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How Do You Create Story?
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<blockquote data-quote="barsoomcore" data-source="post: 2428273" data-attributes="member: 812"><p>I think fusangite's post actually increase the number of neurons in my head. It's a very strange feeling.</p><p></p><p></p><p>Yeah. I'm still putting together my Season Two Barsoom Tales story hour (I promise, JD!) and the single most significant plot point in the whole season is the result of a swashbuckling card hitting the table. The "Love" card, causing one of the NPCs to fall in love with a PC, and thus creating an entirely new storyline (basically of that NPC attempting to win the heart of the PC) that ended up taking over the ENTIRE campaign. I can't now imagine what the campaign would have been like if that card hadn't been played. And it wasn't like every session was ignoring the rest of the party while said NPC tried to woo said PC -- most of THAT action happened off-screen -- but that by falling in love, the NPC's priorities shifted dramatically and the whole campaign transformed as a result.</p><p></p><p>It was kind of cool. An entire world transformed through the power of love.</p><p></p><p></p><p>Try <a href="http://barsoom.hyboria.net/Swash.html" target="_blank">these</a>. You just might like them. My players LOVE 'em. Sometimes I do, too.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Regarding fu's post about campaigns being the detective story of figuring out the world -- that's not entirely dissimilar to my usual campaign, either.</p><p></p><p>I lack the patience (or possibly just the straight-up brains) to develop such rigourously metaphorical worlds, so my campaign settings are always a lot sloppier. I always feel that my campaigns are best described as "The Story Of <SettingName>". The setting is the "character" that undergoes the truest, deepest transformation. The PCs often do not transform at all (other than gaining in power -- my players mostly aren't into that sort of "immersive" roleplaying), and the bad guys aren't really for that purpose, but inevitably my campaigns are about some significant, irreversible transformation in the world itself, that the PCs somehow form a necessary component of. Either in facilitating the change or preventing it at the last minute.</p><p></p><p>In either way, by the end of the campaign the world can never again be as it once was. Without THAT, I find a campaign lacks much interest for me. Which is also why I have never run more than one campaign in a given setting. For me the campaign is the story of what happened to this place, so once it's over, the story is done. Time to come up with a new setting and make up a NEW story.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2428273, member: 812"] I think fusangite's post actually increase the number of neurons in my head. It's a very strange feeling. Yeah. I'm still putting together my Season Two Barsoom Tales story hour (I promise, JD!) and the single most significant plot point in the whole season is the result of a swashbuckling card hitting the table. The "Love" card, causing one of the NPCs to fall in love with a PC, and thus creating an entirely new storyline (basically of that NPC attempting to win the heart of the PC) that ended up taking over the ENTIRE campaign. I can't now imagine what the campaign would have been like if that card hadn't been played. And it wasn't like every session was ignoring the rest of the party while said NPC tried to woo said PC -- most of THAT action happened off-screen -- but that by falling in love, the NPC's priorities shifted dramatically and the whole campaign transformed as a result. It was kind of cool. An entire world transformed through the power of love. Try [url=http://barsoom.hyboria.net/Swash.html]these[/url]. You just might like them. My players LOVE 'em. Sometimes I do, too. :D Regarding fu's post about campaigns being the detective story of figuring out the world -- that's not entirely dissimilar to my usual campaign, either. I lack the patience (or possibly just the straight-up brains) to develop such rigourously metaphorical worlds, so my campaign settings are always a lot sloppier. I always feel that my campaigns are best described as "The Story Of <SettingName>". The setting is the "character" that undergoes the truest, deepest transformation. The PCs often do not transform at all (other than gaining in power -- my players mostly aren't into that sort of "immersive" roleplaying), and the bad guys aren't really for that purpose, but inevitably my campaigns are about some significant, irreversible transformation in the world itself, that the PCs somehow form a necessary component of. Either in facilitating the change or preventing it at the last minute. In either way, by the end of the campaign the world can never again be as it once was. Without THAT, I find a campaign lacks much interest for me. Which is also why I have never run more than one campaign in a given setting. For me the campaign is the story of what happened to this place, so once it's over, the story is done. Time to come up with a new setting and make up a NEW story. [/QUOTE]
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