Delemental
First Post
Perhaps this question is better asked in the actual Story Hour board, but I kind of figured that space should be reserved for actual stories, not questions regarding them.
Having recently read through several very good campaign story hours (gfunk's, Sepulchavre's, PirateCat's), I'm inspired to start writing up my own campaign, not only to record our deeds for posterity, but to encourage more roleplay in our group (the players are mostly the role-play type, but we've kind of been on a hack-n-slash binge lately which we're trying to shake). I'm hoping to get some good pointers.
What kinds of things do you look for in a good story hour? For those who write them, how do you keep track of what's happened? How much input do you gather from other players? I realize that tastes differ, but I'd like to get an idea of where to focus my attention.
Now, I have a specific issue that I'd like recommendations on. Over half our current group is new; we'd lost several players at once and had to replace them. Overall I think the new group is a stronger bunch of players (I probably wouldn't have done a story hour with the old group) and I'm planning on starting my story hour with the party's first full adventure together (when the new people came in we were finishing up with Szith Morcane in City of the Spider Queen; we decided as a group to leave of that adventure as it wasn't turning out to be our cup of tea). What I wonder about is how to address the campaign history. Would a brief summary in the initial part of the story hour be sufficient, or should I make an effort to be more detailed? It won't make much difference for my character (she's only been around a couple of sessions longer than the new folks), but our illusionist is the sole surviving original member, and the cleric has been around since the beginning of City of the Spider Queen, so am I short-changing them by glossing over their past? Will readers of my story hour (both of them
) cry foul at my lack of detail? Will Delelmental ever stop asking questions and just let people answer him?
Having recently read through several very good campaign story hours (gfunk's, Sepulchavre's, PirateCat's), I'm inspired to start writing up my own campaign, not only to record our deeds for posterity, but to encourage more roleplay in our group (the players are mostly the role-play type, but we've kind of been on a hack-n-slash binge lately which we're trying to shake). I'm hoping to get some good pointers.
What kinds of things do you look for in a good story hour? For those who write them, how do you keep track of what's happened? How much input do you gather from other players? I realize that tastes differ, but I'd like to get an idea of where to focus my attention.
Now, I have a specific issue that I'd like recommendations on. Over half our current group is new; we'd lost several players at once and had to replace them. Overall I think the new group is a stronger bunch of players (I probably wouldn't have done a story hour with the old group) and I'm planning on starting my story hour with the party's first full adventure together (when the new people came in we were finishing up with Szith Morcane in City of the Spider Queen; we decided as a group to leave of that adventure as it wasn't turning out to be our cup of tea). What I wonder about is how to address the campaign history. Would a brief summary in the initial part of the story hour be sufficient, or should I make an effort to be more detailed? It won't make much difference for my character (she's only been around a couple of sessions longer than the new folks), but our illusionist is the sole surviving original member, and the cleric has been around since the beginning of City of the Spider Queen, so am I short-changing them by glossing over their past? Will readers of my story hour (both of them
