Play by mail / zine Phil Cooper (18 May 2017 01:46 UTC)
Re: [TML] Play by mail / zine Eric A. Rhude (18 May 2017 04:31 UTC)
Re: [TML] Play by mail / zine Phil Cooper (18 May 2017 07:51 UTC)
Re: [TML] Play by mail / zine James Davies (18 May 2017 10:54 UTC)
RE: [TML] Play by mail / zine Gamer Mav (18 May 2017 12:13 UTC)
Re: [TML] Play by mail / zine Timothy Collinson (19 May 2017 10:03 UTC)
Re: [TML] Play by mail / zine B Kruger (19 May 2017 11:09 UTC)
Re: [TML] Play by mail / zine Timothy Collinson (20 May 2017 17:35 UTC)
Re: [TML] Play by mail / zine Kelly St. Clair (18 May 2017 12:21 UTC)
Re: [TML] Play by mail / zine Phil Cooper (18 May 2017 12:49 UTC)
Re: [TML] Play by mail / zine Kelly St. Clair (18 May 2017 13:09 UTC)
Re: [TML] Play by mail / zine Phil Cooper (18 May 2017 13:14 UTC)
RE: [TML] Play by mail / zine Gamer Mav (19 May 2017 07:52 UTC)
Re: [TML] Play by mail / zine greg caires (18 May 2017 14:36 UTC)
Re: [TML] Play by mail / zine Mark Urbin (18 May 2017 14:39 UTC)
Re: [TML] Play by mail / zine Mark Urbin (23 May 2017 17:34 UTC)

Re: [TML] Play by mail / zine Kelly St. Clair 18 May 2017 12:21 UTC

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