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Story Hour
JollyDoc's Shackled City
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<blockquote data-quote="Lela" data-source="post: 1453869" data-attributes="member: 1216"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>If you don't know the characters well enough to do that, <em>get to know them!</em> 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.</p><p></p><p>Edit: Obviously, that isn't everything (not that I could name everything). But there was a class coming into the lab I was in and I had one of my own to run to.</p></blockquote><p></p>
[QUOTE="Lela, post: 1453869, member: 1216"] 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, [i]get to know them![/i] 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. Edit: Obviously, that isn't everything (not that I could name everything). But there was a class coming into the lab I was in and I had one of my own to run to. [/QUOTE]
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