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Story Hour
Shemeska's Planescape Storyhour (Updated 29 Jan 2014)
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<blockquote data-quote="shilsen" data-source="post: 2896154" data-attributes="member: 198"><p>It sounds pretty much like what I do. I'm a big believer in the concept of letting PCs do whatever they want (and screwing them based on their choices, but that's another story <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />), so if the five PCs head in five directions, that's cool. I'll just switch back and forth between them and it's never been a problem in-game. </p><p></p><p>What I sometimes do is skip from one to another before the first's encounter is done, usually right after something important has been said to or asked of the first PC (so it gives the player a few minutes to digest it and think of a response). And then come back to the first PC after dealing with another one or two. That means less of a gap between various players having something to do in-character. </p><p></p><p>Sometimes, when a particular interaction will have no immediate effect on the game, we'll handle it over email. I've found that my players suggest that as often as me, since they're pretty good at not wanting their face time to take away from time for the group.</p></blockquote><p></p>
[QUOTE="shilsen, post: 2896154, member: 198"] It sounds pretty much like what I do. I'm a big believer in the concept of letting PCs do whatever they want (and screwing them based on their choices, but that's another story ;)), so if the five PCs head in five directions, that's cool. I'll just switch back and forth between them and it's never been a problem in-game. What I sometimes do is skip from one to another before the first's encounter is done, usually right after something important has been said to or asked of the first PC (so it gives the player a few minutes to digest it and think of a response). And then come back to the first PC after dealing with another one or two. That means less of a gap between various players having something to do in-character. Sometimes, when a particular interaction will have no immediate effect on the game, we'll handle it over email. I've found that my players suggest that as often as me, since they're pretty good at not wanting their face time to take away from time for the group. [/QUOTE]
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Shemeska's Planescape Storyhour (Updated 29 Jan 2014)
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