Game mechanics such as noting that an action caused two health levels of damage, are important but shouldn't get in the way of the game. Or said another way: they shouldn't break up the readers flow.
To avoid "breaking the flow" I am introducing the following three elements into the game:
The transaction code is a two digit sequential number that is assigned by the dice roller* whenever a player makes a roll. This code is then inserted into an in-game post at the appropriate point. Other players, or the storyteller (me) can then query the roller if they are interested in the particulars of a given roll. Everyone else just keeps reading.
Readers will be aware of the codes, of course, but in the same way that they are aware of footnote references. So they shouldn't break up the flow too much.
Transaction codes should be written into the text in the following format: [xx]. For example: "The shot hit the vampire [73] but it didn't have any noticeable effect".
Note: When the transaction code reaches 99 it will loop back around to 00.
* The dice roller is a program the players have access to which makes their dice rolls for them.
The rolling code is a single digit code that I will insert into a post indicating that I want the players to make a roll for some reason of my own. When a player sees this code they should check the Rolling Code page (in the players area) and see what I want rolled.
They should then make the roll and insert the transaction code into the space provided for them on the Rolling Code page.
An example of a post with a rolling code is: "The hanger door slides away slowly. There are no lights on inside, giving some of the shadows a rather terrible aspect [R3]".
Note: When the rolling code reaches 9 it will loop back to 0.
In Honor's Hand I am granting the players a little extra latitude when it comes to handling botches or unbelievable successes.
In a tabletop game the storyteller (or game master) normally decides on the effect of a botch or unbelievable successes on the spot, telling the player just how bad (or good) it's going to be. But in a PBEM if a player is writing a post and botches a roll they may find it quite difficult to finish writing the post because they don't know what happened. Consider the following example:
Joe (a character) decides to shoot a vampire, the player makes a roll for the shot and it botches. In a tabletop the game the storyteller decides what happened, some possible outcomes are:
Each of these outcomes effects the players post: "In his haste to draw the pistol [32] Joe snags it on his coat and drops it" or "Joe points the gun in the direction of the vampire [32] but as he fires the barrel explodes badly burning is hand. [33]**"
So to avoid the "err... what now?" question I am letting the players decide the outcome of a botch (or unbelievable success) and write whatever's appropriate in the post.
If a player abuses this privilege I will let them know my feelings pretty quickly, OOC of course. If they continue to abuse the privilege I might expel them from the game. Consider yourself warned.
** The second roll is a soak roll to see how much damage the character takes.