In our current state, I think it's imperative that we first get a DM (or 2 co-DM's) to commit to being "God" for this gaming venture.
So much relies on the preferences, rules knowledge/houserules, creativity, and resources for a given DM, that it makes little sense to start preparatory work for the loose collection of players until the DM lays down a loose guideline of game parameters.
Also, if the people who wish to be players starts to rise beyond the playable final number, the DM may wish to audition for the players in his game/campaign via character build submittals. Auditions can also help cull out the serious committed people from the the more casual folks.
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Final note: as Carcharoth stated earlier, there are numerous potential pitfalls to PbP gaming.
1. The play-by-post pace can be glacial at times. This irks some people. And DM's need to set guidelines for posting rate, auto-piloting, and general participation. IF you *really* want to be a player in one of these games, it behooves you to be downright reliable and enthusiastic. If you commit with a half-ass attitude, it ruins the fun for everybody.
2. Bickering over rules-law bogs down PbP games. Once a DM has been selected, his/her word should be final and accepted. Quick dialogues on rules debates are okay, long diatribes and endless pissiness are not. As an alternative, we can open up an auxiliary thread to argue rules minutiae while play in the main game goes on without impediment.
3. DM's in games like ours need to be as unrestrictive as possible in terms of allowance of official 3.5 WotC D&D material. All books should be allowed, unless the DM has extremely obvious campaign restrictions that make certain mechanics not plausible. If the DM doesn't have the book, the onus of responsibility in using a given game mechanic falls on the player's shoulders to provide the DM and players full text and context of the given game mechanic. In light of the Gaming Den's emphasis on analyzing the full spectrum of D&D gaming, this should also be a given. Besides, the more feats, classes, PrC's, spells, gear, etc. that are allowed and used in the game, the more surprises and interesting combinatorial situations can occur. And that's fun for everybody!
4. Min-maxing is good. Optimizing is good. Players who make builds or wiled game mechanic combos that bring the game to a screeching halt (i.e. "true brokeness") are not good. Power level discrepancies between players will always happen, let's just ensure that the bridge between those power levels isn't rediculous. The DM is within his full right to nix obvious game-crashing garbage that involves endless loops and broken combos. So don't even think about wowing the masses with builds that include stupid tricks involving Artificers, Astral Projection, Shapechange, etc. Granted, we probably won't play at those levels, but you get the picture.
5. DM house rules are cool and expected. But since we are all 3.5 rules savvy here at the Gaming Den, excessive house rules rarely benefit the game or the player's play experience. So hopefully we can keep those limited to a reasonable number to avoid confusion and mass re-education and stuff.
6. Players bale a lot in PbP games. This screws-up party balance and roles. And makes adding new or replacement characters difficult once you are mid-story. There are numerous ways to combat this problem, which we can talk about once the DM commits and he states his preferred number of players that he wishes to manage. Again, players should be honest in describing their commitment level.
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Anyway, just some thoughts.
![Smile :)](./images/smilies/smileyellow.gif)
And hopefully, a savvy, creative, and charismatic person will arise and take up the mantle of the Gaming Den's first official "DM God".