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Story Hour
Eaglesford Campaign: "Strange Lights"
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<blockquote data-quote="Nail" data-source="post: 1312088" data-attributes="member: 224"><p><strong>Hey! What's taking so long, Nail?</strong></p><p></p><p>Tieran's <u>former</u> player, Zepherus, has hatched an Evil scheme:</p><p>Start up two gaming groups, get Nail into one of them, then trick him into DMing that one!</p><p></p><p>Aaack! I've been snookered!</p><p></p><p>I'll be DMing his group through a (very) short adventure, starting tomorrow. I'm aiming for two sessions, tops. Meanwhile, my college semester began yesterday, so I'm now up to my beard in teaching chemistry and geology. <u>And</u>, of course, there's my current game with <strong>Our Heroes</strong> to consider....</p><p></p><p>Fun, fun!</p><p></p><p>So....updates may be a bit lower on th' list than usual. But never fear: I shall get to them, even if it means simply copying Rowan's wonderful notes, word-for-word.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>That <em>might</em> be right. Heh. </p><p></p><p></p><p></p><p>Excellent post! I've quoted only a few bits of it.</p><p></p><p>The only problem with the story hour format is that lack of nuance so easy to convey in the game. It's hard to write down! During the game I try hard to convey what any given NPC/monster is thinking/feeling at the time. Not every last detail, of course, but the mood at least. (Usually "Kill the PCs!" is part of it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) I also spend a great deal of time before the game thinking out NPC actions and motives that have happened "off camera". I love this part (it's not "work" for me), and its my hope it provides a solid foundation.</p><p></p><p>My goal is for the players to be able to "figure it out". That includes alignment issues. There <u>are</u> <strong>absolute</strong> alignments, and consequences for deviating from them.....but how mortals interpret the alignments.......</p></blockquote><p></p>
[QUOTE="Nail, post: 1312088, member: 224"] [b]Hey! What's taking so long, Nail?[/b] Tieran's [u]former[/u] player, Zepherus, has hatched an Evil scheme: Start up two gaming groups, get Nail into one of them, then trick him into DMing that one! Aaack! I've been snookered! I'll be DMing his group through a (very) short adventure, starting tomorrow. I'm aiming for two sessions, tops. Meanwhile, my college semester began yesterday, so I'm now up to my beard in teaching chemistry and geology. [u]And[/u], of course, there's my current game with [b]Our Heroes[/b] to consider.... Fun, fun! So....updates may be a bit lower on th' list than usual. But never fear: I shall get to them, even if it means simply copying Rowan's wonderful notes, word-for-word. :) That [i]might[/i] be right. Heh. Excellent post! I've quoted only a few bits of it. The only problem with the story hour format is that lack of nuance so easy to convey in the game. It's hard to write down! During the game I try hard to convey what any given NPC/monster is thinking/feeling at the time. Not every last detail, of course, but the mood at least. (Usually "Kill the PCs!" is part of it. :) ) I also spend a great deal of time before the game thinking out NPC actions and motives that have happened "off camera". I love this part (it's not "work" for me), and its my hope it provides a solid foundation. My goal is for the players to be able to "figure it out". That includes alignment issues. There [u]are[/u] [b]absolute[/b] alignments, and consequences for deviating from them.....but how mortals interpret the alignments....... [/QUOTE]
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