htetickrt said:Finally, to Lela and Neverwinter Night: Is there a limit to the length of a story hour that people are willing to read, do you think? I'm trying to hold out for the bump in readership after hitting page 2, but I'm worried that it'll be too long by then, and no one will read anyway.
Lela said:Really, one person makes the save and everyone's clear? Is that a house rule or am I misremembering the book?
The Aura of Calm simply replicates the calm emotions spell. Here it is from the 3.5 SRD,Lela said:Really, one person makes the save and everyone's clear? Is that a house rule or am I misremembering the book?
Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
gfunk said:When I started my original SH, I had to post like six lengthy updates before anyone uttered a peep. Thanks Krellic!Anyway, I don't know if it is your writing style or material. Personally, I don't like read hombrew material (Sep's being a notable exception) b/c I sometimes read Story Hours from the middle and this is easy with established modules.
Also, I am more interested in a play by play in prose form than a real story. I don't want a TPK squelched, for example, for the sake of the plot. Also, a lot of our most loyal fans have carried over from my own Story Hour.
But I suppose Lela could give you the best advice since she reads 'em all.![]()
Lela said:Most people don't read SHs until there's a page two of updates. Too many (mine included) drop off without warning and it just isn't worth the time. That said, I bet we lose several authors who otherwise would have stayed due to lack of readers. Step one is to give it a little time.
Step two is grammar. I can't tell you how hard it is to read something that is filled with grammar mistakes. That includes commas. If I'm forced to reread lines often due to grammar errors (not my own dyslexia) I generally stop reading.
Step three is variation. While your game my focus mainly on combat that's not what's going to grab readers. I'm not saying to violate the sanctity of your game (far from it) but don't be afraid to add dialog. At night, before everyone settles down, is a great time to include a conversation you simply implied during the game. You have a good idea how the characters would approach something like that and it builds interest among your readers. If we don't care about the characters we probably won't stick around.
If you don't know the characters well enough to do that, get to know them! It's essential. You can't write a good story without it. If your players don't have personalities (for their characters) then ask them to give you an idea what they're like. Or make them up yourself. Maybe your players will adopt them. Maybe not. But you need personalities for a story. It's essential.
JollyDoc said:I haven't actually read your SH, so I can't comment on your writing style, but here's my input otherwise. I tend to keep running notes each game session, so that I don't forget important details, especially combat related ones. Helps jog my memory later. However, don't write what goes on in your game sessions. Write instead the story behind it. True, I have a great group of players, but don't think for a moment that we actually sit around every Sunday night saying all this dialoque and doing all this grand role-playing. In reality, it's a lot of mechanics and things such as: "Ok, Caine is going to go talk to Jenya and brief her on what happened and ask her what's next." That doesn't exactly translate into a good story. When it's like this: "High Priestess," Caine said soberly, head low, "We have accomplished our goal retrieving Zenith Splintershield, but alas we suffered heavy losses. I fear we may not be up to the tasks set before us, but our will is strong, and we shall undertake whatever is necessary to see the citizens safe."
So you see, literary license and embellishment is paramount. Tell a story based around the framework of you actual game. Add to it in whatever way works for you. Lela is very correct, you must develop your characters. People have to care about them in order to keep reading. While heroic deaths make for good theater, if you constantly bring in too many new characters without seemlessly working them into the plot, the story will suffer as well. Get your players involved too. Ask for their input. Get them to provide you with their character's motivation, reason for being, etc. Think of the best books you've read, and remember why you loved them. Chances are it's because of the characters. It wouldn't matter if the story revolved around them going grocery shopping, as long as the characters were engrossing.
Hey, never noticed that. Thanks! That should make life easier for me.gfunk said:The Aura of Calm simply replicates the calm emotions spell. Here it is from the 3.5 SRD

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.