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Story Hour
[Meta] What Influences Your Story Hour Writing Style?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 137616" data-attributes="member: 94"><p>Grit is where the players find it. The DM can set the mood, but unless the players buy into the genre, it doesn't work. Both in your game and mine, there is a tendency for the adventurers to have a sort of blasé attitude about darkness, danger, fear, oppression. </p><p></p><p>The usual response isn't angst or fear, it's vengeance... and the higher level the characters get, the worse it becomes. The PCs cease acting out of desperate necessity as they increasingly gain the ability to influence their world.</p><p></p><p>I think a really gritty world requires a certain cap on fantastic abilities. There must arbitrarily be some threat that is beyond the adventurers to deal with. In your game, for example, we've had a few enemies who have been beyond us, but the only constant oppressive force from Wulf's point of view is the gods-- and he's pretty much made up that persecution complex from his own selfish and skewed perspective. (As if the gods have nothing better to do than keep an eye constantly on Wulf and foil his every aspiration?)</p><p></p><p>Grit is inversely proportional to the power of the characters, and the burden of sustaining that mood shifts gradually from the DM to the players. I think this is true of both games we're involved in (as player and DM and vice versa). </p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 137616, member: 94"] Grit is where the players find it. The DM can set the mood, but unless the players buy into the genre, it doesn't work. Both in your game and mine, there is a tendency for the adventurers to have a sort of blasé attitude about darkness, danger, fear, oppression. The usual response isn't angst or fear, it's vengeance... and the higher level the characters get, the worse it becomes. The PCs cease acting out of desperate necessity as they increasingly gain the ability to influence their world. I think a really gritty world requires a certain cap on fantastic abilities. There must arbitrarily be some threat that is beyond the adventurers to deal with. In your game, for example, we've had a few enemies who have been beyond us, but the only constant oppressive force from Wulf's point of view is the gods-- and he's pretty much made up that persecution complex from his own selfish and skewed perspective. (As if the gods have nothing better to do than keep an eye constantly on Wulf and foil his every aspiration?) Grit is inversely proportional to the power of the characters, and the burden of sustaining that mood shifts gradually from the DM to the players. I think this is true of both games we're involved in (as player and DM and vice versa). Wulf [/QUOTE]
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[Meta] What Influences Your Story Hour Writing Style?
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