Please point me to....

I'd wager that a good story hour would be just that: a good story. The mechanics should't be part of the telling of the tale, IMO.
 

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francisca said:
I'd wager that a good story hour would be just that: a good story. The mechanics should't be part of the telling of the tale, IMO.

Got to agree there, the ruleset of the game shouldn't really intrude upon the telling of a good story. However the design philosophy of certain editions may have a subtle influence upon the way you tell that story and what you focus on, at least in my opinion.

I run a 3e campaign, but it, and its storyhour are probably more influenced by 2e (Planescape) than anything else. The game mechanics don't play any role in the story, and I'm one to simply toss any ruleset aside as secondary if it hinders plot, character development, etc. I use 3e mechanics simply because it's what I started in and I find that it generally works for my purposes, though I seem to prefer the general design elements that you'll find in a lot of 2e material compared to 3e counterparts.

Link to my storyhour (1 and 2) are in my .sig :)
 

francisca said:
I'd wager that a good story hour would be just that: a good story. The mechanics should't be part of the telling of the tale, IMO.

That being the case, I'll clarify that I would be more interested in a good in-game 1E thread than a story hour.
 


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