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<blockquote data-quote="Graf" data-source="post: 3019434" data-attributes="member: 3087"><p>As a (selective) story hour reader for a while I’d say the following are considered classics among people I game with and the online community.</p><p></p><p>My preferences hew strongly toward story hours with a political/moral component and good writing. I also like “new” stuff; either people’s own campaign worlds or their own adventures (I don’t read adventure path story hour threads or very many set in a specific setting)</p><p></p><p>(contact)’s RttTEE</p><p>People mention the body count and humor; there are lots of both. The Story Hour also shows how interesting/difficult it is to run a story when characters are constantly dying. It works here, which makes it uncommon.</p><p>(IRRC, Contact was not actually the DM of this game, but he posted it so you need to search using his username)</p><p></p><p>(contact)’s Liberation of Tenh</p><p>It was tricky for me to get into this story hour, partially because I’m not familiar with the politics of Greyhawk and partially because it’s dense enough to be intimidating.</p><p>The third time around I finally got started and couldn’t stop. It’s one of the few story hours where the writer uses a published campaign setting to good effect. It’s also got a strong component of player driven interaction with politics and a good interparty dynamic.</p><p>(contact) is the DM of this game.</p><p></p><p>Piratecat’s story hour</p><p>Don’t read this yet. Piratecat’s “restarting” his story hour with new episodes at the beginning. Widely considered to be the “classic” story hour it was one of the first that attracted widespread attention. It’s worth reading both for the creativity of the adventures as well as for aspiring DM’s to see how you can share time amongst players. Most everyone gets a chance to “be in the limelight”.</p><p></p><p>Sepulcrave’s Storyhour (starting with Lady Despina’s virtue)</p><p>The original storyhour to really mix religion, and politics in a no-holds-barred fashion. Of all the storyhours this (along with Tenh) are focused on a few core personalities. Required reading if you’re thinking about running an Epic game.</p><p>Tricky to follow if you read threads (partially because of the gargantuan number of we-love-Sep posts) but several people have compiled it.</p><p></p><p>Wulf’s Storyhour</p><p>The storyhour that spawned a gaming company. Definitely considered a classic by people on the boards and alluded to frequently enough by oldtimers that it’s probably mandatory reading. It follows the 3.0 adventures; so there are spoilers. A must if you like dwarves.</p><p>(Wulf wasn’t the DM for this, but he was a player and his copious and intensely personal view of the adventure helped create a following).</p><p></p><p>Destan’s Sins of our Fathers</p><p>When he was publishing regularly the thread received an intense degree of attention. In addition to being well written the setting and tone of the story was quite dark. I’m not sure if it’s been continued or not but it’s worth reading for just the first arc. Classic low-power epic-feel SH.</p><p></p><p>For Modern I’d say that Southern Chicks with Guns is a classic.</p><p></p><p>Shemmy’s storyhours are almost certainly classics if you like Planescape. I’ve found his text too dense to get into but, like Tenh, it may just be that I need to try a few more times.</p></blockquote><p></p>
[QUOTE="Graf, post: 3019434, member: 3087"] As a (selective) story hour reader for a while I’d say the following are considered classics among people I game with and the online community. My preferences hew strongly toward story hours with a political/moral component and good writing. I also like “new” stuff; either people’s own campaign worlds or their own adventures (I don’t read adventure path story hour threads or very many set in a specific setting) (contact)’s RttTEE People mention the body count and humor; there are lots of both. The Story Hour also shows how interesting/difficult it is to run a story when characters are constantly dying. It works here, which makes it uncommon. (IRRC, Contact was not actually the DM of this game, but he posted it so you need to search using his username) (contact)’s Liberation of Tenh It was tricky for me to get into this story hour, partially because I’m not familiar with the politics of Greyhawk and partially because it’s dense enough to be intimidating. The third time around I finally got started and couldn’t stop. It’s one of the few story hours where the writer uses a published campaign setting to good effect. It’s also got a strong component of player driven interaction with politics and a good interparty dynamic. (contact) is the DM of this game. Piratecat’s story hour Don’t read this yet. Piratecat’s “restarting” his story hour with new episodes at the beginning. Widely considered to be the “classic” story hour it was one of the first that attracted widespread attention. It’s worth reading both for the creativity of the adventures as well as for aspiring DM’s to see how you can share time amongst players. Most everyone gets a chance to “be in the limelight”. Sepulcrave’s Storyhour (starting with Lady Despina’s virtue) The original storyhour to really mix religion, and politics in a no-holds-barred fashion. Of all the storyhours this (along with Tenh) are focused on a few core personalities. Required reading if you’re thinking about running an Epic game. Tricky to follow if you read threads (partially because of the gargantuan number of we-love-Sep posts) but several people have compiled it. Wulf’s Storyhour The storyhour that spawned a gaming company. Definitely considered a classic by people on the boards and alluded to frequently enough by oldtimers that it’s probably mandatory reading. It follows the 3.0 adventures; so there are spoilers. A must if you like dwarves. (Wulf wasn’t the DM for this, but he was a player and his copious and intensely personal view of the adventure helped create a following). Destan’s Sins of our Fathers When he was publishing regularly the thread received an intense degree of attention. In addition to being well written the setting and tone of the story was quite dark. I’m not sure if it’s been continued or not but it’s worth reading for just the first arc. Classic low-power epic-feel SH. For Modern I’d say that Southern Chicks with Guns is a classic. Shemmy’s storyhours are almost certainly classics if you like Planescape. I’ve found his text too dense to get into but, like Tenh, it may just be that I need to try a few more times. [/QUOTE]
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