actions should be sent to me alone, not to the list. This may be changed if you develop powers or skills that allow you to co- ordinate your actions better. I would just like to keep as much in the pipe as possible so we don't bog down.
Especially when you are planning or talking, just ramble on freely on the list, and I'll watch, and when you've decided what to do I'll start Supervising again.
I would expect most of the stuff to go over the mailing list. The only things which really wouldn't, would be things that one of you would like to keep secret, or that I think should be kept secret. Whether this includes secret ID stuff is up to you. (If you guys want to be voyeurs into each other's Secret ID lives, even if your characters don't know each other's IDs, that's fine by me.)
I'm a believer in down time between adventures, so this will happen pretty regularly.
During the down time, I will want people to get stuff in quickly and in discrete chunks (weekly turns?), so I can run it through and we can move along.
It is my intention to post the results of this PBeM campaign on this web-site. In order to make my life as easy as possible when htmlizing various mail messages, I'd like to make a few suggestions concerning format for mail. These are just suggestions, mind, not requirements - although they are pretty strong suggestions; the more editing I have to do the less fun I'm having. These guidelines are really only for in-game discussions and things, not for out of game things like telling me your combat actions or what have you.