If you're expecting tabletop-level mod investment from the DWRP format, you're doomed to disappointment.
1) Tabletop, unlike forum/online gaming, happens at specified times for a specified duration. DWRP is 24/7. Trying to keep a GM level of active participation 24/7 instead of for 6 hours once or twice a week is a quick road to burnout.
2) Storylines and hooks are most effective when they're tailored to appeal to individuals. You really can't do that when your player pool gets much bigger than 10 - 15 characters, so gamewide events will inevitably be weak on individually meaningful content or will rely on the players to provide it, as in the "your character dreams of their greatest fear!" type events. You can do a much better event for a small group, which is why splitting characters into small groups for events is such a popular DWRP tactic.
3) We expect mods to have at least one if not more than one PC in their game, and to put a lot of effort into playing NPCs as well-rounded, appealing characters who respond to all their tags; that takes a lot of time all on its own.
4) The idea that players have veto control over what happens to their character is deeply enshrined in DWRP. People expect to always be able to opt out of any potentially negative event, and to have the final say on whether their character lives, dies, or is hurt, and how badly. If you've got a player base that enjoys SOL, no matter what you do with the plot you'll have a heavy SOL component to your game, and trying to force unwilling players into plot participation is deeply unrewarding.
So yeah, basically, forum gaming is always going to be more up to you to make your own fun than tabletop is. On the other hand, that means you have a lot more creative authority over events than you would in a tabletop campaign, which is why I still enjoy both formats.
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1) Tabletop, unlike forum/online gaming, happens at specified times for a specified duration. DWRP is 24/7. Trying to keep a GM level of active participation 24/7 instead of for 6 hours once or twice a week is a quick road to burnout.
2) Storylines and hooks are most effective when they're tailored to appeal to individuals. You really can't do that when your player pool gets much bigger than 10 - 15 characters, so gamewide events will inevitably be weak on individually meaningful content or will rely on the players to provide it, as in the "your character dreams of their greatest fear!" type events. You can do a much better event for a small group, which is why splitting characters into small groups for events is such a popular DWRP tactic.
3) We expect mods to have at least one if not more than one PC in their game, and to put a lot of effort into playing NPCs as well-rounded, appealing characters who respond to all their tags; that takes a lot of time all on its own.
4) The idea that players have veto control over what happens to their character is deeply enshrined in DWRP. People expect to always be able to opt out of any potentially negative event, and to have the final say on whether their character lives, dies, or is hurt, and how badly. If you've got a player base that enjoys SOL, no matter what you do with the plot you'll have a heavy SOL component to your game, and trying to force unwilling players into plot participation is deeply unrewarding.
So yeah, basically, forum gaming is always going to be more up to you to make your own fun than tabletop is. On the other hand, that means you have a lot more creative authority over events than you would in a tabletop campaign, which is why I still enjoy both formats.