Berandor
lunatic
A note and a question here. Recently, the PCs in my campaign visited a kuo-toa shrine, and I stole both the idea of warring parties and the kuo-toa art from your Story Hour. I just wanted to say the moving ethereal craftsmanship really helped giving the whole shrine an alien atmosphere (especially the giant statue of Blipdoolbulb (sp?)), and the disposed king smuggling the PCs in was a nice change from the automatic-alarm set-up that module originally featured. So thanks.
Now, as a Story Hour writer myself, a question on your "technique". I know you record sessions (we don't), but how much of a game's events end up in the story? How many quotes do you make up, how close do you keep combats to the original length, etc. Since I do my writing from memory (except for a few notes I make), I tend to abstract a lot, only hitting major points in combat and changing table talk to something resembling character speech. The barbarian in our group, for example, gets a lot of "cool but stupid" one-liners, which fits the character (and the player likes it), but which doesn't often happen at the table.
Now, as a Story Hour writer myself, a question on your "technique". I know you record sessions (we don't), but how much of a game's events end up in the story? How many quotes do you make up, how close do you keep combats to the original length, etc. Since I do my writing from memory (except for a few notes I make), I tend to abstract a lot, only hitting major points in combat and changing table talk to something resembling character speech. The barbarian in our group, for example, gets a lot of "cool but stupid" one-liners, which fits the character (and the player likes it), but which doesn't often happen at the table.