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Story Hour
How to Write a Story Hour (by el-remmen)
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<blockquote data-quote="Gold Roger" data-source="post: 3247616" data-attributes="member: 33904"><p>This is great advice.</p><p></p><p>Let me add the few lessons I've learned from my one month of storyhour writing last year.</p><p></p><p>Here are the things that broke my back:</p><p></p><p></p><p>-Proofreading</p><p></p><p>I'm a sloppy writer. My spelling is bad, wether in german (native) or english (nonative). I'm also lazy. Back then I was also impatatient. Given the choice between extended proofreading and just posting the storyhour when it's ready, I chose the second. I bet many readers where turned of by my lack of editing.</p><p></p><p></p><p>-Lack of feedback</p><p></p><p>By views between updates, I had about 5 faithfull readers. That's actually enough for me to see a sense writing a storyhour. But none ever commented, except for one of my players. That player was also the only player to care.</p><p></p><p></p><p>-Commitment</p><p></p><p>I found, without proofreading, I could spit out a decently written update in about an hour. One session was between two and three updates. The amount of writing I could easily handle in the effort it took. The same goes for proofreading. However, what I needed was the actual willingness to commit to the SH writing. I've found SH writing doesn't really take work, but a great deal of time commitment.</p><p></p><p></p><p>-The game folded</p><p></p><p>Not much more to say. At some point there was a massive shift in the PC groups alignment and style that, combined with the dark tone of the setting, took the game into a direction I wasn't fond enough of to continue DMing it.</p><p></p><p></p><p>-Lack of documentation</p><p></p><p>I'm terrible at notekeeping and further, as DM my attention was far to spend on actual gaming to keep notes. My players didn't keep any notes either. When writing, there where many times I wished we had players that kept quote and battle logs. I know the one battlelog a player did for a battle helped me immensely.</p><p></p><p></p><p>-I got behind</p><p></p><p>Once the session I was writing was not the last one played anymore, the downsides quickly begann sloping upwards.</p><p></p><p></p><p>The lessons it see in that are:</p><p></p><p>Only start up if willing to commit to the writing. By my observation, if a game is played weekly, it takes at least 30 minutes per day to keep it up to date. Believe me, you want to keep as up to date as possible. Not being destroys your motivation.</p><p></p><p>Secure support in your group. If you have player (or a DM) interested in a SH and willing to help, this will propably wastly improve your chances to have a successful SH. Your players can keep logs for you, proofread for you, motivate you and pimp your SH.</p><p></p><p></p><p></p><p>I myself am pretty sure that I'm not going to write a traditional SH (ongoing, steady acount of a game), though I might pursue an alternate model once I have a regular group again.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3247616, member: 33904"] This is great advice. Let me add the few lessons I've learned from my one month of storyhour writing last year. Here are the things that broke my back: -Proofreading I'm a sloppy writer. My spelling is bad, wether in german (native) or english (nonative). I'm also lazy. Back then I was also impatatient. Given the choice between extended proofreading and just posting the storyhour when it's ready, I chose the second. I bet many readers where turned of by my lack of editing. -Lack of feedback By views between updates, I had about 5 faithfull readers. That's actually enough for me to see a sense writing a storyhour. But none ever commented, except for one of my players. That player was also the only player to care. -Commitment I found, without proofreading, I could spit out a decently written update in about an hour. One session was between two and three updates. The amount of writing I could easily handle in the effort it took. The same goes for proofreading. However, what I needed was the actual willingness to commit to the SH writing. I've found SH writing doesn't really take work, but a great deal of time commitment. -The game folded Not much more to say. At some point there was a massive shift in the PC groups alignment and style that, combined with the dark tone of the setting, took the game into a direction I wasn't fond enough of to continue DMing it. -Lack of documentation I'm terrible at notekeeping and further, as DM my attention was far to spend on actual gaming to keep notes. My players didn't keep any notes either. When writing, there where many times I wished we had players that kept quote and battle logs. I know the one battlelog a player did for a battle helped me immensely. -I got behind Once the session I was writing was not the last one played anymore, the downsides quickly begann sloping upwards. The lessons it see in that are: Only start up if willing to commit to the writing. By my observation, if a game is played weekly, it takes at least 30 minutes per day to keep it up to date. Believe me, you want to keep as up to date as possible. Not being destroys your motivation. Secure support in your group. If you have player (or a DM) interested in a SH and willing to help, this will propably wastly improve your chances to have a successful SH. Your players can keep logs for you, proofread for you, motivate you and pimp your SH. I myself am pretty sure that I'm not going to write a traditional SH (ongoing, steady acount of a game), though I might pursue an alternate model once I have a regular group again. [/QUOTE]
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