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 Phil Cooper 18 May 2017 12:49 UTC

I'm acutely aware that it could be a huge amount of work, and I'm
trying to set up systems and workflows to deal with that as best I
can, but all of the best laid plans rarely survive contact with real
life. I've run and played in pbem and storium games before which are
likewise prone to player dropouts, time lag, sync issues, so I at
least know how to recognise the symptoms before they start to fester.
We'll just have to see how we go?

Gamer Mav -- do you have any scans of the 'zine you produced before it
fell by the wayside? I'd be interested to know how you handled things.

On Thu, May 18, 2017 at 1:21 PM, Kelly St. Clair <xxxxxx@efn.org> wrote:
> 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
>
>
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