Heh, I'm also very new to writing a story hour, though not exactly new to writing in general. Alas my main problem is dedication, I am a sever procrasticator by nature, one of the wonderful traits I picked up from my father. That has applied to one of my passions: writing, in which is is quite easy to slack off with excuses like "oh I'm not inspired." or "Oh I've got better things to do like looking up Pr0n or playing Temple of Elemental EVil (is it me or does anyone else think it's way too obvious that that game was rushed?)" Things like that. However one tip I've recieved as far as the inspiration goes is to write regardless of inspiration. If you feel you need a break take a break. My own campaign is a few sessions ahead of where I am in posting. Hell, the big battle that I recently posted took place about a month ago, since then quite a bit has happened considering I'm working on a new campaign >.< my players never did have good luck with trolls.
As for combat, and the like, here are a few techniques I use that work well enough for me even if I'm not some great SH writer like Sepulchrave or PirateKat
* P.O.V. (Point of View) Very useful. If I get bored writing from one characters perception than a reader will likely be getting bored as well, so I change to another after that characters 'scene' is done.
* Long boring shiznit: Again, P.o.V. but with the added bonus of jumping around skipping the dull parts. Not every chunk of dialogue or activity needs to be cataloged, just so long as you get the important ones. I.E. in the temple session when the PC's were attempting to rescue the kids I elaborated on a few significant or entertaining events and left out pointless exploring and wandering aimlessly through temple corridors avoiding the various patrols and the like. I did a quick run through with the Harpies and the Stirges. Showed the encounter with the two acolytes from their point of view... love writing pov's like that. And most significantly the final battle and escape that resulted in Nym's death.
* Voice: If you are one of the poor DM's who's players have the roleplaying skills that are equivalent of "I open the door ready my sword and attack any enemy I see." or "Okay, so I talk to the guy and get him to do blah with my diplomacy role of 28" then I cannot help you much. I thankfully have players who are reasonably competent at RPing their characters even if all they do is paste their personality on and essentially play themselves. Delver was played as softspoken, calm demeanor, and downright creepy in his apathy and casual atitude towards death and undeath. Alias was a maniacal power hungry sorcerer. Nym a softspoken, kindly druid. Amarbie a normally timid amazon who found her normally calm and passive demeanor stretched in the adventuring environment often moving into the fiesty uppityness that was normally reserved for the aftermath of battle. In essence your players should allready have voices for their characters to repeat a previous poster.
*Long drawn out battle scenes?: Be creative. The big battle scene I posted recently required two long posts but I enjoyed both of them. The entire session was divided between three rather annoyingly long posts. But it was fun writing them. In the battle I decided it would be nice to switch to the NPC's pov's for a bit. Giving them a bit of the action as well as the PC's to make things a bit more interesting. I'd switch from pov to pov spending about two or three paragraphs on each. Using terrain and having enemies or pc's using various tactics (like having a called huge air elemental join in the fray >.< ) can be interesting. Especially when you as the DM toss in a few amusing bits and pieces like said air elemental batting the comparitively frail bodies of enemy soldiers dangerously close to the very sorcerer/elementalist who called him.
*Flavor stuff: I find I enjoy writing the occasion villain pov from time to time. Just be careful not to expose too much and leave things cryptic. Give the villains a little flavor. I like my villains, very standard issue stuff but because now-a-days people try to deviate from 'standard' villainous archetypes I find myself drawn more and more to the classic sinister and powerful though in some way dumb in his zeal underling. And the nasty truly scary real boss. You can also switch to other NPC's pov. I created a whole new character complete with personality that the characters never met until he was rescued. Those who read my posts would know him as the child Donovan. Brave, somewhat intelligent for a young lad, and with a firey spirit. The PC's interacted with him on a very limited basis and the soul purpose of his creation was to make the plot interesting and provide the basis for a future NPC.
(god I love rambling while sleep deprived)
*People not reading your posts getting you down?: I read an old thread on that very topic and recieved the following tips:
- advertise your SH in your signature and accompany it with a link, if you want to avoid messy looking url addresses you can do something like this: (url=http://www.enworld.org/forums/forumdisplay.php?f=69) "The 13 Kingdoms" (/url) replace the parenthesis with [ ] brackets and you have a link that comes out like this
"The 13 Kingdoms"
- read other story hours and post elsewhere. The more you post the more you advertise your story hour with your signature. And if you respond to other story hours it'll show peopl you actually read them and they might be inclined to read yours in return.
- don't worry. With the exceptions of some of the most popular story hours like Sepulchraves and PirateKats comparitively few will respond to your posts. Keep tabs on the number of times your thread has been viewed. After awhile you'll find that they can't all be from you and your players
I was feeling down right around the time before I began work on the battle scene and one person responded saying they missed my story hour and to keep it up. One person. Next thing I know I'm typing like a madman
Oh, and for those reading, give a little positive reinforcement on the threads you read, it helps SH authors morale a lot!
*If players aren't creative in combat be creative for them: I normally don't have this problem. But if you do keep tabs of critical hits (in my group a natural twenty counts as a crit, old tradition from ancient 2nd edition
that makes things a little more risky) and add a little flourish to it in the post. Any clever ideas take advantage of. If a fighter is being swarmed by enemies using the kobold tactics have him shove some back to get them out of the way, trip one to account for a miss and the like.
These are my personal tactics, stuff that works reasonably well for me, I am by no means an expert and don't think such things. If I was a true expert I might have attracted more responces by people other than that one from Look_a_Unicorn (thanks if you're reading that.) and Black_Kaioshin who happens to play Nym and Alias. At best I consider myself a slightly better than average writer so no body get any ideas of me having a huge ego... *cough*I'm king of the world*cough*
Anyway, sorry if I repeated anyone elses idea, this thread just grabbed my attention.