Takeaways from running Isekai PBP
You probably know that Isekai is a genre of Manga revolving around a real-world protagonist thrown into a fantastical world. I didn't, so I thought I'd mention it.
The one page RPG Isekai PBP is a Push-powered system. The author, Tom McGrenery, describes it as "inverted play by post": The players here don't portray characters. Instead, the conceit is that the facilitator's alter ego gets whisked away into a strange world. They are now asking for help from their friends via some messaging app or forum. It is the players' job to advise them and provide options how to resolve any problems.
I have run two adventures in Isekai PBP: an old MERP module called Iffguld's Keep by Jessica Ney and Slumbering Ursine Dunes by Chris Kutalik. I also played in B10: Night's Dark Terror run by the author of Isekai PBP himself.
- The flow of the game in three steps: 1. The facilitator describes what he sees. 2. Players suggest options. 2. The facilitator picks an option and resolves it; back to 1.
- I've played a number of Push-powered systems over the last two years. Push features partial and full successes, as well as failures that can bly occur if you push your luck too hard. Most Push-powered systems are GM-less, and you're be negotiating or at least communicating degrees of success all the time. Not so in Isekai PBP. Step 3 (see above) is entirely up to the facilitator. In that role, I found myself constantly adjusting degrees of success in my head. This is fun, but it's lonely fun. I'm not entirely convinced the Push system is the ideal foundation for Isekai. A binary resolution might work better.
- In Isekai PBP, players can drop in and out of play all the time. This worked very well on my Discord. From a group of about five players, I'd often get three responses within 24 hours.
- Players don't have to keep much in mind, they don't have to think about their characters, attributes, equipment etc. This makes for a very relaxed conversation. The downside is of course less buy-in.
- I think Isekai PBP is a bit tricky to run because it defies a common GM practice. When I'm a regular GM and players seem stuck, I often say "you can do A or B or whatever else occurs to you". Don't do that in Isekai PBP, or you'll be running a gamebook by vote, which I find a bit boring.
- To prevent this, I had to remind myself and the players a number of times: Players are supposed to supply the options. The facilitator picks one and rolls with it. Only if the action fails can the facilitator decide on a course of action they prefer (which, as they've read the adventure, will probably be the optimal choice, but may still involve a roll).
- Usually in play by post games, the players' engagement defines the rhythm of play because each of them has to react to every situation described by the GM. Not in Isekai PBP, though the group will still need to find a rhythm that works for everyone.
I very much enjoyed running Isekai PBP and would do so again. As mentioned, though, I'd feel tempted to try out a binary resolution mechanic next time.