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Story Hour
Any authors ever grow bored writing their story hours?
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<blockquote data-quote="el-remmen" data-source="post: 1170053" data-attributes="member: 11"><p>I really think it is the job of the players to create "voices" for their characters. You should just be able to lift their "voices" straight from the game. I mean, it may take a session or three for a PC's voice to develop - but once it does there is your source.</p><p></p><p>Also, I'd hav to disagree about higher level meaning more interesting encounters - I find I work a lot harder on low level encounters to make sure they <em>are</em> interesting without being deadly (which is too easy a thing to be). For me, I try to use physical environment as much as possible - to make sure people are having running fights, alternate between melee and missile combat, combat is having on different levels (some at the top of the gully, others at the bottom for example) and add goals to the combat that are not kill/capture oriented (stop the shaman before he rings that bell, keep that door from closing, get that door open!, etc. . .) also by insisting that all strategizing is done in character (and within the limits of speaking on your turn as a free action) you create more chaotic combats with great dialogue interspersed.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 1170053, member: 11"] I really think it is the job of the players to create "voices" for their characters. You should just be able to lift their "voices" straight from the game. I mean, it may take a session or three for a PC's voice to develop - but once it does there is your source. Also, I'd hav to disagree about higher level meaning more interesting encounters - I find I work a lot harder on low level encounters to make sure they [i]are[/i] interesting without being deadly (which is too easy a thing to be). For me, I try to use physical environment as much as possible - to make sure people are having running fights, alternate between melee and missile combat, combat is having on different levels (some at the top of the gully, others at the bottom for example) and add goals to the combat that are not kill/capture oriented (stop the shaman before he rings that bell, keep that door from closing, get that door open!, etc. . .) also by insisting that all strategizing is done in character (and within the limits of speaking on your turn as a free action) you create more chaotic combats with great dialogue interspersed. [/QUOTE]
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Any authors ever grow bored writing their story hours?
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