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Story Hour
Sagiro's Story Hour: Now That It's Over
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<blockquote data-quote="Sagiro" data-source="post: 6786303" data-attributes="member: 726"><p>In general, things are going quite well. If I don't hit any unexpected problems, the book should be available for sale sometime in January.</p><p></p><p>As for ending the campaign: I think an ideal ending to an epic campaign would focus on the PC's personal stories and arc, and secondarily show how the world at large is affected. Since I had painted myself into a corner with my final story arc (taking place in a separate location from the bulk of the campaign), I used the Crosser's Maze visions to serve that second purpose. (And also to demonstrate there was still some time pressure, as events were unfolding in parallel on the surface world.) It worked well, I think, though it felt a bit contrived. As for things like "mechanics for the actions of nations," I wouldn't bother. A DM is a storyteller; don't feel like every part of the story needs game-mechanisms to play out. As long as the PC's are engaged in their own part of the story, I think it's fine to simply tell them what's happening on the wider stage. (It helps if you have in-game means to do that, of course: visions, telepathic communications, Godly pronouncements, royal proclamations, fast-spreading rumors, etc.)</p><p></p><p>I'm still wrestling with how I'm going to handle this in the final book of my series, since I'm limited to showing the reader what one or more of the protagonists are witnessing. (Or possibly antagonists -- still not sure whether I'll break away from hero-POV chapters in later books.) I'm leaning toward breaking the party into two groups, one of which follows Seven Dark Words down beneath the Barrier, and one of which stays on the surface to help drive (and witness) all the stuff going on above ground. Not sure yet, though.</p></blockquote><p></p>
[QUOTE="Sagiro, post: 6786303, member: 726"] In general, things are going quite well. If I don't hit any unexpected problems, the book should be available for sale sometime in January. As for ending the campaign: I think an ideal ending to an epic campaign would focus on the PC's personal stories and arc, and secondarily show how the world at large is affected. Since I had painted myself into a corner with my final story arc (taking place in a separate location from the bulk of the campaign), I used the Crosser's Maze visions to serve that second purpose. (And also to demonstrate there was still some time pressure, as events were unfolding in parallel on the surface world.) It worked well, I think, though it felt a bit contrived. As for things like "mechanics for the actions of nations," I wouldn't bother. A DM is a storyteller; don't feel like every part of the story needs game-mechanisms to play out. As long as the PC's are engaged in their own part of the story, I think it's fine to simply tell them what's happening on the wider stage. (It helps if you have in-game means to do that, of course: visions, telepathic communications, Godly pronouncements, royal proclamations, fast-spreading rumors, etc.) I'm still wrestling with how I'm going to handle this in the final book of my series, since I'm limited to showing the reader what one or more of the protagonists are witnessing. (Or possibly antagonists -- still not sure whether I'll break away from hero-POV chapters in later books.) I'm leaning toward breaking the party into two groups, one of which follows Seven Dark Words down beneath the Barrier, and one of which stays on the surface to help drive (and witness) all the stuff going on above ground. Not sure yet, though. [/QUOTE]
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