# Introduction
Play by Post is playing the game via text messages and messaging apps. During the development of Markhor Spire, hiatuses between game sessions became longer and longer, lasting years between myself and my players. Therefore, to adapt to our living circumstances, the game and its design will fundamentally shift towards accommodating Play by Post rules, and moving away from dedicated game sessions.
# Rulesets
There are three distinct ways to play: Gritty, Standard, and Narrative.
**Gritty** attempts to replicate the game exactly how it is intended to be played during live sessions. This makes as few compromises to the rules as possible, still requiring game maps and close adherence to the rules.
**Standard** makes common concessions to allow for smoother gameplay. There are no battle maps, and combat distances are abstract. Most other game features are still intact, including dice rolls.
**Narrative** attempts to smooth out the game to as few rules as possible. Resources like hitpoints, willpower, money, rations, inventory space, and ammo are completely abstracted away. Players are given very specific instructions (You approach a merchant, and can only afford one item from their wares.) Most combat abilities become aesthetic rather affecting gameplay, and only items will maintain their importance, as they will continue to leverage their descriptions.
# Player Etiquette
Utilize meta channels as frequently as possible. Questions about the current game scene are allowed in the game channel, but any questions that do not pertain to the immediate scene should be asked in the meta channel. Direct messaging the Narrator regarding the game should only be done as a last resort, such as needing to discuss sensitive information that would be best kept from other players. Please use the meta channel.
Keep jokes and memes in the off topic category. Reaction emojis are allowed in the game channel, but should not be used excessively. You may use a green checkmark emoji to indicate you have read a message and are formulating a response. Reaction emojis do not qualify as "checking in."
Donations are welcome, but are not currently mandatory. I've poured a lot of time into this system and this world, and a lot of effort goes into maintaining not only developing them but also managing the server and thinking about how to make the game accessible. While I do this as a passion project and to entertain my friends, I'm also really broke and struggling financially. If this game brings you joy, please consider donating on a monthly basis. You can DM me for details.
# Messaging Frequency
It shall be common courtesy to respond in the game at least once a week. More frequent engagement is encouraged. If you foresee a situation where you cannot meet this requirement, you should let the Narrator and fellow players know in your meta channel.
Alternatively, you may indicate that you prefer a weekly "rally". A rally consists of a time block, typically two hours, where you and the narrator will be mostly available to greatly advance the story. You will message back and forth with regular frequency in something akin to a standard gameplay session. This option is only available for single player games, and requires scheduling the timeframe with the Narrator.
Games that exceed two weeks with no messages from players (either meta check-ins or gameplay posts) are considered to be on hiatus, and will be de-prioritized and may be subject to archival and/or retirement by the narrator.
# Message Quality
Gameplay messages will likely fall into one of three categories: Perfunctory, Casual, or Prose.
**Perfunctory** are gameplay decisions that resemble close to old text crpgs. The message might read ">Exit Conversation" or ">Enter Room". Brief and simple commands indicate that you intend for the Narrator to fill in the blanks of the story. Perfunctory messages indicate that you want a more guided and railroaded experience, and may be prudent rather than overthinking your next decision.
**Casual** gameplay messages are gameplay decisions that typically use first person speech in a natural manner: "I'd like to ask the Prince if he knows anyone interested in acquiring a large amount of tea." or "I open the chest" These messages will result in responses that will rarely take determinative actions with your character, and will instead focus on NPCs' actions and world consequences.
**Prose** gameplay messages are messages that really give detail and weight to roleplaying, eliciting a more thoughtful response for the Narrator. The messages from the Narrator will attempt to match the weight of your attention to detail. While Prose is appreciated, gameplay speed should rarely be sacrificed for literary impact. Quick responses are preferred. Please utilize the other two message styles when appropriate, only relying on prose for moments you really want to emphasize (Such as intense narrative scenes or climactic action sequences.) Responding today with a short message is usually better than responding with a slightly longer message tomorrow.