Play by mail / zine
Phil Cooper
(18 May 2017 01:46 UTC)
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Re: [TML] Play by mail / zine
Eric A. Rhude
(18 May 2017 04:31 UTC)
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Re: [TML] Play by mail / zine
Phil Cooper
(18 May 2017 07:51 UTC)
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Re: [TML] Play by mail / zine
James Davies
(18 May 2017 10:54 UTC)
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RE: [TML] Play by mail / zine
Gamer Mav
(18 May 2017 12:13 UTC)
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Re: [TML] Play by mail / zine
Timothy Collinson
(19 May 2017 10:03 UTC)
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Re: [TML] Play by mail / zine
B Kruger
(19 May 2017 11:09 UTC)
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Re: [TML] Play by mail / zine
Timothy Collinson
(20 May 2017 17:35 UTC)
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Re: [TML] Play by mail / zine Kelly St. Clair (18 May 2017 12:21 UTC)
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Re: [TML] Play by mail / zine
Phil Cooper
(18 May 2017 12:49 UTC)
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Re: [TML] Play by mail / zine
Kelly St. Clair
(18 May 2017 13:09 UTC)
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Re: [TML] Play by mail / zine
Phil Cooper
(18 May 2017 13:14 UTC)
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RE: [TML] Play by mail / zine
Gamer Mav
(19 May 2017 07:52 UTC)
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Re: [TML] Play by mail / zine
greg caires
(18 May 2017 14:36 UTC)
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Re: [TML] Play by mail / zine
Mark Urbin
(18 May 2017 14:39 UTC)
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Re: [TML] Play by mail / zine
Mark Urbin
(23 May 2017 17:34 UTC)
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Fair warning: a lot of these tend to come apart (often relatively early in the planned adventure/story, due to the time necessarily spent on character generation and introductions, setting the stage, etc) due to player attrition, loss of interest and/or synch, etc etc. I'm not saying "don't do it", but be aware of this probability going in, try to come up with solutions and workarounds to anticipated issues (including characters dropping in and out of play in progress), and be mentally and emotionally prepared for the likelihood that you may never get to the "end", or even the "climax." (If you had fun while it lasted, that's what counts.) -- --------------- Kelly St. Clair xxxxxx@efn.org