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Little Changes with Big Flavor
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<blockquote data-quote="mmadsen" data-source="post: 134323" data-attributes="member: 1645"><p><strong>Rune's Story Hour (as written by one of Rune's players).</strong></p><p></p><p>Hmm...let me see what "little changes with big flavor" I can distill from <a href="http://www.enworld.org/messageboards/showthread.php?s=&threadid=118" target="_blank">Rune's Story Hour</a> (as written by one of Rune's players):</p><ul> <li data-xf-list-type="ul">Use evocative names. Rune's quasi-oriental setting uses Adjective-Noun-Verb names for men and Noun-Adverb-Verb names for women. Names like "Thorin" were evocative when they were new. Names like "Mad Stone Tumbles" still are.</li> <li data-xf-list-type="ul">Tie the players to the world. If family ties and honor matter, the players will start to behave with filial piety and honor, not as thugs looting from weaker thugs.</li> <li data-xf-list-type="ul">Don't be afraid to alter reality. This is a fantasy game. If the seasons change daily, you know you're in a fantastic realm. If some of the seasons don't exist in our world, then you really know you're in a fantastic realm. (In Ravenloft, for instance, the Mist can alter time and space.)</li> <li data-xf-list-type="ul">Use fantastic elements to dramatic ends. A Black and White season has no in-game effect, but -- Wow! -- it packs a dramatic punch. (What would your players do if it started raining blood?)</li> </ul><p></p><p>How's that for a start?</p></blockquote><p></p>
[QUOTE="mmadsen, post: 134323, member: 1645"] [b]Rune's Story Hour (as written by one of Rune's players).[/b] Hmm...let me see what "little changes with big flavor" I can distill from [url=http://www.enworld.org/messageboards/showthread.php?s=&threadid=118]Rune's Story Hour[/url] (as written by one of Rune's players): [List] [*]Use evocative names. Rune's quasi-oriental setting uses Adjective-Noun-Verb names for men and Noun-Adverb-Verb names for women. Names like "Thorin" were evocative when they were new. Names like "Mad Stone Tumbles" still are. [*]Tie the players to the world. If family ties and honor matter, the players will start to behave with filial piety and honor, not as thugs looting from weaker thugs. [*]Don't be afraid to alter reality. This is a fantasy game. If the seasons change daily, you know you're in a fantastic realm. If some of the seasons don't exist in our world, then you really know you're in a fantastic realm. (In Ravenloft, for instance, the Mist can alter time and space.) [*]Use fantastic elements to dramatic ends. A Black and White season has no in-game effect, but -- Wow! -- it packs a dramatic punch. (What would your players do if it started raining blood?) [/List] How's that for a start? [/QUOTE]
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