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JollyDoc's Shackled City
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<blockquote data-quote="JollyDoc" data-source="post: 1454518" data-attributes="member: 9546"><p>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."</p><p>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.</p></blockquote><p></p>
[QUOTE="JollyDoc, post: 1454518, member: 9546"] 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. [/QUOTE]
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