Carl T said: Huh. I had always assumed that text-only was just that. Can someone say more about how voice is used with that? I do this for literally all of my games; most of my players have stated that they prefer this method, as it's a bit more immersive, and helps improve the speed. The basics are that all In-Character actions, speaking, and rolls occur in the Roll20 chat window. In the case of my Exalted game, we use a couple of API scripts (PowerCards; ColoredEmotes, along with a couple of other basic scripts), as well as either Discord or Skype. My discord server is set up as seen on the right; we have two channels for each game, one In-Character, and one Out-of-Character. All OoC text discussion/image linking/joking occurs in that OoC channel, or if someone needs to type something rather than being able to speak (phone calls, another person in the room, alarms, etc.); if we have a problem with Roll20, we use the IC chat as a back-up. It also serves as an option for players to build character development, or chatter with NPCs in downtime. We have two voice channels (mostly because we don't have a lot of people on the server), one that serves as our general purpose channel, and one invite-only channel expressly for interviewing new players, as to not confuse people on if we're in at a weird time. Our voice is used to ask questions, get clarifications, and to talk out posts as they're being written to help function as stream of consciousness and get things down before the post is written. Overall, it serves to speed-up gameplay. We focus -heavily- on social and roleplay, rather than combat (in Exalted, we've had 3 combats in ~15 or so sessions; slightly more in my Pathfinder game, in fewer). We make slightly less progress overall, but the characters develop and story builds at a pace that is suitable to the players. They don't feel they need 2 combats a session, a social interaction, and time to craft/summon demons. They feel that the story itself is important, and getting involved in the world. If you'd like, I can see if my players are also fine with me taking an excerpt of our sessions to give an idea of what the posts look like as well. a) How do you prevent slow writers from "falling off from the train"? - A slow writer starts to write something that her/his character does in this situation. It can end up taking 15+ minutes even to get going. In the meanwhile the rest of the players are moving on. Or does the player indicate, that they have something to say and the rest just sit there waiting? b) How do you handle in-character dialogue? - In my campaigns we can end up having discussions of 30+ minutes between even PCs let alone between NPCs and the party. If we had those in writing, one of those discussions would easily take few whole sessions Both of these are actually pretty simple: stop playing games where the idea of "Splitting the Party" is bad. Give all of your players something to do. Or play in a game where you bend the rules; "Talking is a free action" - take an example from comics, manga, cartoons, anime: let characters say absurd things, have conversations in the midst of combat. Players don't care about 'turns' in that manner. If you want to enforce realism, make sure you're good at multi-tasking. Character dialogue is handled naturally - people comment, and speak just as they would in real life. They speak to someone, wait, and then reply. If a character cuts someone off, they either do so by cutting in while their typing, indicating that they're cutting off that character, and the player writes what they were saying and indicates where they get cut-off (using a hyphen, generally); or they simply indicate after the post, and everyone rolls with it. As an example of both, my Exalted group split three ways last Thursday. They had to infiltrate a military encampment where a local Dynast was holding a Gala to celebrate his wealth. The party split into two groups initially: Two characters (the Crafter-Swordsman, and the Vulgar Survivalist) went in search of an NPC they had met, and attempted to inform her about a threat on the Dynast's life, and warn her against trying to fight him - that she needed their help; they infiltrated the gala as legitimate guests. The other two characters (The Assassin and the Guardian) looked to infiltrate the Gala as entertainment (a whore and her bodyguard), and when they got there, the Assassin went to hunt out an NPC who had informed her about the gala in the first place - the very one who served as the threat that the others were warning the local Wyld Hunt about. Meanwhile, the Guardian was forced to try and find the Crafter and Survivalist on his own, in a situation where he stood out. These all were occurring at the same time, in real time. I was writing for two NPCs, while establishing the scene. Nothing felt forced, slow, or bogged down by having 3 separate conversations at once, and the scene flowed naturally, focus shifting between one to another and players ceding spotlight as something bigger in the plot started elsewhere. No one was bored, lost interest, or got tired and went to do something else. In fact, I spent more time spamming them with images in Discord than anyone else did. Because I had the -least- to do for a good portion of the session. The other big thing is: don't let your players get bogged down on minutia. Is the conversation they're having important? Is it adding to the story? Or is it character development? Is it focused on something irrelevant, or lack on information? If the players, perhaps, are barking up the wrong tree, and are spending a half-hour doing so, indicate to them more strongly to move on. If it's important, then perhaps help them get down to the brass tacks and resolve the issue quicker. If you find that your players discuss something for a half-hour and make essentially no progress, then, perhaps, you need to, as a GM, start giving them incentive to move on. In voice, that means you have to talk over your players, and hope they listen. In text, it means: write something. Anything. Put it down, and hit enter. The players will either ask to make a roll, or, if it's clear that they witness it, will react. Absolutely, 100% of the time. Make things happen.