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Story Hour
Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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<blockquote data-quote="Sagiro" data-source="post: 5649828" data-attributes="member: 726"><p>In the case of the inscription above the arch, that's all I gave them. My players figured it out in less than five seconds, but they've been wondering about the Necropolis off and on since Aravis first had his vision about it.</p><p></p><p>Generally, I don't need to give them extra nudges about plot clues, though occasionally, especially when we're talking about something that happened years and years ago in real time, I'll remind them about something that would certainly occur to the characters, but which may have slipped out of the players' heads. </p><p></p><p>I don't have to do that very often, because my players are extremely sharp. Also, every once in a while they spend an entire evening just reviewing all the extant plot threads and trying to piece things together. ALSO, they keep a written "to do" list of every major goal they hope to achieve. (Mostly, this is a list of bad guys they want to kill.) So, despite the complexity of the plot and the long times involved, my players manage to keep most of it in their heads pretty well.</p></blockquote><p></p>
[QUOTE="Sagiro, post: 5649828, member: 726"] In the case of the inscription above the arch, that's all I gave them. My players figured it out in less than five seconds, but they've been wondering about the Necropolis off and on since Aravis first had his vision about it. Generally, I don't need to give them extra nudges about plot clues, though occasionally, especially when we're talking about something that happened years and years ago in real time, I'll remind them about something that would certainly occur to the characters, but which may have slipped out of the players' heads. I don't have to do that very often, because my players are extremely sharp. Also, every once in a while they spend an entire evening just reviewing all the extant plot threads and trying to piece things together. ALSO, they keep a written "to do" list of every major goal they hope to achieve. (Mostly, this is a list of bad guys they want to kill.) So, despite the complexity of the plot and the long times involved, my players manage to keep most of it in their heads pretty well. [/QUOTE]
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Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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