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Story Hour
ATTENTION: Story Hour in Print? (Authors and Readers, come in!)
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<blockquote data-quote="Radiating Gnome" data-source="post: 1420490" data-attributes="member: 150"><p>Heck, its friday afternoon, I'm not taking offense at anyone right now. </p><p></p><p>I haven't read all of the story hours that are out there -- I won't debate "better" with you, as that's just a matter of taste and opinion, although I'll admit that the ones I read most religiously are the high level D&D ones, because I'm usually looking for inspriation (read:stuff to steal) for my own high-level home game. But even those that I'm fond of, like Sept's, explore some fantastic non-combat stuff, and even the ones that I like that do a lot of combat also throw in a lot of good character interaction and banter and other sorts of fun. </p><p></p><p>So, I'm not going to argue with you. What I will say, though, is that it would take a very special story hour, based on a very special game played by a very special gaming group, to be a story hour that was as tight and cohesive as a novel should be (note that I'm not going to say novel is, because there's an amazing amount of crap out there). </p><p></p><p>The best Story Hours are art, in that they are labors of love and creativity, they take a great deal of committment, and fidelity, and passion. But the root of this whole debate (at least for me) was really whether there should be an sizeable appendix of game material in the story hour publication, or if it should just be presented as a narrative on its' own, and I'd STILL argue that what I would like to see most, and be most likely to pay higher than average scratch for, is a book that combined the story of the campaign with the game material used to run it, so that if I chose to I could meld it into my own game.</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 1420490, member: 150"] Heck, its friday afternoon, I'm not taking offense at anyone right now. I haven't read all of the story hours that are out there -- I won't debate "better" with you, as that's just a matter of taste and opinion, although I'll admit that the ones I read most religiously are the high level D&D ones, because I'm usually looking for inspriation (read:stuff to steal) for my own high-level home game. But even those that I'm fond of, like Sept's, explore some fantastic non-combat stuff, and even the ones that I like that do a lot of combat also throw in a lot of good character interaction and banter and other sorts of fun. So, I'm not going to argue with you. What I will say, though, is that it would take a very special story hour, based on a very special game played by a very special gaming group, to be a story hour that was as tight and cohesive as a novel should be (note that I'm not going to say novel is, because there's an amazing amount of crap out there). The best Story Hours are art, in that they are labors of love and creativity, they take a great deal of committment, and fidelity, and passion. But the root of this whole debate (at least for me) was really whether there should be an sizeable appendix of game material in the story hour publication, or if it should just be presented as a narrative on its' own, and I'd STILL argue that what I would like to see most, and be most likely to pay higher than average scratch for, is a book that combined the story of the campaign with the game material used to run it, so that if I chose to I could meld it into my own game. -rg [/QUOTE]
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ATTENTION: Story Hour in Print? (Authors and Readers, come in!)
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